fix: two-player lobby deadlock

This commit is contained in:
2026-08-30 23:42:26 +03:00
parent d5eb26d330
commit 93af738e36
9 changed files with 77 additions and 10 deletions
+6 -3
View File
@@ -99,16 +99,18 @@ void game_lifecycle_set_bot_scheduler(game_lifecycle_t *lifecycle, scheduler_t s
lifecycle_result_t game_lifecycle_join(game_lifecycle_t *lifecycle, role_t requested_role, const char *name,
uint8_t *session_index) {
if (lifecycle == NULL) return LIFECYCLE_RESULT_UNAUTHORIZED;
if ((requested_role == ROLE_PLAYER_1 || requested_role == ROLE_PLAYER_2) && lifecycle->game.state.phase != PHASE_LOBBY) {
if ((requested_role == ROLE_PLAYER_1 || requested_role == ROLE_PLAYER_2 || requested_role == ROLE_AUTO_PLAYER) && lifecycle->game.state.phase != PHASE_LOBBY) {
return LIFECYCLE_RESULT_NO_PLAYER_SLOT;
}
if (requested_role == ROLE_PLAYER_2 && !session_manager_player_present(&lifecycle->sessions, 0U)) {
return LIFECYCLE_RESULT_NO_PLAYER_SLOT;
}
if (requested_role == ROLE_PLAYER_2 && (lifecycle->game.state.mode == MODE_BOT || lifecycle->bot_reserved)) {
if ((requested_role == ROLE_PLAYER_2 || requested_role == ROLE_AUTO_PLAYER) && (lifecycle->game.state.mode == MODE_BOT || lifecycle->bot_reserved)) {
return LIFECYCLE_RESULT_NO_PLAYER_SLOT;
}
return session_result(session_manager_join(&lifecycle->sessions, requested_role, name, lifecycle->random, session_index));
const lifecycle_result_t result = session_result(session_manager_join(&lifecycle->sessions, requested_role, name, lifecycle->random, session_index));
if (result == LIFECYCLE_RESULT_OK) ++lifecycle->game.state.version;
return result;
}
lifecycle_result_t game_lifecycle_resume(game_lifecycle_t *lifecycle,
@@ -126,6 +128,7 @@ lifecycle_result_t game_lifecycle_leave(game_lifecycle_t *lifecycle, uint8_t ses
if (lifecycle == NULL || session_index >= kSessionCapacity || !lifecycle->sessions.entries[session_index].occupied) return LIFECYCLE_RESULT_UNAUTHORIZED;
const bool player = session_index < kPlayerCapacity && lifecycle->sessions.entries[session_index].role == (role_t)session_index;
if (player && lifecycle->game.state.phase != PHASE_LOBBY) return_to_lobby(lifecycle);
else ++lifecycle->game.state.version;
memset(&lifecycle->sessions.entries[session_index], 0, sizeof(session_t));
++lifecycle->recovery_generation;
lifecycle->recovery_reason = RECOVERY_REASON_SESSION_LEFT;