Network upgrade and new reconnection mode (#11527)

Network upgrade and new reconnection mode:
* users can disconnect or close app without game progress loose now;
* disconnect dialog will show active tables stats and additional options;
* all active tables will be restored on reconnect (tables, tourneys, games, drafts, sideboarding, constructing);
* user must use same server and username on next connection;
* there are few minutes for reconnect until server kick off a disconnected player from all player's tables (concede/loose);
* now you can safety reconnect after IP change (after proxy/vpn/wifi/router restart);

Other improvements and fixes:
* gui: main menu - improved switch panel button, added stats about current tables/panels;
* gui: improved data sync and updates (fixes many use cases with empty battlefield, not started games/drafts/tourneys, not updatable drafts, etc);
* gui: improved stability on game updates (fixes some random errors related to wrong threads);
* server: fixed miss messages about player's disconnection problems for other players in the chat;
* refactor: simplified and improved connection and network related code, deleted outdated code, added docs;
* tests: improved load test to support lands only set for more stable performance/network testing (set TEST_AI_RANDOM_DECK_SETS = PELP and run test_TwoAIPlayGame_Multiple);
This commit is contained in:
Oleg Agafonov 2023-12-07 19:56:52 +03:00 committed by GitHub
parent 7f0558ff3c
commit 960e896903
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
71 changed files with 1274 additions and 802 deletions

View file

@ -0,0 +1,80 @@
package mage.util;
import com.google.common.base.Throwables;
import javax.swing.*;
import java.util.concurrent.CancellationException;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.Future;
/**
* Util method to work with threads.
*
* @author ayrat, JayDi85
*/
public final class ThreadUtils {
public static void sleep(int millis) {
try {
Thread.sleep(millis);
} catch (InterruptedException ignored) {
}
}
public static void wait(Object lock) {
synchronized (lock) {
try {
lock.wait();
} catch (InterruptedException ex) {
}
}
}
/**
* Find real exception object after thread task completed. Can be used in afterExecute
*/
public static Throwable findRunnableException(Runnable r, Throwable t) {
// executer.submit - return exception in result
// executer.execute - return exception in t
if (t == null && r instanceof Future<?>) {
try {
Object result = ((Future<?>) r).get();
} catch (CancellationException ce) {
t = ce;
} catch (ExecutionException ee) {
t = ee.getCause();
} catch (InterruptedException ie) {
Thread.currentThread().interrupt(); // ignore/reset
}
}
return t;
}
public static Throwable findRootException(Throwable t) {
return Throwables.getRootCause(t);
}
public static void ensureRunInGameThread() {
String name = Thread.currentThread().getName();
if (!name.startsWith("GAME")) {
// how-to fix: use signal logic to inform a game about new command to execute instead direct execute (see example with WantConcede)
// reason: user responses/commands are received by network/call thread, but must be processed by game thread
throw new IllegalArgumentException("Wrong code usage: game related code must run in GAME thread, but it used in " + name, new Throwable());
}
}
public static void ensureRunInCallThread() {
String name = Thread.currentThread().getName();
if (!name.startsWith("CALL")) {
// how-to fix: something wrong in your code logic
throw new IllegalArgumentException("Wrong code usage: client commands code must run in CALL threads, but used in " + name, new Throwable());
}
}
public static void ensureRunInGUISwingThread() {
if (!SwingUtilities.isEventDispatchThread()) {
// hot-to fix: run GUI changeable code by SwingUtilities.invokeLater(() -> {xxx})
throw new IllegalArgumentException("Wrong code usage: GUI related code must run in SWING thread by SwingUtilities.invokeLater", new Throwable());
}
}
}