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Remember Lobby disconnect - #1438

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BazookaJoe26 wants to merge 2 commits into
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Remember Lobby disconnect #1438
BazookaJoe26 wants to merge 2 commits into
omf2097:masterfrom
BazookaJoe26:master

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@BazookaJoe26

@BazookaJoe26 BazookaJoe26 commented Aug 29, 2026

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I had frequent disconnect issues, playing with my brother with both of us having a very good Ethernet connection ping 10ms.
I played with him after the changes and it was a lot more stable, there were still some disconnects, but at least those were not silent, and after those changes it was also possible to connect again after a disconnect without closing the software, which was the case before.

The second commit is about failing audio in a multiplayer match, in many cases the Audi effects were gone after the first match. Rollback combat sounds were faded in over 500 ms. Many hit sounds are shorter and therefore practically inaudible. The fade-in is now 10 ms; in addition, running sound handles are preserved during rollback.

All changes on the first commit:
The aggressive 1-second timeout for NAT connection attempts is reset to the ENet standard (5–30 seconds) after a successful connection. This was likely the main cause of the frequent disconnections.
A lobby failure no longer terminates the direct connection to opponents.
Dead lobby connections are detected upon return and reestablished.
When an opponent disconnects, the message “Opponent disconnected” now appears.
The issue with incorrect access to arena data during player selection has been fixed.
Two potential “double-free” issues upon disconnect have been resolved.
Relay connections are now correctly treated as simultaneous opponent and lobby failures.

Winx64
Commits assisted with ChatGPT5.6 Sol

@LegendaryBlueShirt LegendaryBlueShirt added the network/multiplayer Affects P2P or Lobby functionality label Aug 29, 2026
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2 participants