Reliablesender exception handling, buttons crashing multiplayer, using screwdrivers/wrenches with left click, RestoreCollision exception handling, nerfed c4, UpdateLimbCollisionCategories fix

This commit is contained in:
Regalis
2015-10-23 00:10:27 +03:00
parent 51e68f0949
commit b3462b24b4
34 changed files with 256 additions and 113 deletions

View File

@@ -173,7 +173,7 @@ namespace Barotrauma.Networking
// 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);
DateTime timeOut = DateTime.Now + new TimeSpan(0,0,20);
// Loop until we are approved
while (!CanStart && !connectCanceled)
@@ -247,9 +247,9 @@ namespace Barotrauma.Networking
}
break;
case NetIncomingMessageType.StatusChanged:
NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
Debug.WriteLine(connectionStatus);
DebugConsole.NewMessage("Connection status changed: " + client.ConnectionStatus.ToString(), Color.Orange);
NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
if (connectionStatus == NetConnectionStatus.Disconnected)
{
string denyMessage = inc.ReadString();
@@ -284,6 +284,9 @@ namespace Barotrauma.Networking
if (client.ConnectionStatus != NetConnectionStatus.Connected)
{
var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to server.", new string[] { "Retry", "Cancel" });
DebugConsole.NewMessage("Failed to connect to server - connection status: "+client.ConnectionStatus.ToString(), Color.Orange);
reconnect.Buttons[0].OnClicked += RetryConnection;
reconnect.Buttons[0].OnClicked += reconnect.Close;
reconnect.Buttons[1].OnClicked += SelectMainMenu;
@@ -412,7 +415,7 @@ namespace Barotrauma.Networking
case (byte)PacketTypes.StartGame:
if (gameStarted) continue;
GameMain.ShowLoading(StartGame(inc));
GameMain.ShowLoading(StartGame(inc), false);
break;
case (byte)PacketTypes.EndGame: