fix(multiplayer): surface matchmaking connect failures to the player

Closes §8.43's 'failed-reconnect UX' gap, found immediately after
wiring connect_to_assignment() itself: even with that fix in place, a
connection failure had nowhere to go. connect_to_assignment()'s
synchronous failures (assignment missing/expired, invalid endpoint,
NetworkManager.join() erroring immediately) only ever emitted
assignment_connection_failed -- a signal nothing in the client
listened to. state.phase would stay stuck at ASSIGNED, the UI would
keep showing "Your match server is ready" forever, with no way back
to a fresh search.

Worse, the likelier real-world failure mode had no handler at all:
NetworkManager.join() returns OK immediately once the attempt starts,
but the actual ENet handshake can still fail asynchronously afterward
(unreachable server, refused connection, ENet's own ~5s connect
timeout). This is exactly the gap main_menu.gd's own
_on_connection_failed exists to cover for the direct-join flow (see
its header comment) -- nothing covered the equivalent for a
matchmaking-driven connect.

ControlPlaneClient now connects both assignment_connection_failed and
NetworkManager.connection_failed (guarded to state.phase == CONNECTING,
so it never misattributes an unrelated direct-join failure to a
matchmaking search) to state.fail(...), so either failure mode now
surfaces as a failed search the player can actually retry from.

Verified: three new test_control_plane_client.gd tests cover the
synchronous failure path, the async NetworkManager.connection_failed
path (via a real end-to-end ASSIGNED -> CONNECTING flow), and that an
unrelated connection_failed outside CONNECTING is correctly ignored.
220/220 tests pass, stable across 3 repeated runs, no crash, no
engine-level error; full make verify-multiplayer-local and the
complete make verify-enet-integration suite (all five cases) both
clean; zero new crash reports throughout.

Also fixes a markdown table-integrity mistake introduced while
documenting this in the same edit pass: an earlier Edit call
accidentally duplicated a sentence and dropped the row's closing
'remains' clause in §8.43 -- caught and corrected before commit via
the usual pipe-count check.
This commit is contained in:
Josh Creek
2026-09-04 18:12:25 +01:00
parent 7d50612abb
commit ae4a6f937f
3 changed files with 83 additions and 1 deletions
+26
View File
@@ -62,6 +62,32 @@ func _ready() -> void:
_request.request_completed.connect(_on_request_completed)
state.resync_required.connect(_on_resync_required)
_websocket = WebSocketPeer.new()
assignment_connection_failed.connect(_on_assignment_connection_failed)
NetworkManager.connection_failed.connect(_on_network_connection_failed)
# Covers §8.43's "failed reconnect UX": connect_to_assignment()'s own
# synchronous failures (assignment missing/expired, invalid endpoint,
# NetworkManager.join() erroring immediately) previously only emitted
# assignment_connection_failed -- a signal nothing in the client actually
# listened to. state.phase would stay stuck at ASSIGNED, the UI would keep
# showing "Your match server is ready" forever, and there was no way back to
# a fresh search.
func _on_assignment_connection_failed(detail: String) -> void:
state.fail(detail)
# The likelier real-world failure than the synchronous one above:
# NetworkManager.join() returns OK immediately (the attempt started), but the
# actual ENet handshake fails asynchronously later -- unreachable server,
# refused connection, ENet's own ~5s connect timeout. This is exactly the gap
# main_menu.gd's own _on_connection_failed exists to cover for the direct-join
# flow (see its header comment); nothing covered it for a matchmaking-driven
# connect. Guarded to CONNECTING so this never reacts to an unrelated
# connection_failed, such as one belonging to main_menu.gd's own direct join.
func _on_network_connection_failed() -> void:
if state.phase == MatchmakingState.CONNECTING:
state.fail("Unable to connect to the match server")
func _process(_delta: float) -> void: