Asking for clarification in Chat example
darksylinc opened this issue · 2 comments
Hi!
I've started integrating GNS into a pet project to analyze it, and the following felt wrong:
In ChatServer::OnSteamNetConnectionStatusChanged the code does the following:
case k_ESteamNetworkingConnectionState_ClosedByPeer:
case k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
if ( pInfo->m_eOldState == k_ESteamNetworkingConnectionState_Connected )
{
m_mapClients.erase( itClient );
}
else
{
assert( pInfo->m_eOldState == k_ESteamNetworkingConnectionState_Connecting );
}
break;
However looking down in the same switch:
case k_ESteamNetworkingConnectionState_Connecting:
// Add them to the client list, using std::map wacky syntax
m_mapClients[ pInfo->m_hConn ];
What's weird here is that an entry in m_mapClients
gets inserted after receiving the k_ESteamNetworkingConnectionState_Connecting
message.
However upon disconnection, (i.e. _ClosedByPeer
& _ProblemDetectedLocally
) it assumes that if previous state was _Connecting
then there should be no entry in m_mapClients
.
This sounds contradictory.
I can think of the following cases:
- This is a bug. The code should always remove the entry from
m_mapClients
- This is a bug. The code has no way to know if the closure happened before or after GNS performed a callback with
_Connecting
. We should first check if there is an entry inm_mapClients
, and if there is one, remove it - This is expected.
_ClosedByPeer
/_ProblemDetectedLocally
getting called after_Connecting
but before_Connected
means that GNS never got the chance to call our callback
I suspect this is likely a bug, which would make sense since the opportunity window for triggering it is ridiculously low (it needs to disconnect after _Connecting
but before anything else, or perhaps due to how GNS works internally, that situation can't actually happen).
Yeah that looks like a bug, and the situation you describe (such as a transition direction from "connecting" to "problem detected locally") is possible. the code probably shouldn't check the state of the connection, it should just check if there is an existing entry in the map.
Hello,
I also noticed something: sometimes when my server app closes down connection with clients, onSteamNetConnectionStatusChanged()
is not invoked with pInfo->m_info.m_eState
being as k_ESteamNetworkingConnectionState_ClosedByPeer
or k_ESteamNetworkingConnectionState_ProblemDetectedLocally
but it gets invoked with k_ESteamNetworkingConnectionState_None
and pInfo->m_eOldState
is actually k_ESteamNetworkingConnectionState_Connected
in that case, so it is a different kind of state transition.
So I simply changed that code to look like this:
void onSteamNetConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t* pInfo) {
switch (pInfo->m_info.m_eState)
{
case k_ESteamNetworkingConnectionState_None:
// sometimes we fall here immediately from k_ESteamNetworkingConnectionState_Connected when closing down connection
// fall-through
case k_ESteamNetworkingConnectionState_ClosedByPeer:
// fall-through
case k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
{
// Ignore if they were not previously connected. (If they disconnected
// before we accepted the connection.)
if (pInfo->m_eOldState == k_ESteamNetworkingConnectionState_Connected)
{ ...