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Multiplayer fixes for 40.0 - #2081
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Robosturm merged 4 commits intoOct 21, 2026
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When you hosted or joined through the gateway, the game was hooked up to quit the whole app if that connection ever dropped. That hook was only meant for the server's own slave processes, so regular players were getting their game closed on them. Once the next fix lets the host actually hear about guests leaving, it would also have closed the host's game every time someone left. Slaves still quit like before. Also made the host tell the difference between a guest leaving and its own connection dying, so it shows the right message instead of acting like a guest left.
Typo-level bug: the code checked for "client connected" twice and never checked for "client disconnected". So the host never found out a guest left, the guest's slot stayed taken, and they couldn't rejoin.
…m#2077) The gateway host didn't think anyone was connected yet, so it started the game right away with one random seed. Then when the guest said it was ready, the host sent out a different seed and the guest started on that one instead. Both sides rolled different randoms from the very first turn (the weather forecast showed it first), and the game desynced a few days in. Now the host waits for everyone in its player and observer slots before starting. If a guest drops out before saying they're ready, the host doesn't sit there waiting for the timeout anymore, and it can't send a second start message halfway through the game.
…#2078) Qt 6.10 on Windows names the certificate's key after the certificate's name. Ours didn't have one, so hosting failed with "credentials were not recognized" and direct LAN games broke on Build 11. Gave it a fixed name and it works again.
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Multiplayer fixes for 40.0
This gets LAN, gateway and server-hosted games working again.
accept our self-signed certificate without a name, so it now has one.
(Connection issues #2078)
seed and the guest on another, so they rolled different randoms from
turn one. Now everyone starts on the same seed. (Multiplayer games crash always after a couple of turns with Cannot Sync #2077)
slot stayed taken and rejoining didn't work. (Multiplayer games crash always after a couple of turns with Cannot Sync #2077)
dropped. That's only meant for server slaves, so I took it off for
players.
Tested on Qt 6.10.3, each played to the
end with no desyncs: direct LAN, gateway (including a guest dropping
mid-game and rejoining), and a server-hosted game.
Fixes #2077
Fixes #2078