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
+3 -1
View File
@@ -48,11 +48,13 @@ session_result_t session_manager_join(session_manager_t *manager, role_t request
char sanitized[kDisplayNameBytes + 1] = {0};
if (!sanitize_name(name, sanitized)) return SESSION_RESULT_INVALID_NAME;
int8_t selected = -1;
if (requested_role == ROLE_PLAYER_1) selected = first_free(manager, 0, 1);
if (requested_role == ROLE_AUTO_PLAYER) selected = first_free(manager, 0, kPlayerCapacity);
else if (requested_role == ROLE_PLAYER_1) selected = first_free(manager, 0, 1);
else if (requested_role == ROLE_PLAYER_2) selected = first_free(manager, 1, 2);
else if (requested_role == ROLE_SPECTATOR) selected = first_free(manager, kPlayerCapacity, kSessionCapacity);
else return SESSION_RESULT_INVALID_ROLE;
if (selected < 0) return requested_role == ROLE_SPECTATOR ? SESSION_RESULT_NO_SPECTATOR_SLOT : SESSION_RESULT_NO_PLAYER_SLOT;
if (requested_role == ROLE_AUTO_PLAYER) requested_role = (role_t)selected;
session_t candidate = {.role = requested_role, .occupied = true, .connected = true};
memcpy(candidate.name, sanitized, sizeof(candidate.name));
for (uint8_t offset = 0; offset < kSessionTokenBytes; offset += 4) {