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Improve bootstrap flow: in-game TOML config, map init detection, and reliable save upload for dedicated server #809
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The only remaining difference is that vanilla prefers to use a mod's steam id, while we always use the package name.
Moved this responsibility from JoinData
- Server no longer crashes when save.zip is missing; enters bootstrap mode\n- Allow a single configurator client to connect while server isn't FullyStarted\n- Notify client early that server is in bootstrap\n- Add upload protocol (start/data/finish + sha256) to provision a ready-made save.zip\n- Atomically write save.zip then notify clients, disconnect, and stop server to allow external restart\n\nFiles touched: Server.cs, MultiplayerServer.cs, PlayerManager.cs, NetworkingLiteNet.cs, Packets.cs, state/packet implementations, plus small test updates.
- Bootstrap completion message now explicitly says the server will shut down and must be restarted manually\n- Ensure the standalone server process exits after bootstrap completes (avoid blocking on console loop)
- If settings.toml is missing, server enters bootstrap and waits for a configurator client to upload it\n- Add dedicated bootstrap settings upload packets (start/data/finish) with size/hash validation\n- Enforce settings.toml presence before accepting save.zip upload\n- Skip settings upload if settings.toml already exists\n- Avoid generating default settings.toml automatically on server start\n- Accept Server_Bootstrap packet also during ClientJoiningState
…imal required changes only.
…ed nella state machine del client multiplayer. Migliora la robustezza della gestione degli stati di connessione.
…aPages and related methods). The bootstrap flow no longer forces automatic tile selection or Next clicks, leaving full control to the user/manual flow.
…ration in bootstrap. The save pipeline now starts without forcing vanilla dialog closure.
…n a random free port for bootstrap flows. Improves port management and prevents conflicts during automatic hosting.
…cted state. Prevents out-of-bounds errors and ensures all connection states are properly registered.
…ows explicit configuration of direct port for multiplayer hosting.
…ent connection state. Required for robust state machine handling.
- Arm AwaitingBootstrapMapInit flag in StartVanillaNewColonyFlow to ensure MapComponentUtility.FinalizeInit patch triggers in both TOML creation and pre-existing scenarios - Fix save.zip upload to use reconnectingConn instead of stale connection after bootstrap reconnection - Harden colonist detection with proper wait status message and debug logging - Ensure bootstrap map initialization hook fires reliably for both workflow paths This fixes Scenario 2 (TOML creation) where OnBootstrapMapInitialized was never called, blocking colonist detection and save upload.
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Pull request overview
This PR introduces a comprehensive bootstrap flow that enables server administrators to configure and initialize a server entirely through in-game UI, eliminating the need for manual file handling. The changes span package updates, new protocol features, architectural improvements to networking and debugging, and extensive additions for handling server bootstrap configuration.
Changes:
- Framework and package updates (upgraded to .NET 4.8 and updated multiple dependencies)
- Added in-game bootstrap configuration UI for settings.toml and save.zip upload
- Improved map initialization detection and save upload reliability during bootstrap
- Enhanced debug UI with expandable panels, performance recording, and better metrics
- Refactored connection handling and packet serialization to support new bootstrap flow
Reviewed changes
Copilot reviewed 194 out of 288 changed files in this pull request and generated 2 comments.
