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🆙 Stage 2 reconnect
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@@ -9,6 +9,8 @@ export class RoomSession implements IRoomSession
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private _roomId: number = 0;
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private _password: string = null;
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private _spawnX: number = -1;
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private _spawnY: number = -1;
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private _state: string = RoomSessionEvent.CREATED;
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private _tradeMode: number = RoomTradingLevelEnum.NO_TRADING;
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private _doorMode: number = 0;
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@@ -57,7 +59,7 @@ export class RoomSession implements IRoomSession
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{
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if(!GetCommunication().connection) return false;
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GetCommunication().connection.send(new RoomEnterComposer(this._roomId, this._password));
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GetCommunication().connection.send(new RoomEnterComposer(this._roomId, this._password, this._spawnX, this._spawnY));
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return true;
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}
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@@ -326,6 +328,26 @@ export class RoomSession implements IRoomSession
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this._password = password;
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}
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public get spawnX(): number
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{
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return this._spawnX;
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}
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public set spawnX(x: number)
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{
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this._spawnX = x;
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}
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public get spawnY(): number
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{
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return this._spawnY;
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}
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public set spawnY(y: number)
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{
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this._spawnY = y;
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}
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public get state(): string
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{
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return this._state;
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@@ -226,12 +226,10 @@ export class RoomSessionManager implements IRoomSessionManager, IRoomHandlerList
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{
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NitroLogger.log('[RoomSessionManager] Existing session found for room ' + roomId + ' — sending room enter request');
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// Re-send room enter request to the server. This handles two cases:
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// 1. Session resume (habbo still in room on server): server treats it
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// as a no-op or re-entry to the same room — harmless.
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// 2. Server restart (habbo not in any room): server places the habbo
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// in the room so the client view matches server state.
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GetCommunication().connection.send(new RoomEnterComposer(roomId, password));
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// Re-send room enter request to the server with saved spawn coordinates.
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// The server will place the habbo directly at the saved position
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// instead of the door tile, providing a seamless reconnection experience.
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GetCommunication().connection.send(new RoomEnterComposer(roomId, password, this._savedPosX, this._savedPosY));
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// Keep the guard up briefly to absorb any stray server-side redirects
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// (DesktopViewEvent, etc.) from the login packet sequence, then drop it.
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@@ -256,9 +254,9 @@ export class RoomSessionManager implements IRoomSessionManager, IRoomHandlerList
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this._sessions.clear();
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this._viewerSession = null;
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// Send the room enter request. The guard stays active to block
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// DesktopViewEvent / home room redirects from the server's login sequence.
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this.createSession(roomId, password);
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// Send the room enter request with saved spawn coordinates. The server
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// will place the habbo at the saved position instead of the door tile.
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this.createSession(roomId, password, this._savedPosX, this._savedPosY);
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// Keep the guard up for a generous window to absorb any DesktopViewEvent
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// or other server-side redirects that arrive after authentication.
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@@ -299,13 +297,32 @@ export class RoomSessionManager implements IRoomSessionManager, IRoomHandlerList
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const password = sessionStorage.getItem(STORAGE_KEY_ROOM_PASSWORD) || null;
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NitroLogger.log('[RoomSessionManager] Restoring session for room ' + roomId + ' from sessionStorage');
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// Read saved position for page-reload restore
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let spawnX = -1;
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let spawnY = -1;
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try
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{
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const posX = sessionStorage.getItem(STORAGE_KEY_POS_X);
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const posY = sessionStorage.getItem(STORAGE_KEY_POS_Y);
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if(posX && posY)
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{
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spawnX = parseInt(posX, 10);
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spawnY = parseInt(posY, 10);
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if(isNaN(spawnX) || isNaN(spawnY)) { spawnX = -1; spawnY = -1; }
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}
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}
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catch(e) { /* ignore */ }
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NitroLogger.log('[RoomSessionManager] Restoring session for room ' + roomId + ' from sessionStorage (spawn: ' + spawnX + ', ' + spawnY + ')');
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// Set the guard so DesktopViewEvent from the server's login sequence
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// doesn't kick us to hotel view before we enter the room
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this._isReconnecting = true;
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this.createSession(roomId, password);
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this.createSession(roomId, password, spawnX, spawnY);
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// Drop the guard when room entry succeeds or after timeout
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this.clearGuardTimer();
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@@ -364,7 +381,7 @@ export class RoomSessionManager implements IRoomSessionManager, IRoomHandlerList
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sessionStorage.removeItem(STORAGE_KEY_ROOM_PASSWORD);
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// Note: position keys (POS_X, POS_Y) are NOT cleared here.
