forked from External/mage
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for other players in the chat; * refactor: simplified and improved connection and network related code, deleted outdated code, added docs; * tests: improved load test to support lands only set for more stable performance/network testing (set TEST_AI_RANDOM_DECK_SETS = PELP and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);
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71 changed files with 1274 additions and 802 deletions
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@ -28,7 +28,6 @@ import mage.util.CardUtil;
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import mage.util.MultiAmountMessage;
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import mage.util.RandomUtil;
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import javax.swing.*;
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import java.io.File;
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import java.lang.reflect.Constructor;
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import java.text.DateFormat;
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@ -902,28 +901,4 @@ public final class SystemUtil {
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}
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return Arrays.asList(cardSet, cardName);
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}
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public static void ensureRunInGameThread() {
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String name = Thread.currentThread().getName();
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if (!name.startsWith("GAME")) {
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// how-to fix: use signal logic to inform a game about new command to execute instead direct execute (see example with WantConcede)
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// reason: user responses/commands are received by network/call thread, but must be processed by game thread
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throw new IllegalArgumentException("Wrong code usage: game related code must run in GAME thread, but it used in " + name, new Throwable());
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}
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}
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public static void ensureRunInCallThread() {
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String name = Thread.currentThread().getName();
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if (!name.startsWith("CALL")) {
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// how-to fix: something wrong in your code logic
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throw new IllegalArgumentException("Wrong code usage: client commands code must run in CALL threads, but used in " + name, new Throwable());
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}
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}
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public static void ensureRunInGUISwingThread() {
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if (!SwingUtilities.isEventDispatchThread()) {
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// hot-to fix: run GUI changeable code by SwingUtilities.invokeLater(() -> {xxx})
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throw new IllegalArgumentException("Wrong code usage: GUI related code must run in SWING thread by SwingUtilities.invokeLater", new Throwable());
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}
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}
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}
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