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feat: auto reconnect #513
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feat: auto reconnect #513
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I see two labels, cherrypick and workaround, which is it? They are mutually exclusive. Knowing this relies on a workaround and that there's an MTT bug we're waiting to fix, this should be just workaround and not cherrypicked to develop correct? |
Assets/BossRoom/Scripts/Shared/Net/ConnectionManagement/ClientGameNetPortal.cs
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Assets/BossRoom/Scripts/Client/UI/ConnectionStatusMessageUIManager.cs
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Assets/BossRoom/Scripts/Client/UI/ConnectionStatusMessageUIManager.cs
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Yes my bad, it should only have had the workaround label |
Co-authored-by: Sam Bellomo <[email protected]>
…hnologies/com.unity.multiplayer.samples.coop into feature/auto-reconnect
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…I-stats * release/GDC2022: added IP button to main menu (#535) fix: postgame menu button (#523) chore: adding leak detect (#492) Cherry pick: lobby blue banner fix, mainmenu.unity scene merge conflict resolved with unity merge tool (#534) Filled in some holes in the floor (#527) (#533) fix: populate lobby room name if creation room input field is empty (#522) lobby fix: Adding instructions when we get a service error on conflicting joins (#511) feat: auto reconnect (#513)
Description (*)
This PR adds automatic reconnect attempts when a players loses connection. It will try to reconnect three times before giving up and sending the player back to the main menu (unless the player uses the quit button earlier). As a workaround until a fix for MTT-2684 is available in NGO pre.7, before trying to reconnect we load an empty scene. We will wait until that fix is available before cherrypicking this to develop.
Related Pull Requests
Issue Number(s) (*)
Fixes issue(s): MTT-2617
Manual testing scenarios
Questions or comments
There currently is an issue when testing with debug builds or in the editor. Since the host is paused, it doesn't have the time to time out the clients on its side, so when it is unpaused and the clients reconnect to it, it considers them as duplicate connections. However, in debug builds or in the editor, duplicate connections are allowed and it will be treated as a new player instead. This issue will be fixed when #488 is merged.
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