Show a summary per file
| File | Description |
|---|---|
| Source/Common/Common.csproj | Updated target framework to .NET 4.8 and upgraded package dependencies |
| Source/Common/CommandType.cs | Added PlayerCount command type for player tracking |
| Source/Common/CommandHandler.cs | Refactored to use new packet-based sending and improved property naming consistency |
| Source/Common/ChatCommands.cs | Extracted ChatCmdManager class and updated messaging patterns |
| Source/Common/ByteWriter.cs | Added generic WriteEnum method for proper enum serialization |
| Source/Common/ByteReader.cs | Added ReadEnum method and converted to auto-property for Position |
| Source/Client/Windows/ServerBrowser.cs | Refactored LAN discovery into separate LanListener class, added Steam relay initialization |
| Source/Client/Windows/SaveFileReader.cs | Refactored save reading into static methods with nullable annotations |
| Source/Client/Windows/PendingPlayerWindow.cs | New window for handling player join requests with Steam avatar display |
| Source/Client/Windows/PacketLogWindow.cs | Refactored to use UINode instead of LogNode with stack trace attachment |
| Source/Client/Windows/ModCompatWindow.cs | Fixed type casting in transpiler to use explicit pattern matching |
| Source/Client/Windows/JoinDataWindow.cs | Updated to use SyncConfigs utility for config handling |
| Source/Client/Windows/HostWindow.cs | Added programmatic hosting support and separate network manager initialization |
| Source/Client/Windows/GamePasswordWindow.cs | Updated to use new ClientUsernamePacket |
| Source/Client/Windows/DesyncedWindow.cs | Added ReadyToSave check before saving desync info |
| Source/Client/Windows/DebugTextWindow.cs | Simplified layout calculation and improved scrolling behavior |
| Source/Client/Windows/ConnectingWindow.cs | Enhanced download progress display with speed and ETA calculations |
| Source/Client/Windows/ChatWindow.cs | Updated to use new packet types and improved network diagnostics |
| Source/Client/Windows/BootstrapStartedNewGamePatch.cs | Harmony patch to detect when vanilla new game generation completes |
| Source/Client/Windows/BootstrapRootPlayUpdatePatch.cs | Harmony patch for reliable map initialization detection during bootstrap |
| Source/Client/Windows/BootstrapRootPlayPatch.cs | Harmony patch for Root_Play.Start to arm map init detection |
| Source/Client/Windows/BootstrapMapInitPatch.cs | Harmony patch for FinalizeInit to trigger save pipeline |
| Source/Client/Windows/BootstrapCoordinator.cs | GameComponent for reliable bootstrap coordination during long events |
| Source/Client/Windows/BootstrapConfiguratorWindow.cs | Main bootstrap UI for TOML configuration and save.zip upload |
| Source/Client/Util/VersionChecker.cs | New utility for checking and notifying about continuous release updates |
| Source/Client/Util/SyncConfigs.cs | Extracted config sync logic from JoinData with HugsLib support |
| Source/Client/Util/SimpleProfiler.cs | Updated for RimWorld 1.6 API changes (WorldPathFinder → WorldPathing) |
| Source/Client/Util/ShellOpenDirectory.cs | Simplified string formatting using string interpolation |
| Source/Client/Util/RectExtensions.cs | Added utility methods for UI layout (FitToText, margins, centering) |
| Source/Client/Util/MpUtil.cs | Removed GetLocalIpAddress (moved to Endpoints class) |
| Source/Client/Util/MpUI.cs | Extracted Checkbox method with disabled state support |
| Source/Client/Util/MpPatch.cs | Added constructor overloads for MpPostfix and MpTranspiler |
| Source/Client/Util/HarmonyUtil.cs | Optimized patch description generation with reduced allocations |
| Source/Client/Util/FileAssoc.cs | New utility for Windows file association management (.rwmts files) |
| Source/Client/Util/FieldRef.cs | Added FieldRef for WorldSelector.selected field access |
| Source/Client/Util/Extensions.cs | Simplified MpComp extension and added IndexOfOccurrence for strings |
| Source/Client/Util/DeterministicHash.cs | New deterministic hash combiners for sync integrity |
| Source/Client/Util/DebugInfoFile.cs | New utility for generating comprehensive debug info ZIP files |
| Source/Client/Util/CollectionExtensions.cs | Added ToDictionaryConsistent and optimized RemoveAll method |
| Source/Client/UI/PlayerCursors.cs | Updated to use new ClientCursorPacket and WorldRendererUtility changes |
| Source/Client/UI/PingInfo.cs | Changed planetTile to use PlanetTile struct instead of int |
| Source/Client/UI/MainMenuPatches.cs | Added version display, debug file generation, and update notifications |
| Source/Client/UI/LocationPings.cs | Updated to use new packet types for location pings |
| Source/Client/UI/Layouter.cs | Added nullable annotation |
| Source/Client/UI/IngameUI.cs | Integrated new SyncDebugPanel and reorganized upper UI widgets |
