Server keeps a reference to the StartGame coroutine and checks if it has stopped running before the round has started, and if so, resets autorestart timer and start button (i.e. an exception at any point during startup will trigger the reset)
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@@ -38,6 +38,9 @@ namespace Barotrauma.Networking
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private ServerLog log;
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private GUIButton showLogButton;
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private bool initiatedStartGame;
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private CoroutineHandle startGameCoroutine;
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private GUIScrollBar clientListScrollBar;
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public TraitorManager TraitorManager;
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@@ -305,7 +308,6 @@ namespace Barotrauma.Networking
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if (settingsFrame != null) settingsFrame.Update(deltaTime);
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if (log.LogFrame != null) log.LogFrame.Update(deltaTime);
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if (!started) return;
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base.Update(deltaTime);
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@@ -348,7 +350,21 @@ namespace Barotrauma.Networking
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return;
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}
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}
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else if (autoRestart && Screen.Selected == GameMain.NetLobbyScreen && connectedClients.Count>0)
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else if (initiatedStartGame)
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{
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//tried to start up the game and StartGame coroutine is not running anymore
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// -> something wen't wrong during startup, re-enable start button and reset AutoRestartTimer
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if (startGameCoroutine != null && !CoroutineManager.IsCoroutineRunning(startGameCoroutine))
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{
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if (autoRestart) AutoRestartTimer = Math.Max(AutoRestartInterval, 5.0f);
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GameMain.NetLobbyScreen.StartButton.Enabled = true;
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UpdateNetLobby(null, null);
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startGameCoroutine = null;
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initiatedStartGame = false;
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}
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}
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else if (autoRestart && Screen.Selected == GameMain.NetLobbyScreen && connectedClients.Count > 0)
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{
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AutoRestartTimer -= deltaTime;
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if (AutoRestartTimer < 0.0f && GameMain.NetLobbyScreen.StartButton.Enabled)
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@@ -356,6 +372,7 @@ namespace Barotrauma.Networking
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StartGameClicked(null,null);
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}
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}
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for (int i = disconnectedClients.Count - 1; i >= 0; i-- )
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{
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@@ -914,13 +931,15 @@ namespace Barotrauma.Networking
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}
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}
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GameMain.ShowLoading(StartGame(selectedSub, selectedShuttle, selectedMode), false);
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startGameCoroutine = GameMain.ShowLoading(StartGame(selectedSub, selectedShuttle, selectedMode), false);
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yield return CoroutineStatus.Success;
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}
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private IEnumerable<object> StartGame(Submarine selectedSub, Submarine selectedShuttle, GameModePreset selectedMode)
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{
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initiatedStartGame = true;
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Item.Spawner.Clear();
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Item.Remover.Clear();
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@@ -935,34 +954,16 @@ namespace Barotrauma.Networking
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int teamCount = 1;
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int hostTeam = 1;
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GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, Mission.MissionTypes[GameMain.NetLobbyScreen.MissionTypeIndex]);
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try
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{
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GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, Mission.MissionTypes[GameMain.NetLobbyScreen.MissionTypeIndex]);
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if (GameMain.GameSession.gameMode.Mission != null &&
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GameMain.GameSession.gameMode.Mission.AssignTeamIDs(connectedClients,out hostTeam))
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{
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teamCount = 2;
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}
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GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed, teamCount > 1);
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}
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catch (Exception e)
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if (GameMain.GameSession.gameMode.Mission != null &&
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GameMain.GameSession.gameMode.Mission.AssignTeamIDs(connectedClients,out hostTeam))
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{
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DebugConsole.ThrowError("Failed to start a new round", e);
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//try again in >5 seconds
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if (autoRestart) AutoRestartTimer = Math.Max(AutoRestartInterval, 5.0f);
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GameMain.NetLobbyScreen.StartButton.Enabled = true;
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UpdateNetLobby(null, null);
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couldNotStart = true;
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teamCount = 2;
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}
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if (couldNotStart) yield return CoroutineStatus.Failure;
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GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed, teamCount > 1);
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GameServer.Log("Starting a new round...", Color.Cyan);
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GameServer.Log("Submarine: " + selectedSub.Name, Color.Cyan);
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@@ -1082,7 +1083,6 @@ namespace Barotrauma.Networking
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//give some time for the clients to load the map
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yield return new WaitForSeconds(2.0f);
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gameStarted = true;
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GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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@@ -1099,7 +1099,10 @@ namespace Barotrauma.Networking
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}
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GameMain.NetLobbyScreen.StartButton.Enabled = true;
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gameStarted = true;
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initiatedStartGame = false;
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yield return CoroutineStatus.Success;
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}
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