Add network-layer multiplayer disconnect handling

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NG (Graham) committed 2026-01-07 21:09:38 -05:00
1 parent 1d0831d307
commit ac9e2a9fcd
10 files changed
+64 -18

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pub struct ClientDisconnecter {
msg_router: tokio::sync::mpsc::Sender<crate::matches::GameMessage>,
}
pub(super) fn handler(init_ctx: &crate::InitConfig) -> ClientDisconnecter {
ClientDisconnecter::new(init_ctx)
}
impl ClientDisconnecter {
fn new(init_ctx: &crate::InitConfig) -> Self {
Self {
msg_router: init_ctx.matches_chann.clone(),
}
}
}
#[async_trait::async_trait]
impl crate::DisconnectHandler for ClientDisconnecter {
async fn handle(&self, _peer: &std::sync::Arc<literustlib_server::Connection<crate::PacketData>>, user: &crate::UserData) {
if let Some(user_info) = user.user().await {
crate::events::log_channel_send_failure(self.msg_router.send(crate::matches::GameMessage::EndConnection {
user_id: user_info.user_id(),
is_unregister: false,
}).await);
} else {
log::error!("Failed to handle disconnect for unknown user");
}
}
}