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Fix bootstrap config window race after map entry#934

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MhaWay wants to merge 1 commit into
rwmt:devfrom
MhaWay:fix/bootstrap-config-window-rearm-race
Open

Fix bootstrap config window race after map entry#934
MhaWay wants to merge 1 commit into
rwmt:devfrom
MhaWay:fix/bootstrap-config-window-rearm-race

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@MhaWay
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@MhaWay MhaWay commented May 21, 2026

Problem

During server bootstrap, after entering the generated map the Server Bootstrap Configuration window could reappear too early. In practice it could show before, or on top of, the scenario/game-start dialog instead of waiting until that dialog had been acknowledged.

Cause

The bootstrap flow could re-show the config window immediately after map initialization, while the scenario dialog was still being opened or was still active. At the same time, the bootstrap-map-init arm path could still run during the post-init waiting phase.

Fix

  • add a short dedicated post-map delay before re-showing the bootstrap waiting window
  • stop showing the bootstrap window immediately from OnBootstrapMapInitialized
  • only show it when there are no blocking dialogs on the stack, including Dialog_MessageBox and Dialog_NodeTree
  • avoid re-arming the bootstrap-map-init wait while already in the post-init waiting phase
  • reset the new transient window-delay state together with the rest of the bootstrap transient state

Testing

  • reproduced the issue during bootstrap map creation
  • built the client with dotnet build .\Source\Client\Multiplayer.csproj -c Release
  • verified in game that the scenario dialog appears first and the bootstrap waiting window only appears after dismissing it
  • completed the bootstrap flow through save upload and server shutdown

Copilot AI review requested due to automatic review settings May 21, 2026 18:28
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Pull request overview

This PR addresses a UI race in the client bootstrap flow where the Server Bootstrap Configuration window could reappear immediately after entering the generated map, potentially overlapping the scenario/game-start dialog. The changes make re-showing the bootstrap window more deliberate by adding a short post-map delay and gating the re-show on the absence of blocking dialogs, while also preventing the bootstrap-map-init wait from being re-armed during the post-init waiting phase.

Changes:

  • Add a short post-map-enter window delay before re-showing the bootstrap configurator window.
  • Prevent re-showing the bootstrap window directly from OnBootstrapMapInitialized, and instead re-show only when no blocking dialogs (MessageBox/NodeTree) are present.
  • Avoid re-arming the bootstrap map-init wait while already in the post-init waiting phase, and reset the new delay state with other transient UI state.

Reviewed changes

Copilot reviewed 2 out of 2 changed files in this pull request and generated 1 comment.

File Description
Source/Client/Windows/BootstrapConfiguratorWindow.cs Resets newly added post-map window delay as part of transient UI state reset.
Source/Client/Windows/BootstrapConfiguratorWindow.BootstrapFlow.cs Introduces post-map window delay, refines window re-show conditions to avoid dialog overlap, and prevents re-arming map-init wait during post-init delay.

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Comment on lines +205 to +210
if (postMapEnterWindowDelayRemaining > 0f || postMapEnterSaveDelayRemaining > 0f || awaitingControllablePawns)
{
postMapEnterWindowDelayRemaining -= Time.deltaTime;
if (postMapEnterWindowDelayRemaining <= 0f)
TryShowBootstrapWindow();
}
@notfood notfood added fix Fixes for a bug or desync. 1.6 Fixes or bugs relating to 1.6 (Not Odyssey). standalone server Fix or bugs relating to the standalone server. labels May 24, 2026
@notfood notfood moved this to In review in 1.6 and Odyssey May 24, 2026
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notfood commented May 24, 2026

Not a fan of delays to control when things should appear, it'll vary on different computers. The real question is why is it appearing before it has completed setting the map, one thing should trigger the other.

Not opposed to merging this but we should consider looking for a different solution than arbitrary timers.

@MhaWay
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MhaWay commented May 24, 2026

Not yet found a harmony hook for the OK in the landing message, since this should appear after that..

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MhaWay commented May 24, 2026

because at this point i dont even need to look for controllable pawn if i have a hook to the OK of the scenario message.. its just a "safety" workaround

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Labels

1.6 Fixes or bugs relating to 1.6 (Not Odyssey). fix Fixes for a bug or desync. standalone server Fix or bugs relating to the standalone server.

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Status: In review

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3 participants