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Fix dummy disconnecting on hot reload
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parent
3d30ce4bf2
commit
28c7b01b96
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@ -163,7 +163,7 @@ public:
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// dummy
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virtual void DummyDisconnect(const char *pReason) = 0;
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virtual void DummyConnect() = 0;
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virtual void DummyConnect(bool Force = false) = 0;
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virtual bool DummyConnected() const = 0;
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virtual bool DummyConnecting() const = 0;
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virtual bool DummyConnectingDelayed() const = 0;
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@ -707,7 +707,7 @@ bool CClient::DummyConnectingDelayed() const
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return !DummyConnected() && !DummyConnecting() && m_LastDummyConnectTime > 0.0f && m_LastDummyConnectTime + 5.0f > GlobalTime();
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}
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void CClient::DummyConnect()
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void CClient::DummyConnect(bool Force)
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{
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if(m_aNetClient[CONN_MAIN].State() != NETSTATE_ONLINE)
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{
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@ -725,7 +725,7 @@ void CClient::DummyConnect()
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log_info("client", "Dummy is already connected/connecting.");
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return;
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}
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if(DummyConnectingDelayed())
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if(!Force && DummyConnectingDelayed())
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{
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log_info("client", "Wait before connecting dummy again.");
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return;
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@ -1649,9 +1649,24 @@ void CClient::ProcessServerPacket(CNetChunk *pPacket, int Conn, bool Dummy)
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}
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}
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}
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else if(Conn == CONN_MAIN && (pPacket->m_Flags & NET_CHUNKFLAG_VITAL) != 0 && Msg == NETMSG_MAP_RELOAD)
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{
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if(m_DummyConnected)
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{
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m_DummyReconnectOnLoad = true;
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m_DummySwapOnReconnect = g_Config.m_ClDummy == 1 ? false : true;
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}
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else
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m_DummySwapOnReconnect = false;
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}
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else if(Conn == CONN_MAIN && (pPacket->m_Flags & NET_CHUNKFLAG_VITAL) != 0 && Msg == NETMSG_CON_READY)
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{
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GameClient()->OnConnected();
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if(m_DummyReconnectOnLoad)
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{
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m_DummyReconnectOnLoad = false;
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DummyConnect(true);
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}
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}
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else if(Conn == CONN_DUMMY && Msg == NETMSG_CON_READY)
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{
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@ -2746,6 +2761,16 @@ void CClient::Update()
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}
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}
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if(m_DummySwapOnReconnect && g_Config.m_ClDummy == 1)
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{
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m_DummySwapOnReconnect = false;
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g_Config.m_ClDummy = 0;
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}
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else if(!m_DummyConnected && m_DummySwapOnReconnect)
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{
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m_DummySwapOnReconnect = false;
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}
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m_LastDummy = (bool)g_Config.m_ClDummy;
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}
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@ -182,6 +182,8 @@ class CClient : public IClient, public CDemoPlayer::IListener
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bool m_DummyConnecting = false;
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bool m_DummyConnected = false;
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float m_LastDummyConnectTime = 0.0f;
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bool m_DummyReconnectOnLoad = false;
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bool m_DummySwapOnReconnect = false;
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// graphs
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CGraph m_InputtimeMarginGraph;
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@ -319,7 +321,7 @@ public:
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void Disconnect() override;
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void DummyDisconnect(const char *pReason) override;
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void DummyConnect() override;
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void DummyConnect(bool Force = false) override;
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bool DummyConnected() const override;
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bool DummyConnecting() const override;
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bool DummyConnectingDelayed() const override;
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@ -3510,6 +3510,8 @@ void CServer::ConStopRecord(IConsole::IResult *pResult, void *pUser)
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void CServer::ConMapReload(IConsole::IResult *pResult, void *pUser)
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{
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((CServer *)pUser)->m_MapReload = true;
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CMsgPacker Msg(NETMSG_MAP_RELOAD, true);
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((CServer *)pUser)->SendMsg(&Msg, MSGFLAG_VITAL | MSGFLAG_FLUSH, -1);
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}
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void CServer::ConLogout(IConsole::IResult *pResult, void *pUser)
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@ -35,3 +35,4 @@ UUID(NETMSG_CHECKSUM_ERROR, "checksum-error@ddnet.tw")
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UUID(NETMSG_REDIRECT, "redirect@ddnet.org")
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UUID(NETMSG_RCON_CMD_GROUP_START, "rcon-cmd-group-start@ddnet.org")
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UUID(NETMSG_RCON_CMD_GROUP_END, "rcon-cmd-group-end@ddnet.org")
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UUID(NETMSG_MAP_RELOAD, "map-reload@ddnet.org")
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@ -3237,6 +3237,8 @@ void CGameContext::ConHotReload(IConsole::IResult *pResult, void *pUserData)
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pSelf->m_apSavedTeams[pSelf->m_aTeamMapping[i]]->Save(pSelf, pSelf->m_aTeamMapping[i], true, true);
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}
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pSelf->Server()->ReloadMap();
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CMsgPacker Msg(NETMSG_MAP_RELOAD, true);
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pSelf->Server()->SendMsg(&Msg, MSGFLAG_VITAL | MSGFLAG_FLUSH, -1);
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}
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void CGameContext::ConAddVote(IConsole::IResult *pResult, void *pUserData)
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