| Source/Client/UI/IngameDebug.cs | Completely redesigned debug info display with better organization |
| Source/Client/UI/DebugPanel/SyncDebugPanel.cs | New expandable debug panel with organized metrics and status badges |
| Source/Client/UI/DebugPanel/StatusBadge.cs | Status badge helpers for debug panel (sync, performance, tick, VTR) |
| Source/Client/UI/DebugPanel/PerformanceRecorder.cs | New performance recording system with detailed metrics and file output |
| Source/Client/UI/DebugPanel/PerformanceCalculator.cs | Performance calculation utilities with stabilization period handling |
| Source/Client/UI/DebugPanel/DebugSection.cs | Data structure for organizing debug panel sections |
| Source/Client/UI/DebugPanel/DebugLine.cs | Data structure for debug panel line items |
| Source/Client/UI/CursorPatches.cs | Updated to use Multiplayer.ThingsById instead of static ThingsById class |
| Source/Client/Syncing/SyncUtil.cs | Updated to use FieldRefs for WorldSelector.selected access |
| Source/Client/Syncing/SyncFieldUtil.cs | Improved buffered field change handling with better comments and logic |
| Source/Client/Syncing/Sync.cs | Removed bufferedFields list (now tracked in SyncFieldUtil.bufferedChanges) |
| Source/Client/Syncing/Handler/SyncMethod.cs | Refactored SyncTransformer to regular class with lowercase field names |
| Source/Client/Syncing/Handler/SyncField.cs | Added PostApply overload with index parameter and improved documentation |
| Source/Client/Syncing/Handler/SyncDelegate.cs | Updated to use lowercase field names in SyncTransformer |
| Source/Client/Syncing/Handler/SyncAction.cs | Added ActionWrapper support for wrapping synced actions with custom logic |
| Source/Client/Syncing/Game/ThingFilterMarkers.cs | Updated to use nameof for method names in patch attributes |
| Source/Client/Syncing/Game/SyncThingFilters.cs | Updated to use nameof and collection expressions |
| Source/Client/Syncing/Game/SyncMethods.cs | Added numerous new sync methods for RimWorld 1.6 features and bug fixes |
| Source/Client/Syncing/Game/SyncFields.FishingZone.cs | New sync fields for fishing zone configuration |
| Source/Client/Syncing/Game/SyncActions.cs | Added wrapper support for caravan action confirmations |
| Source/Client/Syncing/Dict/SyncDictMisc.cs | Added FloatMenuContext and CellIndices serialization |
| Source/Client/Syncing/ApiSerialization.cs | Added validation for Session type constructors |
| Source/Client/Saving/ReplayConnection.cs | Updated OnClose signature to match base class changes |
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| } | ||
| else | ||
| { | ||
| saveUploadStatus = "Failed to upload settings.toml: {0}: {1}"; |
Copilot
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Jan 11, 2026
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Error message contains format placeholders {0} and {1} but no formatting is applied. This will display the literal string with placeholders rather than the actual error information. Should use string interpolation or string.Format.
| saveUploadStatus = "Failed to upload settings.toml: {0}: {1}"; | |
| saveUploadStatus = $"Failed to upload settings.toml: file missing: {savedReplayPath}"; |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 10).SetDebugOnly(); // Kill all non-slave pawns SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 10).SetDebugOnly(); // Kill all non-slave pawns | ||
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 11).SetDebugOnly(); // Harm random pawn SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 11).SetDebugOnly(); // Harm random pawn | ||
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 12).SetDebugOnly(); // Down random pawn SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 12).SetDebugOnly(); // Down random pawn | ||
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 14).SetDebugOnly(); // Plague on random pawn SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 14).SetDebugOnly(); // Plague on random pawn | ||
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 16).SetDebugOnly(); // Teleport to destination SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 16).SetDebugOnly(); // Teleport to destination | ||
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 17).SetDebugOnly(); // +20% psyfocus SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 17).SetDebugOnly(); // +20% psyfocus |
Copilot
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Jan 11, 2026
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Each line contains duplicate code where the same SyncMethod.Lambda call appears twice on the same line. This appears to be an accidental copy-paste error. Remove the duplicate portions after the comments.
