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fix(network): Synchronize disconnect removal and quit handling - #662
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…rom the disconnect screen (TheSuperHackers#3612) (cherry picked from commit a30d061)
…the disconnect screen (cherry picked from commit 5d14e2d)
…veryone (cherry picked from commit 31331c7)
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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.
The first three commits are cherry-picks of TheSuperHackers#3612 (merged) and TheSuperHackers#3631 (open). A player that quits from the disconnect screen sends its leave at once. Everyone that got the leave tells the others with a notice, a
DISCONNECTPLAYERwith frame0xFFFFFFFF, so all pick the same next router. The acting packet router removes the player on one frame for everyone, andDISCONNECTPLAYERis applied only from the acting router. A notice without the leaver's own leave counts after 3 s of quiet.The last commit keeps the GO handling on top of that:
0 <= slot < MAX_SLOTSare rejected.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 wait the quiet time. The signature does not cover the frame, so a captured notice can be replayed in the same match. No new message type, the signature field comes from the identity PR.
Tested: builds x86 Release
z_generals. GO rig with the full stack, 3 runs of 7 cases: a menu quit by a player or the host is removed in 0 to 3 s, also behind a link with 100% loss, a killed player or host after the 60 s countdown since the rig does not vote. All survivors removed on the same logic frame in 20 of 21 runs, 0 CRC mismatches. A lagging player plus a crash still fails 2 of 3 runs, the removal takes 120 s there. Not covered: a leave lost to one player, a quit from the disconnect screen itself.