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Automatically reconnect when the WebSocket connection is lost (e.g. phone sleep, alt-tab, network blip) instead of exiting the game. - Add reconnection state machine (CONNECTED → RECONNECTING → CONNECTED or DISCONNECTED) with exponential backoff (1s→30s cap, 10 max attempts) - Add OnConnectionStatusChanged callback (connected/reconnecting/failed/ rejected) to PlatformCallbacks, with Emscripten CustomEvent dispatch and native SDL_Log implementations - Add WorldStateSync::ResetForReconnect() to clear session state - Only exit the game on room-full rejection (WasRejected); connection loss is handled internally by the state machine - Rename WasDisconnected→WasRejected, CheckDisconnected→CheckRejected, IsMultiplayerDisconnected→IsMultiplayerRejected through the full call chain for accurate naming - Remove Module._exitCode from JS onclose; use C++ callback + sessionStorage for room-full signaling instead - Clean up EXIT_CONNECTION_LOST constant (obsolete) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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| .. | ||
| 3ds | ||
| android | ||
| emscripten | ||
| ios | ||
| res | ||
| switch | ||
| vita | ||
| xbox_one_series | ||
| isleapp.cpp | ||
| isleapp.h | ||
| islefiles.cpp | ||
| library_msvc.h | ||
| library_smartheap.h | ||