Fix various issues with matchmaking lobbies#68
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Extremelyd1
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May 30, 2026
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Looks good, thanks Liparakis!
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What changed
1. MMS start-punch messages now include server time
The MMS server now sends
serverTimeMsalongsidestartTimeMsinstart_punch.Client and host both record observed server-to-local clock offset and use that estimate when waiting for the coordinated punch start time.
Why:
2. Host discovery can start immediately after lobby creation
The host now stores the initial discovery token returned by MMS and can start refreshing its UDP mapping as soon as the live server socket exists.
Why:
3. Steam lobbies are no longer advertised as ready too early
Steam lobby creation is now split into two phases:
During the gap, the lobby is marked not joinable and rich presence does not expose a connect target yet. After the host is actually ready, the lobby becomes joinable and public Steam lobbies are registered with MMS for browser visibility.
Why:
4. Steam lobby join from MMS now uses Steam's native join flow
When MMS returns a Steam lobby entry, the client now parses the Steam lobby ID and calls
SteamManager.JoinLobby(...)instead of treating the Steam lobby ID as a direct transport address.Why:
5. Matchmaking join UI is hardened against duplicate attempts
The lobby connect button now tracks whether a matchmaking join is already in progress and resets correctly on failure paths and retry handling.
Why:
6. Same-PC matchmaking joins now route through loopback
When MMS returns a LAN fast-path endpoint and that endpoint belongs to one of the local machine's own interfaces, the client now canonicalizes the join target to
127.0.0.1:<actual host port>instead of trying to connect back through the machine's LAN address.Why: