Fixed messageboxes opened by the mp campaign setup UI not being shown until the UI is closed (e.g. shuttle & incompatible content package warnings), renamed MultiplayerCampaign -> MultiPlayerCampaign for consistency. See #315

This commit is contained in:
Joonas Rikkonen
2018-03-06 16:43:36 +02:00
parent dda8854b58
commit 10ce4bd20d
12 changed files with 275 additions and 232 deletions
@@ -722,8 +722,8 @@ namespace Barotrauma.Networking
inc.ReadPadBits();
GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
MultiplayerCampaign campaign = GameMain.NetLobbyScreen.SelectedMode == GameMain.GameSession?.GameMode.Preset ?
GameMain.GameSession?.GameMode as MultiplayerCampaign : null;
MultiPlayerCampaign campaign = GameMain.NetLobbyScreen.SelectedMode == GameMain.GameSession?.GameMode.Preset ?
GameMain.GameSession?.GameMode as MultiPlayerCampaign : null;
if (gameMode == null)
{
@@ -955,7 +955,7 @@ namespace Barotrauma.Networking
inc.ReadPadBits();
if (campaignUpdated)
{
MultiplayerCampaign.ClientRead(inc);
MultiPlayerCampaign.ClientRead(inc);
}
lastSentChatMsgID = inc.ReadUInt16();
@@ -1065,7 +1065,7 @@ namespace Barotrauma.Networking
outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
outmsg.Write(ChatMessage.LastID);
var campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
var campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
if (campaign == null || campaign.LastSaveID == 0)
{
outmsg.Write((UInt16)0);
@@ -1228,7 +1228,7 @@ namespace Barotrauma.Networking
break;
case FileTransferType.CampaignSave:
var campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
var campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
if (campaign == null) return;
GameMain.GameSession.SavePath = transfer.FilePath;
@@ -1446,7 +1446,7 @@ namespace Barotrauma.Networking
public void SendCampaignState()
{
MultiplayerCampaign campaign = GameMain.GameSession.GameMode as MultiplayerCampaign;
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
if (campaign == null)
{
DebugConsole.ThrowError("Failed send campaign state to the server (no campaign active).\n" + Environment.StackTrace);