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 10).SetDebugOnly(); // Kill all non-slave pawns SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 10).SetDebugOnly(); // Kill all non-slave pawns | |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 11).SetDebugOnly(); // Harm random pawn SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 11).SetDebugOnly(); // Harm random pawn | |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 12).SetDebugOnly(); // Down random pawn SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 12).SetDebugOnly(); // Down random pawn | |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 14).SetDebugOnly(); // Plague on random pawn SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 14).SetDebugOnly(); // Plague on random pawn | |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 16).SetDebugOnly(); // Teleport to destination SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 16).SetDebugOnly(); // Teleport to destination | |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 17).SetDebugOnly(); // +20% psyfocus SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 17).SetDebugOnly(); // +20% psyfocus | |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 10).SetDebugOnly(); // Kill all non-slave pawns | |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 11).SetDebugOnly(); // Harm random pawn | |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 12).SetDebugOnly(); // Down random pawn | |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 14).SetDebugOnly(); // Plague on random pawn | |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 16).SetDebugOnly(); // Teleport to destination | |
| SyncMethod.Lambda(typeof(Caravan), nameof(Caravan.GetGizmos), 17).SetDebugOnly(); // +20% psyfocus |
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Pull request overview
Copilot reviewed 36 out of 36 changed files in this pull request and generated 53 comments.
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| { | ||
| var r = Row(); | ||
| TooltipHandler.TipRegion(r, "When clients automatically join (flags). Stored as a string in TOML."); | ||
| TextFieldLabeled(r, "When clients automatically join (flags). Stored as a string in TOML.", ref settings.autoJoinPoint); |
Copilot
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Jan 11, 2026
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The label text is duplicating the tooltip text verbatim. The label should be a short identifier like "Auto join point" while the tooltip provides the detailed explanation. Currently the long explanation text is used as both the label and tooltip, making the UI unnecessarily verbose.
| TextFieldLabeled(r, "When clients automatically join (flags). Stored as a string in TOML.", ref settings.autoJoinPoint); | |
| TextFieldLabeled(r, "Auto join point", ref settings.autoJoinPoint); |
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| r = Row(); | ||
| TooltipHandler.TipRegion(r, "Include desync traces to help debugging."); | ||
| CheckboxLabeled(r, "Include desync traces to help debugging.", ref settings.desyncTraces); |
Copilot
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Jan 11, 2026
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The label text is duplicating the tooltip text verbatim. The label should be a short identifier like "Desync traces" while the tooltip provides the detailed explanation.
| CheckboxLabeled(r, "Include desync traces to help debugging.", ref settings.desyncTraces); | |
| CheckboxLabeled(r, "Desync traces", ref settings.desyncTraces); |
| y += RowHeight; | ||
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| r = Row(); | ||
| TooltipHandler.TipRegion(r, "Dev mode scope."); |
Copilot
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Jan 11, 2026
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The label text is duplicating the tooltip text verbatim. The label should be a short identifier like "Dev mode scope" while the tooltip provides the detailed explanation.
| TooltipHandler.TipRegion(r, "Dev mode scope."); | |
| TooltipHandler.TipRegion(r, "Configure where RimWorld developer mode is enabled (for example, on the server, on clients, or both)."); |
| { | ||
| var r = Row(); | ||
| TooltipHandler.TipRegion(r, "Arbiter is not supported in standalone server."); | ||
| CheckboxLabeled(r, "Arbiter is not supported in standalone server.", ref settings.arbiter); |
Copilot
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Jan 11, 2026
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The label text is duplicating the tooltip text verbatim. The label should be a short identifier like "Arbiter" while the tooltip provides the detailed explanation.
| CheckboxLabeled(r, "Arbiter is not supported in standalone server.", ref settings.arbiter); | |
| CheckboxLabeled(r, "Arbiter", ref settings.arbiter); |
| public class BootstrapConfiguratorWindow : Window | ||
| { | ||
| private readonly ConnectionBase connection; | ||
| private string serverAddress; |
Copilot
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Jan 11, 2026
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Field 'serverAddress' can be 'readonly'.
