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Allow server to see client disconnection before giving up on reconnecting
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1 changed files with 38 additions and 31 deletions
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@ -264,45 +264,52 @@ impl Room {
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});
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// Wait for client to re-establish a connection to the server.
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let mut reconnection_timeout = cx.background().timer(RECONNECT_TIMEOUT).fuse();
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let client_reconnection = async {
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loop {
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if let Some(status) = client_status.next().await {
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if status.is_connected() {
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return true;
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{
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let mut reconnection_timeout = cx.background().timer(RECONNECT_TIMEOUT).fuse();
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let client_reconnection = async {
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let mut remaining_attempts = 3;
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while remaining_attempts > 0 {
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if let Some(status) = client_status.next().await {
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if status.is_connected() {
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let rejoin_room = async {
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let response =
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client.request(proto::JoinRoom { id: room_id }).await?;
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let room_proto =
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response.room.ok_or_else(|| anyhow!("invalid room"))?;
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this.upgrade(&cx)
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.ok_or_else(|| anyhow!("room was dropped"))?
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.update(&mut cx, |this, cx| {
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this.status = RoomStatus::Online;
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this.apply_room_update(room_proto, cx)
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})?;
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anyhow::Ok(())
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};
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if rejoin_room.await.is_ok() {
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return true;
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} else {
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remaining_attempts -= 1;
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}
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}
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} else {
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return false;
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}
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} else {
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return false;
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}
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false
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}
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}
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.fuse();
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futures::pin_mut!(client_reconnection);
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.fuse();
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futures::pin_mut!(client_reconnection);
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futures::select_biased! {
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reconnected = client_reconnection => {
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if reconnected {
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// Client managed to reconnect to the server. Now attempt to join the room.
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let rejoin_room = async {
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let response = client.request(proto::JoinRoom { id: room_id }).await?;
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let room_proto = response.room.ok_or_else(|| anyhow!("invalid room"))?;
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this.upgrade(&cx)
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.ok_or_else(|| anyhow!("room was dropped"))?
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.update(&mut cx, |this, cx| {
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this.status = RoomStatus::Online;
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this.apply_room_update(room_proto, cx)
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})?;
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anyhow::Ok(())
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};
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// If we successfully joined the room, go back around the loop
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// waiting for future connection status changes.
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if rejoin_room.await.log_err().is_some() {
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futures::select_biased! {
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reconnected = client_reconnection => {
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if reconnected {
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// If we successfully joined the room, go back around the loop
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// waiting for future connection status changes.
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continue;
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}
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}
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_ = reconnection_timeout => {}
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}
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_ = reconnection_timeout => {}
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}
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// The client failed to re-establish a connection to the server
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