Broadcast disconnects; update fake client

Implement server-side disconnect lifecycle and update client handling. Added disconnect_client and broadcast_disconnect in server.py to remove clients, close sockets, and notify remaining clients with a disconnect packet; broadcast_transform now uses disconnect_client for failed recipients and logs delivery counts. Updated fake_client.py to handle disconnect packets, remove remote players from its in-memory table, and improve logging. Documentation (docs/dev-log.md and server/README.md) updated to record the change and next steps.
This commit is contained in:
2026-05-31 19:23:36 +12:00
parent 848c36cd1e
commit 52d934dab0
4 changed files with 84 additions and 14 deletions
+33
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@@ -417,3 +417,36 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
- Add disconnect packets when a client leaves. - Add disconnect packets when a client leaves.
- Have fake clients remove remote players when disconnect packets are received. - Have fake clients remove remote players when disconnect packets are received.
## 2026-05-31
### What Changed
- Added server-side disconnect packet broadcasting.
- Updated the fake client to handle disconnect packets.
- Fake client now removes disconnected remote players from its remote player state table.
- Tested disconnect lifecycle using the Fallout 4 plugin and fake client.
### What Worked
- Server detected the Fallout 4 plugin disconnecting.
- Server removed the disconnected client.
- Server broadcast a disconnect packet to remaining clients.
- Fake client received the disconnect packet.
- Fake client removed remote player 2 from its state table.
- Fake client correctly reported that no remote players were currently tracked.
### What Broke
- Nothing recorded.
### Notes
- The fake client reported `WinError 10054` after the server was stopped manually. This is expected during shutdown and is not a protocol issue.
- The basic networking lifecycle now works: connect, welcome, transform, disconnect, cleanup.
### Next Steps
- Add protocol documentation for welcome, transform, and disconnect packets.
- Begin planning a Fallout 4 plugin receive loop.
- Store remote player state inside the plugin, without spawning actors yet.
+4
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@@ -51,6 +51,10 @@ Expected result:
- `fake_client.py` receives and prints the broadcast transform packets. - `fake_client.py` receives and prints the broadcast transform packets.
- `fake_client.py` stores the latest remote player state for each `playerId` - `fake_client.py` stores the latest remote player state for each `playerId`
in memory and prints a readable state summary after each transform update. in memory and prints a readable state summary after each transform update.
- When a client disconnects, the server removes that client and broadcasts a
`disconnect` packet with the departed `playerId` to the remaining clients.
- `fake_client.py` removes disconnected players from its in-memory
`remote_players` table and prints the remaining tracked players.
The fake client exists so broadcast behavior can be tested before coordinating a The fake client exists so broadcast behavior can be tested before coordinating a
second Fallout 4/F4SE instance. It stores remote player transform state only; it second Fallout 4/F4SE instance. It stores remote player transform state only; it
+3 -4
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@@ -86,7 +86,7 @@ def print_remote_player(player: dict[str, Any]) -> None:
def print_remote_players() -> None: def print_remote_players() -> None:
if not remote_players: if not remote_players:
log("Known remote players: none") log("No remote players currently tracked.")
return return
log("Known remote players:") log("Known remote players:")
@@ -115,10 +115,10 @@ def handle_disconnect_packet(packet: dict[str, Any]) -> None:
removed_player = remote_players.pop(player_id, None) removed_player = remote_players.pop(player_id, None)
if removed_player is None: if removed_player is None:
log(f"Disconnect packet for unknown remote player {player_id}") log(f"Received disconnect for unknown remote player {player_id}.")
return return
log(f"Removed remote player {player_id}") log(f"Removed remote player {player_id} after disconnect.")
print_remote_players() print_remote_players()
@@ -132,7 +132,6 @@ def handle_packet(packet: dict[str, Any]) -> None:
elif packet_type == "disconnect": elif packet_type == "disconnect":
handle_disconnect_packet(packet) handle_disconnect_packet(packet)
else: else:
# TODO: Remove remote players when the server broadcasts disconnect packets.
log(f"Received packet: {packet}") log(f"Received packet: {packet}")
+43 -9
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@@ -45,9 +45,9 @@ def assign_client(connection: socket.socket, address: tuple[str, int]) -> Client
return client return client
def remove_client(client: Client) -> None: def remove_client(client: Client) -> bool:
with clients_lock: with clients_lock:
clients.pop(client.connection, None) return clients.pop(client.connection, None) is not None
def send_packet(connection: socket.socket, packet: dict[str, Any]) -> None: def send_packet(connection: socket.socket, packet: dict[str, Any]) -> None:
@@ -55,6 +55,19 @@ def send_packet(connection: socket.socket, packet: dict[str, Any]) -> None:
connection.sendall(encoded) connection.sendall(encoded)
def disconnect_client(client: Client) -> None:
if not remove_client(client):
return
try:
client.connection.close()
except OSError:
pass
log(f"Client disconnected: {client.label} (player {client.player_id})")
broadcast_disconnect(client)
def handle_client(connection: socket.socket, address: tuple[str, int]) -> None: def handle_client(connection: socket.socket, address: tuple[str, int]) -> None:
client = assign_client(connection, address) client = assign_client(connection, address)
log(f"Client connected: {client.label} (player {client.player_id})") log(f"Client connected: {client.label} (player {client.player_id})")
@@ -86,8 +99,7 @@ def handle_client(connection: socket.socket, address: tuple[str, int]) -> None:
except OSError as error: except OSError as error:
log(f"Client connection error: {client.label} (player {client.player_id}): {error}") log(f"Client connection error: {client.label} (player {client.player_id}): {error}")
finally: finally:
remove_client(client) disconnect_client(client)
log(f"Client disconnected: {client.label} (player {client.player_id})")
def handle_line(client: Client, line: str) -> None: def handle_line(client: Client, line: str) -> None:
@@ -128,15 +140,37 @@ def broadcast_transform(sender: Client, packet: dict[str, Any]) -> None:
failed_recipients.append(recipient) failed_recipients.append(recipient)
for recipient in failed_recipients: for recipient in failed_recipients:
remove_client(recipient) disconnect_client(recipient)
try:
recipient.connection.close()
except OSError:
pass
log(f"Broadcast transform from player {sender.player_id} to {len(recipients) - len(failed_recipients)} other client(s)") log(f"Broadcast transform from player {sender.player_id} to {len(recipients) - len(failed_recipients)} other client(s)")
def broadcast_disconnect(disconnected_client: Client) -> None:
packet = {
"type": "disconnect",
"playerId": disconnected_client.player_id,
"serverTime": time.time(),
}
with clients_lock:
recipients = list(clients.values())
failed_recipients: list[Client] = []
for recipient in recipients:
try:
send_packet(recipient.connection, packet)
except OSError:
failed_recipients.append(recipient)
for recipient in failed_recipients:
disconnect_client(recipient)
log(
f"Broadcast disconnect for player {disconnected_client.player_id} "
f"to {len(recipients) - len(failed_recipients)} other client(s)"
)
def print_packet(client: Client, packet: dict[str, Any]) -> None: def print_packet(client: Client, packet: dict[str, Any]) -> None:
if packet.get("type") != "transform": if packet.get("type") != "transform":
log(f"Packet from {client.label}: {packet}") log(f"Packet from {client.label}: {packet}")