| private string serverAddress; | |
| private readonly string serverAddress; |
| { | ||
| private readonly ConnectionBase connection; | ||
| private string serverAddress; | ||
| private int serverPort; |
Copilot
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Jan 11, 2026
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Field 'serverPort' can be 'readonly'.
| private int serverPort; | |
| private readonly int serverPort; |
| private int reconnectCheckTimer; | ||
| private ConnectionBase reconnectingConn; | ||
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| private ServerSettings settings; |
Copilot
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Jan 11, 2026
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Field 'settings' can be 'readonly'.
| if (mapAsync?.cmds != null) | ||
| mapCmdsDict[id] = new List<ScheduledCommand>(mapAsync.cmds); | ||
| else | ||
| mapCmdsDict[id] = new List<ScheduledCommand>(); |
Copilot
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Both branches of this 'if' statement write to the same variable - consider using '?' to express intent better.
| if (Multiplayer.AsyncWorldTime != null) | ||
| mapCmdsDict[ScheduledCommand.Global] = new List<ScheduledCommand>(Multiplayer.AsyncWorldTime.cmds); | ||
| else | ||
| mapCmdsDict[ScheduledCommand.Global] = new List<ScheduledCommand>(); |
Copilot
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Jan 11, 2026
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Both branches of this 'if' statement write to the same variable - consider using '?' to express intent better.
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
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This is a rather large PR. I have only taken a cursory look for now
Source/Common/ServerSettings.cs
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| public string directAddress = $"0.0.0.0:{MultiplayerServer.DefaultPort}"; | ||
| public string directAddress = $"0.0.0.0:{MultiplayerServer.DefaultPort}"; | ||
| public int directPort = MultiplayerServer.DefaultPort; |
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Looks like directPort is unused?
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right, ill use only default port at this point
| [PacketDefinition(Packets.Client_BootstrapSettingsUploadStart)] | ||
| public record struct ClientBootstrapSettingsUploadStartPacket(string fileName, int length) : IPacket | ||
| { | ||
| public string fileName = fileName; |
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Isn't the name always settings.toml? How is this useful?
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Yeah right, the file is always settings.toml, its useless, ill remove it
| const int chunk = 64 * 1024; // safe: packet will be fragmented by ConnectionBase | ||
| var sent = 0; | ||
| while (sent < bytes.Length) | ||
| { | ||
| var len = Math.Min(chunk, bytes.Length - sent); | ||
| var part = new byte[len]; | ||
| Buffer.BlockCopy(bytes, sent, part, 0, len); | ||
| connection.SendFragmented(new ClientBootstrapSettingsUploadDataPacket(part).Serialize()); | ||
| sent += len; | ||
| var progress = bytes.Length == 0 ? 1f : (float)sent / bytes.Length; | ||
| OnMainThread.Enqueue(() => uploadProgress = Mathf.Clamp01(progress)); | ||
| } | ||
|
|
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Why are you fragmenting the packet yourself? Connection should be able to handle packets up to 32MiB (MaxFragmentPacketTotalSize).
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so simply like this?:
connection.SendFragmented(new ClientBootstrapSettingsUploadDataPacket(bytes).Serialize());
OnMainThread.Enqueue(() => uploadProgress = 1f);
Source/Client/Windows/HostWindow.cs
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| // Restituisce una porta UDP libera | ||
| public static int GetFreeUdpPort() | ||
| { | ||
| var udp = new System.Net.Sockets.UdpClient(0); | ||
| int port = ((IPEndPoint)udp.Client.LocalEndPoint).Port; | ||
| udp.Close(); | ||
| return port; | ||
| } |
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This can spuriously fail, as another program can have this port assigned by the time you bind it again. It's better to just use a port of 0 directly when starting a server. If you later need to retrieve the port assigned by the OS, you can access it through a NetManager. See ServerTest.MakeServer for an example
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directAddress = "0.0.0.0:0",
So this should work
| /// | ||
| /// NOTE: This is currently a minimal placeholder to wire the new join-flow. | ||
| /// </summary> | ||
| public class BootstrapConfiguratorWindow : Window |
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This is a large file, I did not review it yet. Some high level notes:
- the configuration is the same/very similar to the options when hosting a game, could that UI be reused? Even if not fully, at least partially?
