Reliablesender exception handling, buttons crashing multiplayer, using screwdrivers/wrenches with left click, RestoreCollision exception handling, nerfed c4, UpdateLimbCollisionCategories fix
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@@ -173,7 +173,7 @@ namespace Barotrauma.Networking
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// When this is set to true, we are approved and ready to go
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bool CanStart = false;
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DateTime timeOut = DateTime.Now + new TimeSpan(0,0,15);
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DateTime timeOut = DateTime.Now + new TimeSpan(0,0,20);
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// Loop until we are approved
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while (!CanStart && !connectCanceled)
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@@ -247,9 +247,9 @@ namespace Barotrauma.Networking
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}
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break;
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case NetIncomingMessageType.StatusChanged:
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NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
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Debug.WriteLine(connectionStatus);
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DebugConsole.NewMessage("Connection status changed: " + client.ConnectionStatus.ToString(), Color.Orange);
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NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
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if (connectionStatus == NetConnectionStatus.Disconnected)
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{
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string denyMessage = inc.ReadString();
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@@ -284,6 +284,9 @@ namespace Barotrauma.Networking
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if (client.ConnectionStatus != NetConnectionStatus.Connected)
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{
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var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to server.", new string[] { "Retry", "Cancel" });
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DebugConsole.NewMessage("Failed to connect to server - connection status: "+client.ConnectionStatus.ToString(), Color.Orange);
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reconnect.Buttons[0].OnClicked += RetryConnection;
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reconnect.Buttons[0].OnClicked += reconnect.Close;
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reconnect.Buttons[1].OnClicked += SelectMainMenu;
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@@ -412,7 +415,7 @@ namespace Barotrauma.Networking
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case (byte)PacketTypes.StartGame:
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if (gameStarted) continue;
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GameMain.ShowLoading(StartGame(inc));
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GameMain.ShowLoading(StartGame(inc), false);
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break;
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case (byte)PacketTypes.EndGame:
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