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Server Bootstrap runtime compat 1.6 #1
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base: base-1.6
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| +8 −3 | English/Keyed/Multiplayer.xml | |
| +31 −1 | German/Keyed/Multiplayer.xml | |
| +325 −293 | Polish/Keyed/Multiplayer.xml | |
| +72 −13 | Russian/Keyed/Multiplayer.xml |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,12 +1,17 @@ | ||
| using Multiplayer.Client.Networking; | ||
| using Multiplayer.Common; | ||
| using Multiplayer.Common.Networking.Packet; | ||
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| namespace Multiplayer.Client; | ||
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| public abstract class ClientBaseState : MpConnectionState | ||
| public abstract class ClientBaseState(ConnectionBase connection) : MpConnectionState(connection) | ||
| { | ||
| protected MultiplayerSession Session => Multiplayer.session; | ||
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| public ClientBaseState(ConnectionBase connection) : base(connection) | ||
| [TypedPacketHandler] | ||
| public void HandleDisconnected(ServerDisconnectPacket packet) | ||
| { | ||
| ConnectionStatusListeners.TryNotifyAll_Disconnected(SessionDisconnectInfo.From(packet.reason, new ByteReader(packet.data))); | ||
| Multiplayer.StopMultiplayer(); | ||
| } | ||
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| } | ||
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SteamBaseConn.OnClose()is now a no-op, but bothSteamClientConnandSteamServerConnstill have logic to handlePackets.Special_Steam_Disconnect. If the client callsClose(), the server may no longer be notified promptly (potentially leaving ghost players until a timeout). Consider either sendingSpecial_Steam_DisconnectfromOnClose()(client->server), or explicitly closing the P2P session via Steamworks APIs.