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fix(network): Synchronize disconnect removal and quit handling - #662
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tintinhamans wants to merge 23 commits into
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…m::openArchiveFile() (TheSuperHackers#3376) (cherry picked from commit 86f2cab)
(cherry picked from commit 5db4f75)
…leSystem, Win32LocalFileSystem (TheSuperHackers#3374) (cherry picked from commit 3f3ed9f)
…ile::getFileInfo(), StdBIGFile::getFileInfo() (TheSuperHackers#3415) (cherry picked from commit b805c12)
…File (TheSuperHackers#3505) Both classes are identical apart from their name and contain no platform specific code. Nothing in them depends on the BIG format either: they open a file from an offset and a size inside the archive file. ArchiveFile takes over their functions and is no longer an abstract class. (cherry picked from commit 52a777a)
…ystem into BIGFileSystem (TheSuperHackers#3505) Both classes are identical apart from their name and go through the local file system for all file access. The one class that remains sits next to ArchiveFileSystem in Core/GameEngine. (cherry picked from commit e4b4d1e)
…e loadBigFilesFromDirectory (TheSuperHackers#3505) loadMods refers to BIG files, which nothing else in ArchiveFileSystem does. It becomes a virtual function that BIGFileSystem implements. loadBigFilesFromDirectory is renamed to loadArchiveFilesFromDirectory, because the base class is not tied to one archive format. (cherry picked from commit f299561)
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…e Zero Hour archives (cherry picked from commit aaea4c1)
…only with verbose logging
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Merge after #661.
A leaving player could be removed on different frames on different machines, a graceful quit waited out the whole timeout like a dead connection, a leave notice about any slot was trusted from any peer, and the log lines of a dead connection were not limited.
DisconnectManagernow removes a player on the same frame everywhere. The acting packet router decides the removal and carries the frame, and everyone that got a leave from the leaver tells the others, so all pick the same next router. Frames of the removed player that others still miss can be asked for again. A peer that closes its connection on purpose during a match is treated as left and removed without waiting for the timeout. That is read from the GNS end debug string, which is fragile if its wording changes. Slots outside0 <= slot < MAX_SLOTSare rejected. A leave notice is trusted from the leaver itself or with the leaver's match key signature, andDISCONNECTPLAYERis applied only from the acting router.Two keys are new:
disconnect.freeze_before_screen_ms(5000) is how long a player is stuck before the disconnect screen comes up,disconnect.remove_after_ms(60000) how long a silent player stays on it.[DISC] Recv Failedand "connection is invalid" are limited to once per 5 s per connection, send failures to once per second, and a packet is dropped after 3 failed retries.A leaver without a match key yet sends an unsigned notice, so the others fall back to the timeout and vote. The signature does not cover the frame, so a captured notice can be replayed in the same match. No wire change here, the signature field comes from the identity PR.
Tested: builds x86 Release
z_generals. In the 3 player rig (full stack) both survivors removed the killed host on the same frame, 0 CRC mismatches, n=1.