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// They persist across the disconnect→reconnect cycle and are
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// consumed by walkToSavedPosition() after successful re-entry.
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// sent to the server as spawn coordinates during re-entry.
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}
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catch(e)
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{
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@@ -378,7 +395,6 @@ export class RoomSessionManager implements IRoomSessionManager, IRoomHandlerList
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{
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sessionStorage.removeItem(STORAGE_KEY_POS_X);
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sessionStorage.removeItem(STORAGE_KEY_POS_Y);
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sessionStorage.removeItem('nitro.session.posLocked');
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}
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catch(e)
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{
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@@ -398,9 +414,6 @@ export class RoomSessionManager implements IRoomSessionManager, IRoomHandlerList
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this._savedPosX = parseInt(posX, 10);
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this._savedPosY = parseInt(posY, 10);
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// Lock position saving so room re-entry doesn't overwrite saved position
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sessionStorage.setItem('nitro.session.posLocked', '1');
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NitroLogger.log('[RoomSessionManager] Snapshot saved position (' + this._savedPosX + ', ' + this._savedPosY + ')');
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}
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catch(e)
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@@ -410,24 +423,6 @@ export class RoomSessionManager implements IRoomSessionManager, IRoomHandlerList
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}
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}
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private walkToSavedPosition(): void
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{
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const x = this._savedPosX;
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const y = this._savedPosY;
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// Reset after use
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this._savedPosX = -1;
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this._savedPosY = -1;
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// Unlock position saving so normal movement is tracked again
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try { sessionStorage.removeItem('nitro.session.posLocked'); } catch(e) { /* ignore */ }
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if(x < 0 || y < 0 || isNaN(x) || isNaN(y)) return;
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NitroLogger.log('[RoomSessionManager] Walking to saved position (' + x + ', ' + y + ')');
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GetCommunication().connection.send(new RoomUnitWalkComposer(x, y));
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}
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private setHandlers(session: IRoomSession): void
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{
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if(!this._handlers || !this._handlers.length) return;
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@@ -458,12 +453,14 @@ export class RoomSessionManager implements IRoomSessionManager, IRoomHandlerList
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return existing;
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}
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public createSession(roomId: number, password: string = null): boolean
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public createSession(roomId: number, password: string = null, spawnX: number = -1, spawnY: number = -1): boolean
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{
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const session = new RoomSession();
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session.roomId = roomId;
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session.password = password;
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session.spawnX = spawnX;
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session.spawnY = spawnY;
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return this.addSession(session);
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}
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@@ -579,9 +576,16 @@ export class RoomSessionManager implements IRoomSessionManager, IRoomHandlerList
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{
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NitroLogger.log('[RoomSessionManager] Room ready confirmed - dropping guard in 3s');
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// Walk to the saved position (where the user was before disconnect).
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// Delay briefly so the server finishes placing the avatar in the room.
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setTimeout(() => this.walkToSavedPosition(), 1000);
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// If we have saved spawn coordinates, send a walk command so the
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// avatar moves to their previous position. This handles the EMU-restart
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// case where the server has no ghost session and spawns at the door.
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if(this._savedPosX >= 0 && this._savedPosY >= 0)
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{
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NitroLogger.log('[RoomSessionManager] Walking to saved position (' + this._savedPosX + ', ' + this._savedPosY + ')');
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GetCommunication().connection.send(new RoomUnitWalkComposer(this._savedPosX, this._savedPosY));
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this._savedPosX = -1;
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this._savedPosY = -1;
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}
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this.clearGuardTimer();
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this._reconnectGuardTimer = setTimeout(() =>
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