Treat proxy A0 lobby exit as intentional
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@@ -2230,6 +2230,7 @@ static asio::awaitable<HandlerResult> C_V123_A0(shared_ptr<Client> c, Channel::M
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// Change Ship from the lobby counter menu. We override the Change Ship action to end the proxy session, but we only
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// do so if the player is in a lobby in order to properly handle the download quest case.
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if (c->proxy_session->is_in_lobby) {
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c->proxy_session->ending_intentionally = true;
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c->proxy_session->server_channel->disconnect();
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co_return HandlerResult::SUPPRESS;
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} else {
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@@ -2847,7 +2848,7 @@ asio::awaitable<void> handle_proxy_server_commands(
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// If this is the currently-active backend channel, treat the abort as a backend disconnect.
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// Normal Change Ship/Change Block reconnects replace ses->server_channel first; the old
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// aborted channel will not match here, so those expected aborts stay silent.
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if ((c->proxy_session == ses) && (ses->server_channel == channel)) {
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if ((c->proxy_session == ses) && (ses->server_channel == channel) && !ses->ending_intentionally) {
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error_str = "Server channel\ndisconnected";
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}
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} else {
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@@ -16,6 +16,7 @@
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struct ServerState;
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struct ProxySession {
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bool ending_intentionally = false;
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static size_t num_proxy_sessions;
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std::shared_ptr<Channel> server_channel;
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