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Ch 10. GameServer's incorrect handling of incoming connection and disconnection #21

@kyuhyunp

Description

@kyuhyunp

The current code unnecessarily added the following lines to listen for the new connections during handleDisconnections.

if (mConnectedPlayers < mMaxConnectedPlayers)
{
	mPeers.push_back(PeerPtr(new RemotePeer()));
	setListening(true);
}

I think the reason why this was done was to do setListening(true); after handleIncomingConnections'

if (mConnectedPlayers >= mMaxConnectedPlayers)
	setListening(false);

However, it is incorrect to add a new spot in mPeers during handleDisconnections.

Instead, handleDisconnections should only setListening(true) when the mPeers was full like below.

void GameServer::handleDisconnections()
{ 
	for (auto itr = mPeers.begin(); itr != mPeers.end();)
	{
		PeerPtr& peer = *itr;
		if (peer->timedOut)
		{
			for (int32_t aircraftIdentifier : peer->aircraftIdentifiers)
			{
				sf::Packet packet;
				packet << static_cast<int32_t> (Server::PlayerDisconnect);
				sendToAll(packet);

				mAircraftInfo.erase(aircraftIdentifier);
			}

			if (mConnectedPlayers == mMaxConnectedPlayers)
			{
				setListening(true);
			}

			--mConnectedPlayers;
			mAircraftCount -= peer->aircraftIdentifiers.size();

			itr = mPeers.erase(itr);

			broadcastMessage("An ally has disconnected.");
		}
		else
		{
			++itr;
		}
	}
}

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