I didn't understand MQTT at all. Per the docs anyway it only keeps a
message around if its "persist" flag is set, and then it only keeps
the most recent per topic. I expected that when a device connected,
messages would be waiting for it, but that's apparently not true (some
evidence to the contrary.) But having all games on a device share the
same topic means only one message can be waiting. So switch to
including gameID in the topic, subscribing to a wildcard topic and
sending to a different one per game. For now, for legacy purposes,
we'll keep sending to the old per-device topic.
Engine shouldn't be so stupid as to play a blank for 0 points. So when
comparing two moves, sort first on score, then use number of blanks
used to break any ties.
Duplicate messages early on, which happened only in the test script
but could have anywhere, broke connectivity. So don't kill address
records when a duplicate shows up. Dupes only escape message ID
checking early (before channel is established). I used to remove
address records when a message was rejected, but don't understand why
so removed that, though asserts show it's not mattering except for
those early messages.
Add dutil proc haveGame() and use it to detect duplicate
invitations. I'm passing, but ignoring on android, the channel, which
means that for now you can't invite yourself and on-device testing
requires having CrossWords and CrossDbg or a second user.
There was some confusion around host and self addresses, where they're
created, default values, removing conTypes from defaults that are not
in received host addr, etc. I left in some asserts to help understand
if code that seems wrong but hard to fix is still getting called.
Current networking, based on invitations rather than a relay that
plays matchmaker, allows host to know its address when a game is
created, and for guest to know its host's address in
addition. Enforcing this makes inviting and rematching in common
code (coming soon) easier. Big change on Android is I used to create a
new game prior to passing it to GameConfigDelegate, but now I have to
wait for user to configure (including choosing how to communicate)
before I can create it.
Remove legacy relay-inspired logic around comms addressing. Now when a
device creates a game it's required to provide its "self address," and
if it's a client, the address of the host (which it presumably got
through the invitation in response to which the game is being
created.) Then as registration messages come in from clients, the host
gathers their addresses as always.
Removed a boolean that seemed unnecessary. Stopped showing
move-explanations for robots in duplicate mode. They were being shown
too early thanks to bad logic, but I don't think there's any call for
them at all. A robot's move is only interesting if it's the one that
wins the turn.
The assertion's clearly blocking testing, but I'm not sure it's not an
error for two move explanations to want to co-exist. For now they're
concatenated.
I want receiver to know when message was originally created. This adds
timestamp to messages and passes it via send proc. Client needs to
send it where possible. So far, MQTT format can't include it without
change, so I'm adding a new proto version. This change can read the
new version. Once that's well-enough distributed I can start sending
using it. Other transmission types than MQTT are for later.
Remove it from known set so it can be used to test. Get rid of
filenames having umlaut since that screws up URLs between Android and
nginx (not sure whose fault and not going there now.) Lang name should
be able to have an umlaut, but it gets used for filename for now so
fix later....
Modify language metadata to have possibly different counts of tiles
for different board sizes. Make the necessary changes for loading such
files. Works on linux version at least. Only English will build for
now thanks to changes in info.txt format.
Attempting to stop calling the relay, but to let relay-only games finish
and issue invitations. Big changes are that relay is removed from games
if they have viable mqtt connections, and relay timers fire less often,
then eventually stop getting set if there are no active games. Result is
that a relay-only invitation won't likely be received, but there should
be few or none of those now.
I was determining I need to check the relay for messages if I have open
games using it. But they can also use mqtt, and the goal's go stop using
the relay. So only force the connection if the games can only connect
via relay. Once I've confirmed via a study of relevant databases that
all recent relay games are also connecting via mqtt this can ship, and
should stop nearly all relay traffic .
augmentAddrIntrnl() sets the has-mqtt bit in comms->addr but not the
address data (has none). If that address had been loaded from stream
the address bits will be random, not 0, and so get treated as an
address.
Sending in 32 bits what can probably fit in 8 -- twice -- is dumb. As is
sending the gameID (as connID) when it's already known. In 2016 I added
a fixed marker, so I can count on all current code sending that. If I
fail to find that, I know the sender is new (current release or better.)
In that case, use 12 bits instead of 32 for two fields, drop the marker
and the connID. Result is that an ACK's size, including MQTT headers,
drops from 28 bytes to 21.