fix: provide fallback when server dies on bungeecord#1602
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…#1602) ### Motivation Currently, when a server unexpectedly closes the connection to the proxy, the player gets disconnected as CloudNet does not provide a fallback server. This is due to the fact that the ServerKickEvent is only called when the server sends a kick packet. In case the server goes down, BungeeCord tries to connect the player to the first priority (in our case a dummy `lobby` server as BungeeCord won't start without a priority) with the connection reason `SERVER_DOWN_REDIRECT`. We can catch this reason and provide a proper fallback in `ServerConnectEvent`. ### Modification Catch the `SERVER_DOWN_REDIRECT` reason in `ServerConnectEvent` and provide a proper fallback. If no fallback is available, disconnect the player with the new disconnection reason introduced in CloudNetService#1399. ### Result Players will be provided with a proper fallback in case of an unexpected connection close by the downstream service instead of being disconnected.
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Motivation
Currently, when a server unexpectedly closes the connection to the proxy, the player gets disconnected as CloudNet does not provide a fallback server. This is due to the fact that the ServerKickEvent is only called when the server sends a kick packet. In case the server goes down, BungeeCord tries to connect the player to the first priority (in our case a dummy
lobbyserver as BungeeCord won't start without a priority) with the connection reasonSERVER_DOWN_REDIRECT. We can catch this reason and provide a proper fallback inServerConnectEvent.Modification
Catch the
SERVER_DOWN_REDIRECTreason inServerConnectEventand provide a proper fallback. If no fallback is available, disconnect the player with the new disconnection reason introduced in #1399.Result
Players will be provided with a proper fallback in case of an unexpected connection close by the downstream service instead of being disconnected.