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https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-22 03:05:16 +00:00
Make "Reconnect to Server" option work if initial socket conn failed
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parent
8f21d43bc3
commit
23cdf1442d
4 changed files with 38 additions and 28 deletions
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@ -252,6 +252,7 @@ class Client {
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int mServerPort = 0;
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bool waitForGameInit = true;
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bool isFirstConnect = true;
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// --- Game Layouts ---
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@ -215,14 +215,16 @@ bool Client::startConnection() {
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Client::openKeyboardPort();
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}
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bool result = mSocket->init(mServerIP.cstr(), mServerPort).isSuccess();
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bool socketConnected = mSocket->isConnected();
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if (!socketConnected) {
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socketConnected = mSocket->init(mServerIP.cstr(), mServerPort).isSuccess();
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}
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if (result) {
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bool clientConnected = false;
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if (socketConnected) {
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// wait for client init packet
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while (true) {
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if (mSocket->RECV()) {
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Packet* curPacket = mSocket->mPacketQueue.popFront();
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if (curPacket->mType == PacketType::CLIENTINIT) {
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@ -232,21 +234,20 @@ bool Client::startConnection() {
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maxPuppets = initPacket->maxPlayers - 1;
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}else {
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clientConnected = true;
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} else {
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Logger::log("First Packet was not Init!\n");
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result = false;
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clientConnected = false;
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}
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free(curPacket);
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}
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break;
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}
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}
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return result;
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return clientConnected;
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}
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/**
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@ -317,9 +318,10 @@ void Client::openKeyboardPort() {
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*/
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void Client::readFunc() {
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if (isFirstConnect) {
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if (waitForGameInit) {
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nn::os::YieldThread(); // sleep the thread for the first thing we do so that game init can finish
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nn::os::SleepThread(nn::TimeSpan::FromSeconds(2));
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waitForGameInit = false;
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}
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// we can use the start of readFunc to display an al::WindowConfirmWait while the server
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@ -398,7 +400,8 @@ void Client::readFunc() {
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mSocket->SEND(&initPacket); // re-send init packet as reconnect packet
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mConnectionWait->tryEnd();
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continue;
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} else {
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Logger::log("%s: not reconnected\n", __func__);
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}
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nn::os::YieldThread(); // if we're currently waiting on the socket to be initialized, wait until it is
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@ -449,7 +452,7 @@ void Client::readFunc() {
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updateShineInfo((ShineCollect*)curPacket);
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break;
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case PacketType::PLAYERDC:
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Logger::log("Recieved Player Disconnect!\n");
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Logger::log("Received Player Disconnect!\n");
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curPacket->mUserID.print();
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disconnectPlayer((PlayerDC*)curPacket);
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break;
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@ -17,8 +17,7 @@ nn::Result SocketClient::init(const char* ip, u16 port) {
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in_addr hostAddress = { 0 };
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sockaddr serverAddress = { 0 };
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if (socket_log_state != SOCKET_LOG_UNINITIALIZED && socket_log_state != SOCKET_LOG_DISCONNECTED)
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return -1;
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Logger::log("SocketClient::init: %s:%d sock %s\n", ip, port, getStateChar());
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nn::nifm::Initialize();
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nn::nifm::SubmitNetworkRequest();
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@ -193,13 +193,20 @@ void StageSceneStateServerConfig::exeOpenKeyboardPort() {
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void StageSceneStateServerConfig::exeRestartServer() {
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if (al::isFirstStep(this)) {
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mCurrentList->deactivate();
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Logger::log("Stopping connection\n");
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Client::stopConnection();
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}
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if (Client::isSocketActive()) {
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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auto* client = Client::sInstance;
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if (client) {
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Logger::log("%s: Socket state: %s\n", __func__, client->mSocket->getStateChar());
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client->StartThreads();
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}
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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}
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void StageSceneStateServerConfig::exeGamemodeConfig() {
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