Because only the host/inviter knows the addresses of all the devices
in a game it's hard for guests to rematch (unless it's a 2-device
game, as they know the host's address.) So now, as part of telling
guests the game is ready to play, include the addresses of other
guests. It's usually only 9 bytes per device, and only happens when
more than two devices are in a game.
Add ability to copy to clipboard and then to invite by pasting from
clipboard. Makes it much easier to connect two emulator instances
where neither can camera the other's QR code.
No point in sending the old-topic-format MQTT messages to clients that
know about the new one, and in fact it's harmful. Devices in a game
already agree on the stream version to use and communicate it, so pass
that into comms once it's known and from there on to the device code
that builds mqtt messages.
This is probably a temporary fix for Linux not being aggressive enough
about calling comms_resendAll() when opening a game. For now, though,
test scripts fail without it.
To prevent deleted games' ghost invitations from remaining as
persisted on a topic and so being received over and over, have
recipient of invitation send an empty message on the same topic to
remove them. Any message sent once the game start would have replaced
the invitation, but sometimes if the sender is deleted at the right
time there's none.
This should complete sending to multiple topics (for backwards
compatibility) and supporting combined messages in the future (sending
them is hard; receiving not so much.)
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.
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.
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.