More descriptive error message if server ip/port is can't be resolved, updateinfobox automatic scroll

This commit is contained in:
Regalis
2015-10-08 22:55:33 +03:00
parent 709d4efde9
commit 4120cabd6e
8 changed files with 53 additions and 10 deletions

View File

@@ -82,12 +82,25 @@ namespace Subsurface.Networking
outmsg.Write(GameMain.SelectedPackage.MD5hash.Hash);
outmsg.Write(name);
System.Net.IPEndPoint IPEndPoint = null;
try
{
IPEndPoint = new System.Net.IPEndPoint(NetUtility.Resolve(serverIP), Port);
}
catch (ArgumentNullException e)
{
new GUIMessageBox("Could not connect to server", "Failed to resolve address ''"+serverIP+":"+Port+"''. Please make sure you have entered a valid IP address.");
return;
}
// Connect client, to ip previously requested from user
try
{
client.Connect(serverIP, Port, outmsg);
client.Connect(IPEndPoint, outmsg);
}
catch (ArgumentNullException e)
catch (Exception e)
{
DebugConsole.ThrowError("Couldn't connect to "+hostIP+". Error message: "+e.Message);
Disconnect();
@@ -108,7 +121,10 @@ namespace Subsurface.Networking
// Funtion that waits for connection approval info from server
if (reconnectBox==null)
{
reconnectBox = new GUIMessageBox("CONNECTING", "Connecting to " + serverIP, new string[0]);
reconnectBox = new GUIMessageBox("CONNECTING", "Connecting to " + serverIP, new string[] { "Cancel" });
reconnectBox.Buttons[0].OnClicked += CancelConnect;
reconnectBox.Buttons[0].OnClicked += reconnectBox.Close;
}
CoroutineManager.StartCoroutine(WaitForStartingInfo());
@@ -136,17 +152,35 @@ namespace Subsurface.Networking
return true;
}
private bool connectCanceled;
private bool CancelConnect(GUIButton button, object obj)
{
connectCanceled = true;
return true;
}
// Before main looping starts, we loop here and wait for approval message
private IEnumerable<object> WaitForStartingInfo()
{
connectCanceled = false;
// When this is set to true, we are approved and ready to go
bool CanStart = false;
DateTime timeOut = DateTime.Now + new TimeSpan(0,0,15);
// Loop until we are approved
while (!CanStart)
while (!CanStart && !connectCanceled)
{
int seconds = DateTime.Now.Second;
string connectingText = "Connecting to " + serverIP;
for (int i = 0; i < 1 + (seconds % 3); i++ )
{
connectingText += ".";
}
reconnectBox.Text = connectingText;
yield return CoroutineStatus.Running;
if (DateTime.Now > timeOut) break;
@@ -236,6 +270,8 @@ namespace Subsurface.Networking
reconnectBox = null;
}
if (connectCanceled) yield return CoroutineStatus.Success;
if (client.ConnectionStatus != NetConnectionStatus.Connected)
{
var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to server.", new string[] { "Retry", "Cancel" });