- the TOML preview should be behind a dev-only button at most, perhaps as an option after right clicking Copy TOML? or hidden behind a new button
- Copy TOML is not useful for regular users, should be behind a dev option too
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hidden the toml stuff for dev only to see 😄
| /// The client will send exactly one file: a pre-built save.zip (server format). | ||
| /// </summary> | ||
| [PacketDefinition(Packets.Client_BootstrapUploadStart)] | ||
| public record struct ClientBootstrapUploadStartPacket(string fileName, int length) : IPacket |
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The packet name is rather long and very similar to ...SettingsUploadPacket, making it hard to distinguish. Rename to ...BootstrapSaveUpload..., to hopefully make it easier to discern them
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do you think that like this could be fine?:
ClientBootstrapSettingsStart, ClientBootstrapSettingsData, ClientBootstrapSettingsEnd
ClientBootstrapSaveStart, ClientBootstrapSaveData, ClientBootstrapSaveEnd
| [PacketDefinition(Packets.Client_BootstrapSettingsUploadData, allowFragmented: true)] | ||
| public record struct ClientBootstrapSettingsUploadDataPacket(byte[] data) : IPacket | ||
| { | ||
| public byte[] data = data; |
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It'd be better to send this as ServerSettings instead. You can then use TomlSettings.Save on the server-side. This is the best option.
A worse option is to use settings.ExposeData in RebuildTomlPreview and generate the config that way. You should not hand-code the serialization logic as it will get out-of-sync at some point
Source/Client/Windows/HostWindow.cs
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| } | ||
| } | ||
| /// <summary> | ||
| /// Avvia l'hosting programmaticamente per il flusso bootstrap. |
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Please keep the comments in English
| foreach (var p in Server.playerManager.Players.ToArray()) | ||
| p.conn.Close(MpDisconnectReason.ServerClosed); | ||
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| // Stop the server loop; an external supervisor should restart. | ||
| Server.running = false; |
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| foreach (var p in Server.playerManager.Players.ToArray()) | |
| p.conn.Close(MpDisconnectReason.ServerClosed); | |
| // Stop the server loop; an external supervisor should restart. | |
| Server.running = false; | |
| // Stop the server loop; an external supervisor should restart. | |
| Server.running = false; | |
| Server.TryStop(); |
…tstrapCompleted reason
…hen disconnected)
- Extract common UI drawing logic from HostWindow and BootstrapConfiguratorWindow into new ServerSettingsUI helper class - Eliminate ~200 lines of duplicated UI code between host and bootstrap configuration windows - Both windows now use same ServerSettingsUI.DrawNetworkingSettings() and DrawGameplaySettings() methods - Maintain separate window logic (hosting vs bootstrap) while sharing UI components - Improves maintainability: UI changes reflect in both windows automatically - Zero functional changes, 100% backward compatible
- Remove duplicate [TypedPacketHandler] attribute from HandleDisconnected method - Use 'new' keyword to properly hide base class handler - Prevents duplicate packet handler registration error during static initialization - Handler is still registered via base class, our override is called at runtime
… visibility management ## Summary Major refactoring of bootstrap configuration window to match HostWindow architecture, fix UI layout issues, and improve window visibility handling during map generation. ## Architecture & Code Consolidation ### ServerSettingsUI.cs (NEW) Created a shared static UI helper class consolidating ~200 lines of duplicate code that existed between HostWindow and BootstrapConfiguratorWindow. This file provides: - DrawNetworkingSettings(): Renders port, max players, autosave, LAN address, protocols - DrawGameplaySettings(): Full gameplay settings with async time, multifaction, friendly fire - DrawGameplaySettingsOnly(): Gameplay-only