mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-21 18:55:16 +00:00
Make "Reconnect to Server" option work if initial socket conn failed
This commit is contained in:
parent
8f21d43bc3
commit
23cdf1442d
4 changed files with 38 additions and 28 deletions
|
@ -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 ---
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
Loading…
Reference in a new issue