fix(multiplayer): preserve planned shutdown reason

This commit is contained in:
Josh Creek
2026-09-01 16:44:42 +01:00
parent 4e88ea80f3
commit 1d926e705b
2 changed files with 9 additions and 0 deletions
+7
View File
@@ -19,6 +19,7 @@ extends Control
@onready var _switch_team_button: Button = %SwitchTeamButton
@onready var _ready_button: CheckButton = %ReadyButton
@onready var _leave_button: Button = %LeaveButton
var _planned_server_shutdown := false
func _ready() -> void:
@@ -35,6 +36,9 @@ func _ready() -> void:
_controls_row.visible = NetworkManager.is_client
_refresh()
if not MatchNet.last_server_shutdown_reason.is_empty():
_planned_server_shutdown = true
_status_label.text = "Server closed: %s" % MatchNet.last_server_shutdown_reason
func _process(_delta: float) -> void:
@@ -63,10 +67,13 @@ func _on_rejected(reason: String) -> void:
func _on_server_shutdown(reason: String) -> void:
_planned_server_shutdown = true
_status_label.text = "Server closed: %s" % reason
func _on_disconnected_from_server() -> void:
if _planned_server_shutdown:
return
get_tree().change_scene_to_file(ScenePaths.MAIN_MENU)
+2
View File
@@ -1428,3 +1428,5 @@ An adversarial transaction review found that cancellation released only no-show
The documented `server_shutdown` reliable control message is now implemented in `MatchNet`, with bounded reason sanitisation and an authority-only receiver signal. Controlled drain broadcasts `server_draining`; allocated initial-connect cancellation broadcasts its policy reason and waits a transport-flush beat before closing. The 156-test Godot harness covers emission and bounds; full multi-process drain delivery remains a live integration gate.
Clients now consume planned shutdowns: the reason is retained for presentation, an in-match client returns to the lobby after the notice, and the generic disconnect callback is fenced so it cannot overwrite that planned transition. Lobby clients surface the reason directly. The complete Godot harness remains green; real two-process drain delivery is still an external runtime gate.
An adversarial UI review found the lobbys generic disconnect handler still replaced that message with the main menu immediately afterward. Planned disconnects are now fenced in the lobby, and a lobby reached from an active match restores the retained reason on startup; unplanned disconnects keep the existing main-menu behavior.