Fix ordering of ready/disconnect callbacks.

This commit is contained in:
Chris Marsh 2017-08-02 10:44:55 -07:00
parent a7eb65355e
commit 60ad70adc2

View File

@ -274,18 +274,28 @@ extern "C" void Discord_UpdatePresence(const DiscordRichPresence* presence)
extern "C" void Discord_RunCallbacks()
{
if (GotErrorMessage.exchange(false) && Handlers.errored) {
Handlers.errored(LastErrorCode, LastErrorMessage);
}
// Note on some weirdness: internally we might connect, get other signals, disconnect any number
// of times inbetween calls here. Externally, we want the sequence to seem sane, so any other
// signals are book-ended by calls to ready and disconnect.
if (WasJustDisconnected.exchange(false) && Handlers.disconnected) {
Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
bool wasDisconnected = WasJustDisconnected.exchange(false);
bool isConnected = Connection->IsOpen();
if (isConnected) {
// if we are connected, disconnect cb first
if (wasDisconnected && Handlers.disconnected) {
Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
}
}
if (WasJustConnected.exchange(false) && Handlers.ready) {
Handlers.ready();
}
if (GotErrorMessage.exchange(false) && Handlers.errored) {
Handlers.errored(LastErrorCode, LastErrorMessage);
}
if (WasJoinGame.exchange(false) && Handlers.joinGame) {
Handlers.joinGame(JoinGameSecret);
}
@ -293,4 +303,11 @@ extern "C" void Discord_RunCallbacks()
if (WasSpectateGame.exchange(false) && Handlers.spectateGame) {
Handlers.spectateGame(SpectateGameSecret);
}
if (!isConnected) {
// if we are not connected, disconnect message last
if (wasDisconnected && Handlers.disconnected) {
Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
}
}
}