Make "Reconnect to Server" option work if initial socket conn failed

This commit is contained in:
Nick Renieris 2022-06-25 03:46:58 +03:00
parent 8f21d43bc3
commit 23cdf1442d
4 changed files with 38 additions and 28 deletions

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@ -2,9 +2,9 @@
* @file server/Client.hpp
* @author CraftyBoss (https://github.com/CraftyBoss)
* @brief main class responsible for handing all client-server related communications, as well as any gamemodes.
*
*
* @copyright Copyright (c) 2022
*
*
*/
#pragma once
@ -92,7 +92,7 @@ class Client {
bool isShineCollected(int shineId);
static void initMode(GameModeInitInfo const &initInfo);
static void sendHackCapInfPacket(const HackCap *hackCap);
static void sendPlayerInfPacket(const PlayerActorHakoniwa *player);
static void sendGameInfPacket(const PlayerActorHakoniwa *player, GameDataHolderAccessor holder);
@ -191,7 +191,7 @@ class Client {
static void tryRestartCurrentMode();
static bool isModeActive() { return sInstance ? sInstance->mIsModeActive : false; }
static bool isSelectedMode(GameMode mode) { return sInstance ? sInstance->mCurMode->getMode() == mode: false; }
void resetCollectedShines();
@ -224,7 +224,7 @@ class Client {
// currently, only readThread is used to recieve and update PuppetInfo, while the main game thread is used to send packets without queueing them up first, which might cause performance issues
al::AsyncFunctorThread *mReadThread = nullptr; // TODO: use this thread to send any queued packets
// al::AsyncFunctorThread *mRecvThread; // TODO: use this thread to recieve packets and update PuppetInfo
sead::SafeArray<UIDIndexNode, 16> puppetPlayerID;
int mConnectCount = 0;
@ -233,10 +233,10 @@ class Client {
sead::FixedSafeString<0x20> mUsername;
// --- Server Syncing Members ---
// --- Server Syncing Members ---
// array of shine IDs for checking if multiple shines have been collected in quick sucession, all moons within the players stage that match the ID will be deleted
sead::SafeArray<int, 128> curCollectedShines;
sead::SafeArray<int, 128> curCollectedShines;
int collectedShineCount = 0;
int lastCollectedShine = -1;
@ -252,6 +252,7 @@ class Client {
int mServerPort = 0;
bool waitForGameInit = true;
bool isFirstConnect = true;
// --- Game Layouts ---

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@ -215,14 +215,16 @@ bool Client::startConnection() {
Client::openKeyboardPort();
}
bool result = mSocket->init(mServerIP.cstr(), mServerPort).isSuccess();
bool socketConnected = mSocket->isConnected();
if (!socketConnected) {
socketConnected = mSocket->init(mServerIP.cstr(), mServerPort).isSuccess();
}
if (result) {
bool clientConnected = false;
if (socketConnected) {
// wait for client init packet
while (true) {
if (mSocket->RECV()) {
Packet* curPacket = mSocket->mPacketQueue.popFront();
if (curPacket->mType == PacketType::CLIENTINIT) {
@ -232,21 +234,20 @@ bool Client::startConnection() {
maxPuppets = initPacket->maxPlayers - 1;
}else {
clientConnected = true;
} else {
Logger::log("First Packet was not Init!\n");
result = false;
clientConnected = false;
}
free(curPacket);
}
break;
}
}
return result;
return clientConnected;
}
/**
@ -317,9 +318,10 @@ void Client::openKeyboardPort() {
*/
void Client::readFunc() {
if (isFirstConnect) {
if (waitForGameInit) {
nn::os::YieldThread(); // sleep the thread for the first thing we do so that game init can finish
nn::os::SleepThread(nn::TimeSpan::FromSeconds(2));
waitForGameInit = false;
}
// we can use the start of readFunc to display an al::WindowConfirmWait while the server
@ -398,7 +400,8 @@ void Client::readFunc() {
mSocket->SEND(&initPacket); // re-send init packet as reconnect packet
mConnectionWait->tryEnd();
continue;
} else {
Logger::log("%s: not reconnected\n", __func__);
}
nn::os::YieldThread(); // if we're currently waiting on the socket to be initialized, wait until it is
@ -449,7 +452,7 @@ void Client::readFunc() {
updateShineInfo((ShineCollect*)curPacket);
break;
case PacketType::PLAYERDC:
Logger::log("Recieved Player Disconnect!\n");
Logger::log("Received Player Disconnect!\n");
curPacket->mUserID.print();
disconnectPlayer((PlayerDC*)curPacket);
break;

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@ -17,8 +17,7 @@ nn::Result SocketClient::init(const char* ip, u16 port) {
in_addr hostAddress = { 0 };
sockaddr serverAddress = { 0 };
if (socket_log_state != SOCKET_LOG_UNINITIALIZED && socket_log_state != SOCKET_LOG_DISCONNECTED)
return -1;
Logger::log("SocketClient::init: %s:%d sock %s\n", ip, port, getStateChar());
nn::nifm::Initialize();
nn::nifm::SubmitNetworkRequest();

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@ -80,7 +80,7 @@ StageSceneStateServerConfig::StageSceneStateServerConfig(const char *name, al::S
mCurrentMenu = mMainOptions;
}
void StageSceneStateServerConfig::init() {
void StageSceneStateServerConfig::init() {
initNerve(&nrvStageSceneStateServerConfigMainMenu, 0);
}
@ -193,13 +193,20 @@ void StageSceneStateServerConfig::exeOpenKeyboardPort() {
void StageSceneStateServerConfig::exeRestartServer() {
if (al::isFirstStep(this)) {
mCurrentList->deactivate();
Logger::log("Stopping connection\n");
Client::stopConnection();
}
if (Client::isSocketActive()) {
al::startHitReaction(mCurrentMenu, "リセット", 0);
al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
auto* client = Client::sInstance;
if (client) {
Logger::log("%s: Socket state: %s\n", __func__, client->mSocket->getStateChar());
client->StartThreads();
}
al::startHitReaction(mCurrentMenu, "リセット", 0);
al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
}
void StageSceneStateServerConfig::exeGamemodeConfig() {
@ -210,7 +217,7 @@ void StageSceneStateServerConfig::exeGamemodeConfig() {
}
subMenuUpdate();
if (mIsDecideConfig && mCurrentList->isDecideEnd()) {
if (mGamemodeConfigMenu->updateMenu(mCurrentList->mCurSelected)) {
endSubMenu();
@ -220,7 +227,7 @@ void StageSceneStateServerConfig::exeGamemodeConfig() {
void StageSceneStateServerConfig::exeGamemodeSelect() {
if (al::isFirstStep(this)) {
mCurrentList = mModeSelectList;
mCurrentMenu = mModeSelect;