Repository navigation
feat(lobby): Retry failed peer connections and block the start until everyone is connected - #669
Open
tintinhamans wants to merge 26 commits into
Conversation
…nections the server asked for
…its and the start check
…start until the roster is complete
…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)
tintinhamans
force-pushed
the
arctic/go/feat/lobby-connection-retry-v2
branch
from
October 25, 2026 05:21
70788e8 to
6f8af97
Compare
…e Zero Hour archives (cherry picked from commit aaea4c1)
…only with verbose logging
tintinhamans
force-pushed
the
arctic/go/feat/lobby-connection-retry-v2
branch
from
October 25, 2026 11:16
6f8af97 to
26b98fa
Compare
…everyone is connected
tintinhamans
force-pushed
the
arctic/go/feat/lobby-connection-retry-v2
branch
from
October 25, 2026 12:54
26b98fa to
4525f55
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Merge after #656 and #625. The branch merges #625 into the network stack, so the diff against main shows both; the only new code is the last commit.
In a custom lobby a peer link that fails to come up is dropped after two signalling attempts and nothing tries it again. The host can still press Start with a player who has no link to the others, and a failed link in a quick match sends everyone out of the lobby.
This retries failed peer links. The later joiner of a pair keeps signalling, a manual lobby stays open when links run out, and the button turns into "Retry connections" while a link is down. A retry uses a longer timeout than the first negotiation, and an incoming connection gets the same timeouts. A peer that left cleanly is never retried, it is dropped from the mesh as #625 does.
Start follows one rule. It is enabled only when every human in the lobby has a slot and we hold a connected link to every human. The mesh check and the final check before the match both use that rule, and a start attempt that no longer matches the lobby is dropped. If the lobby lists someone the game has no slot for, the lobby is refreshed every few seconds. The 30 second timeout of the mesh check from #625 still ends the check and gives the Start button back.
One new key in the connection group of the service config, read like the others from #656:
connection.reconnect_timeout_ms(30000, clamped between 10000 and 60000).connection.retry_signallingis already there from #656 and gates the retry. A missing key keeps the default.Tested: x86 Release
z_generalsbuilds. Not played yet.