variant for bootstrap window Both HostWindow and BootstrapConfiguratorWindow now use these shared methods instead of maintaining separate UI drawing code, reducing duplication and ensuring UI consistency. ### BootstrapConfiguratorWindow.cs **Tab-based UI System** - Added Tab enum with Connecting, Gameplay, Preview states (mirrors HostWindow design) - Implemented DoTabButton() for tab rendering with icons - Converted DrawSettings() to use tabs, with Preview tab visible only in Prefs.DevMode - Moved TOML preview/copy functionality to Preview tab, gated behind dev mode **Game Name Workflow Fix** - Fixed: gameName was hardcoded as 'BootstrapHost' (line 720) - Now: Uses user-configured settings.gameName throughout bootstrap flow - Impact: User's chosen server name flows correctly to save.zip and server restart **Map Initialization & Save Sequence** - OnBootstrapMapInitialized(): Called when map loads, triggers colonist detection - TickPostMapEnterSaveDelayAndMaybeSave(): Detects colonist spawning, pauses game, creates temporary MP session with correct gameName, and auto-saves replay as Bootstrap - Workflow: Map generation Colonist detection Game pause Temp host Save Reconnect **Window Visibility During Tile Selection** - New: hideWindowDuringMapGen flag controls window visibility state - UpdateWindowVisibility(): Resizes windowRect to 0x0 when hidden (completely invisible, no empty window frame), restores to InitialSize and centers when showing again - PreOpen() and WindowUpdate() override: Call UpdateWindowVisibility() to manage visibility - Result: Window completely disappears during tile selection, reappears after map init ### ServerBootstrapState.cs (Server-side Fix) **NullReferenceException Fix** - Fixed: ServerDisconnectPacket.data was null, causing crash in PacketWriter.BindRemaining() - Now: Initialize data = Array.Empty<byte>() in packet construction (line 243) - Impact: Server completes bootstrap sequence cleanly without crash ## Testing & Validation Complete bootstrap flow tested end-to-end: - Settings configuration with tab UI - Settings upload to server - Map generation without empty window frame - Colonist detection and game pause - Save creation with correct gameName - Server receives save.zip and restarts successfully No duplicate UI code - shared via ServerSettingsUI TOML preview only visible to developers Tab system matches HostWindow architecture ## Compilation Clean build with 0 errors, 75 warnings (pre-existing nullability warnings)
## Changes ### Eliminated Hand-Coded TOML Serialization - Removed manual AppendKv() methods from BootstrapConfiguratorWindow - Created ClientTomlPreviewWriter provider using ServerSettings.ExposeData() - TOML preview now stays in sync with ServerSettings structure automatically ### Simplified Bootstrap Packet Protocol - ClientBootstrapSettingsDataPacket now sends TOML bytes (not raw structure) - TOML generated via ExposeData() on client side - Server receives and saves TOML directly to settings.toml file - No hand-coded serialization = no drift between client/server config ### Architecture - Client: RebuildTomlPreview() ClientTomlPreviewWriter + ExposeData() TOML - Client: StartUploadSettingsToml() sends TOML bytes via ClientBootstrapSettingsUploadDataPacket - Server: HandleSettingsUpload() persists TOML to file, ready for TomlSettings.Load() ### Code Quality - Uses existing ExposeData() mechanism from ServerSettings - Eliminates duplication and maintenance burden - Single source of truth: ServerSettings.ExposeData() - TOML preview always matches serialized format
…itialization failures
MAJOR CHANGES:
1. LOGGING ENHANCEMENTS (BootstrapConfiguratorWindow.cs + BootstrapCoordinator.cs)
- Changed all Debug.Log/LogWarning calls to Log.Message/Log.Warning for persistent game logs
- BootstrapCoordinator.GameComponentTick() now logs when window is null and each tick event
- BootstrapCoordinatorTick() logs state transitions: TryArm calls vs already armed
- TryArmAwaitingBootstrapMapInit() logs ALL guard clause failures (not just in trace mode):
* Already armed case
* Long event blocking with reason
* Wrong ProgramState with actual state
* No maps with count
