Skip to content

fix(mesh): Keep matches connected and hosts in their lobby - #626

Merged
x64-dev merged 6 commits into
GeneralsOnlineDevelopmentTeam:mainfrom
tintinhamans:arctic/go/fix/lobby-and-match-hotfix
Sep 29, 2026
Merged

x64-dev merged 6 commits into
GeneralsOnlineDevelopmentTeam:mainfrom
tintinhamans:arctic/go/fix/lobby-and-match-hotfix

Conversation

@tintinhamans

Copy link
Copy Markdown

Small fixes for players dropping mid-match and hosts getting booted from their own lobby, split out from #625 so they can ship first.

Joiners never had working TURN credentials because their network mesh was created before the join response that carries them, so they had no relay to fall back on when a direct route died. During a match, a broken link could also end up with nobody asking to re-signal it, since only the later joiner retried and it stopped after two attempts; retries are no longer capped during an online match. A failed lobby lookup mid-match no longer tears down the match's connections, and a failed service config refresh no longer switches off signalling retries.

For the lobby host: a leftover anticheat "leave lobby" request is now cleared when its session ends, so it can't eject the host from the next lobby they create, and the host no longer leaves its own lobby because it can't reach one peer.

@tintinhamans
tintinhamans marked this pull request as ready for review September 29, 2026 20:55
@x64-dev
x64-dev merged commit 2efc80c into GeneralsOnlineDevelopmentTeam:main Sep 29, 2026
5 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants