- fixed server validating its own name instead of the name of a client who's logging in

- clients automatically reconnect to the server when the connection is lost and return back to server list if they fail to reconnect
- showing the error msg as a GUIMessageBox and returning to main menu if starting a server fails
This commit is contained in:
Regalis
2017-01-14 16:57:47 +02:00
parent fdbdf9638f
commit 6252db7928
3 changed files with 88 additions and 50 deletions

View File

@@ -163,10 +163,6 @@ namespace Barotrauma.Networking
updateInterval = new TimeSpan(0, 0, 0, 0, 150);
CoroutineManager.StartCoroutine(WaitForStartingInfo());
// Start the timer
//update.Start();
}
private bool RetryConnection(GUIButton button, object obj)
@@ -176,19 +172,18 @@ namespace Barotrauma.Networking
return true;
}
private bool SelectMainMenu(GUIButton button, object obj)
private bool ReturnToServerList(GUIButton button, object obj)
{
Disconnect();
Submarine.Unload();
GameMain.NetworkMember = null;
GameMain.MainMenuScreen.Select();
GameMain.MainMenuScreen.SelectTab(MainMenuScreen.Tab.LoadGame);
GameMain.ServerListScreen.Select();
return true;
}
private bool connectCancelled;
private bool CancelConnect(GUIButton button, object obj)
{
connectCancelled = true;
@@ -318,8 +313,9 @@ namespace Barotrauma.Networking
if (connectionStatus == NetConnectionStatus.Disconnected)
{
string denyMessage = inc.ReadString();
new GUIMessageBox("Couldn't connect to server", denyMessage);
var cantConnectMsg = new GUIMessageBox("Couldn't connect to the server", denyMessage);
cantConnectMsg.Buttons[0].OnClicked += ReturnToServerList;
connectCancelled = true;
}
@@ -329,7 +325,7 @@ namespace Barotrauma.Networking
catch (Exception e)
{
DebugConsole.ThrowError("Error while connecting to server", e);
DebugConsole.ThrowError("Error while connecting to the server", e);
break;
}
@@ -360,7 +356,8 @@ namespace Barotrauma.Networking
{
string denyMessage = inc.ReadString();
new GUIMessageBox("Couldn't connect to server", denyMessage);
var cantConnectMsg = new GUIMessageBox("Couldn't connect to the server", denyMessage);
cantConnectMsg.Buttons[0].OnClicked += ReturnToServerList;
msgBox.Close(null, null);
connectCancelled = true;
@@ -415,13 +412,13 @@ namespace Barotrauma.Networking
if (client.ConnectionStatus != NetConnectionStatus.Connected)
{
var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to server.", new string[] { "Retry", "Cancel" });
var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to the server.", new string[] { "Retry", "Cancel" });
DebugConsole.NewMessage("Failed to connect to server - connection status: "+client.ConnectionStatus.ToString(), Color.Orange);
DebugConsole.NewMessage("Failed to connect to the server - connection status: "+client.ConnectionStatus.ToString(), Color.Orange);
reconnect.Buttons[0].OnClicked += RetryConnection;
reconnect.Buttons[0].OnClicked += reconnect.Close;
reconnect.Buttons[1].OnClicked += SelectMainMenu;
reconnect.Buttons[1].OnClicked += ReturnToServerList;
reconnect.Buttons[1].OnClicked += reconnect.Close;
}
else
@@ -542,6 +539,27 @@ namespace Barotrauma.Networking
break;
}
break;
case NetIncomingMessageType.StatusChanged:
NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
DebugConsole.NewMessage("Connection status changed: " + connectionStatus.ToString(), Color.Orange);
if (connectionStatus == NetConnectionStatus.Disconnected)
{
string disconnectMsg = inc.ReadString();
if (disconnectMsg == "The server has been shut down")
{
var msgBox = new GUIMessageBox("CONNECTION LOST", "The server has been shut down");
msgBox.Buttons[0].OnClicked += ReturnToServerList;
}
else if (reconnectBox == null)
{
reconnectBox = new GUIMessageBox("CONNECTION LOST", "You have been disconnected from the server. Reconnecting...", new string[0]);
connected = false;
ConnectToServer(serverIP);
}
}
break;
}
}
}