Add network-layer multiplayer disconnect handling

This commit is contained in:
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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@@ -22,6 +22,7 @@ impl crate::handlers::DatalessEventCodeHandler for ClientUnregisterer {
if let Some(user_info) = user.user().await {
super::log_channel_send_failure(self.msg_router.send(crate::matches::GameMessage::EndConnection {
user_id: user_info.user_id(),
is_unregister: true,
}).await);
} else {
log::error!("Failed to handle sync loading request for unknown user");
+5 -1
View File
@@ -19,7 +19,11 @@ mod player_leave;
mod heal_assist_bonus;
pub async fn handler(init_ctx: &crate::InitConfig) -> crate::handler::LnlEventHandler {
crate::handler::LnlEventHandler::new(init_ctx.users.clone(), crate::vehicle_motion::handler(init_ctx))
crate::handler::LnlEventHandler::new(
init_ctx.users.clone(),
crate::vehicle_motion::handler(init_ctx),
crate::disconnect::handler(init_ctx),
)
.add(validate_game_guid::handler(init_ctx))
.add(loading_progress::handler(init_ctx))
.add(all_loading_progress::handler(init_ctx))