* Success case with map count
- OnBootstrapMapInitialized() logs entry, pre-checks, and delay remaining
- TickPostMapEnterSaveDelayAndMaybeSave() comprehensive logging:
* Entry with delay remaining
* Early returns with state flags
* Delay countdown every 0.5 seconds
* Colonist wait polling: logs count every 1 second
* Exception handler with error type and message
* Timeout fallback and success cases
2. COLONIST DETECTION IMPROVEMENTS (BootstrapConfiguratorWindow.cs)
- Added exception handler around colonist detection with detailed error logging
- Enhanced colonist count logging to show exact FreeColonistsSpawned.Count
3. RECONNECTION RESET FIX (BootstrapConfiguratorWindow.cs)
- Added explicit check in WindowUpdate() to detect serverBootstrapSettingsMissing after reconnect
- Resets step from GenerateMap back to Settings when settings disappear
- Resets settingsUploaded flag to allow re-upload
4. TOML PREVIEW REFACTORING (BootstrapConfiguratorWindow.cs)
- Removed ClientTomlPreviewWriter class (now static methods)
- Simplified RebuildTomlPreview() with explicit AppendKv() calls
- Added AppendKv(key, value) overloads for string/bool/int/float with proper TOML formatting
- Keys now match ServerSettings.ExposeData() order exactly
5. PACKET ARCHITECTURE REDESIGN (BootstrapUploadPackets.cs)
- Replaced ClientBootstrapSettingsUploadDataPacket (TOML bytes) with ClientBootstrapSettingsPacket (ServerSettings object)
- Added ServerSettingsPacketBinder static class binding all 23 fields (lanAddress excluded, calculated server-side)
- Clean separation: settings packet vs save.zip packets
6. SERVER BOOTSTRAP STATE (ServerBootstrapState.cs)
- Replaced HandleSettingsUpload(ClientBootstrapSettingsUploadDataPacket) with HandleSettings(ClientBootstrapSettingsPacket)
- Calls TomlSettingsCommon.Save() to persist settings.toml using Tomlyn + ExposeData
- Removed pendingSettingsBytes field (now handled by packet object)
- Atomic file write with temp file pattern
7. TOML COMMON UTILITY (TomlSettingsCommon.cs - NEW FILE)
- Shared TOML serialization for server-side bootstrap
- Uses Tomlyn library for TOML output
- TomlScribeCommon implements ScribeLike.Provider for ExposeData pattern
- Single Save(ServerSettings, filename) entry point
8. PROJECT DEPENDENCIES (Common.csproj)
- Added Tomlyn 0.16.2 NuGet package for TOML serialization
BUILD STATUS:
Compiles with zero errors and 93 pre-existing warnings
All protocol changes backward compatible (packet ID reused)
Enhanced logging ready for production diagnostics
DIAGNOSTIC LOGGING FLOW FOR DEBUGGING SPORADIC FAILURES:
1. Look for '[Bootstrap] BootstrapCoordinator ticking' to confirm GameComponent is running
2. Look for '[Bootstrap] TryArmAwaitingBootstrapMapInit(...): BLOCKED' lines to see why map init is stuck
3. Look for '[Bootstrap] Map init armed via' to confirm map detection succeeded
4. Look for '[Bootstrap] OnBootstrapMapInitialized CALLED' to confirm callback fired
5. Look for '[Bootstrap] Waiting for colonists... count=X' repeated lines
6. Look for '[Bootstrap] All conditions met, initiating save sequence' for success
7. Any Log.Error entries will show exceptions during colonist detection
This comprehensive logging will allow rapid identification of exactly which condition blocks the save sequence.
Removes the manual foreach loop that disconnects players individually, since Server.TryStop() handles the proper shutdown sequence including client disconnection. This avoids code duplication and uses the official shutdown method as suggested in code review.
Add full in-game bootstrap flow so the first client can configure and upload settings.toml, generate the map, and auto-upload save.zip without manual file handling.
Arm map-init detection during the TOML-created path so colonist detection and saving always trigger after vanilla generation when in bootstrap mode.
Use the reconnecting connection for save.zip uploads.
Simplify UI strings (hardcoded English) and clean the workflow messaging for admins.
Build: succeeds locally; verified both scenarios:
TOML already exists → generate map → colonists detected → save uploaded.
TOML created in-session → generate map → colonists detected → save uploaded.