Fixed mission-related messages being logged as errors, connection errors when fetching server lists are shown as message boxes instead of logging into the debug console
This commit is contained in:
@@ -244,7 +244,7 @@ namespace Barotrauma
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string header = index < headers.Count ? headers[index] : "";
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string header = index < headers.Count ? headers[index] : "";
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string message = index < messages.Count ? messages[index] : "";
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string message = index < messages.Count ? messages[index] : "";
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GameServer.Log("Mission info: " + header + " - " + message, ServerLog.MessageType.Error);
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GameServer.Log("Mission info: " + header + " - " + message, ServerLog.MessageType.ServerMessage);
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new GUIMessageBox(header, message);
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new GUIMessageBox(header, message);
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}
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}
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@@ -30,8 +30,8 @@ namespace Barotrauma
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var missionMsg = new GUIMessageBox(mission.Name, mission.Description, 400, 400);
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var missionMsg = new GUIMessageBox(mission.Name, mission.Description, 400, 400);
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missionMsg.UserData = "missionstartmessage";
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missionMsg.UserData = "missionstartmessage";
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Networking.GameServer.Log("Mission: " + mission.Name, Networking.ServerLog.MessageType.Error);
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Networking.GameServer.Log("Mission: " + mission.Name, Networking.ServerLog.MessageType.ServerMessage);
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Networking.GameServer.Log(mission.Description, Networking.ServerLog.MessageType.Error);
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Networking.GameServer.Log(mission.Description, Networking.ServerLog.MessageType.ServerMessage);
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}
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}
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}
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}
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}
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}
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@@ -1,9 +1,7 @@
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using System;
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using System;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Networking;
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using Barotrauma.Networking;
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using System.IO;
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using System.Linq;
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using System.Linq;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Reflection;
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@@ -139,7 +139,6 @@ namespace Barotrauma
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if (string.IsNullOrWhiteSpace(masterServerData))
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if (string.IsNullOrWhiteSpace(masterServerData))
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{
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{
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new GUITextBlock(new Rectangle(0, 0, 0, 20), "Couldn't find any servers", "", serverList);
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new GUITextBlock(new Rectangle(0, 0, 0, 20), "Couldn't find any servers", "", serverList);
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return;
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return;
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}
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}
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@@ -206,16 +205,9 @@ namespace Barotrauma
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var request = new RestRequest("masterserver2.php", Method.GET);
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var request = new RestRequest("masterserver2.php", Method.GET);
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request.AddParameter("gamename", "barotrauma"); // adds to POST or URL querystring based on Method
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request.AddParameter("gamename", "barotrauma");
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request.AddParameter("action", "listservers"); // adds to POST or URL querystring based on Method
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request.AddParameter("action", "listservers");
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// easily add HTTP Headers
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//request.AddHeader("header", "value");
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//// add files to upload (works with compatible verbs)
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//request.AddFile(path);
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// execute the request
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// execute the request
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masterServerResponded = false;
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masterServerResponded = false;
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var restRequestHandle = client.ExecuteAsync(request, response => MasterServerCallBack(response));
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var restRequestHandle = client.ExecuteAsync(request, response => MasterServerCallBack(response));
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@@ -224,10 +216,10 @@ namespace Barotrauma
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while (!masterServerResponded)
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while (!masterServerResponded)
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{
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{
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if (DateTime.Now > timeOut)
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if (DateTime.Now > timeOut)
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{
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{
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serverList.ClearChildren();
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serverList.ClearChildren();
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restRequestHandle.Abort();
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restRequestHandle.Abort();
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DebugConsole.ThrowError("Couldn't connect to master server (request timed out)");
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new GUIMessageBox("Connection error", "Couldn't connect to master server (request timed out).");
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yield return CoroutineStatus.Success;
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yield return CoroutineStatus.Success;
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}
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}
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yield return CoroutineStatus.Running;
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yield return CoroutineStatus.Running;
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@@ -236,7 +228,7 @@ namespace Barotrauma
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if (masterServerResponse.ErrorException != null)
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if (masterServerResponse.ErrorException != null)
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{
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{
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serverList.ClearChildren();
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serverList.ClearChildren();
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DebugConsole.ThrowError("Error while connecting to master server", masterServerResponse.ErrorException);
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new GUIMessageBox("Connection error", "Error while connecting to master server {" + masterServerResponse.ErrorException + "}");
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}
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}
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else if (masterServerResponse.StatusCode != System.Net.HttpStatusCode.OK)
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else if (masterServerResponse.StatusCode != System.Net.HttpStatusCode.OK)
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{
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{
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@@ -245,14 +237,17 @@ namespace Barotrauma
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switch (masterServerResponse.StatusCode)
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switch (masterServerResponse.StatusCode)
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{
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{
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case System.Net.HttpStatusCode.NotFound:
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case System.Net.HttpStatusCode.NotFound:
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DebugConsole.ThrowError("Error while connecting to master server (404 - \"" + NetConfig.MasterServerUrl + "\" not found)");
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new GUIMessageBox("Connection error",
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"Error while connecting to master server (404 - \"" + NetConfig.MasterServerUrl + "\" not found)");
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break;
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break;
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case System.Net.HttpStatusCode.ServiceUnavailable:
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case System.Net.HttpStatusCode.ServiceUnavailable:
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DebugConsole.ThrowError("Error while connecting to master server (505 - Service Unavailable)");
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new GUIMessageBox("Connection error",
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DebugConsole.ThrowError("The master server may be down for maintenance or temporarily overloaded. Please try again after in a few moments.");
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"Error while connecting to master server (505 - Service Unavailable) " +
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"The master server may be down for maintenance or temporarily overloaded. Please try again after in a few moments.");
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break;
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break;
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default:
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default:
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DebugConsole.ThrowError("Error while connecting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")");
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new GUIMessageBox("Connection error",
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"Error while connecting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")");
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break;
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break;
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}
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}
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}
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}
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