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
@@ -608,11 +608,11 @@ namespace Barotrauma.Networking
byte campaignID = inc.ReadByte();
c.LastRecvCampaignUpdate = inc.ReadUInt16();
if (GameMain.GameSession?.GameMode is MultiplayerCampaign)
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign)
{
//the client has a campaign save for another campaign
//(the server started a new campaign and the client isn't aware of it yet?)
if (((MultiplayerCampaign)GameMain.GameSession.GameMode).CampaignID != campaignID)
if (((MultiPlayerCampaign)GameMain.GameSession.GameMode).CampaignID != campaignID)
{
c.LastRecvCampaignSave = 0;
c.LastRecvCampaignUpdate = 0;
@@ -804,7 +804,7 @@ namespace Barotrauma.Networking
var modeList = GameMain.NetLobbyScreen.SelectedModeIndex = modeIndex;
break;
case ClientPermissions.ManageCampaign:
MultiplayerCampaign campaign = GameMain.GameSession.GameMode as MultiplayerCampaign;
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
if (campaign != null)
{
campaign.ServerRead(inc, sender);
@@ -839,7 +839,7 @@ namespace Barotrauma.Networking
ClientWriteLobby(c);
MultiplayerCampaign campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
MultiPlayerCampaign campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
if (campaign != null && NetIdUtils.IdMoreRecent(campaign.LastSaveID, c.LastRecvCampaignSave))
{
if (!fileSender.ActiveTransfers.Any(t => t.Connection == c.Connection && t.FileType == FileTransferType.CampaignSave))
@@ -1013,7 +1013,7 @@ namespace Barotrauma.Networking
outmsg.WritePadBits();
}
var campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
var campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
if (campaign != null)
{
if (NetIdUtils.IdMoreRecent(campaign.LastUpdateID, c.LastRecvCampaignUpdate))
@@ -1202,8 +1202,8 @@ namespace Barotrauma.Networking
int teamCount = 1;
byte hostTeam = 1;
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;
//don't instantiate a new gamesession if we're playing a campaign
if (campaign == null || GameMain.GameSession == null)
@@ -1398,7 +1398,7 @@ namespace Barotrauma.Networking
msg.Write(selectedMode.Name);
MultiplayerCampaign campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
MultiPlayerCampaign campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
bool missionAllowRespawn = campaign == null &&
(!(GameMain.GameSession.GameMode is MissionMode) ||