mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-08-19 12:39:11 +00:00
(svn r23476) -Codechange: use the error queue to replace switch mode error strings, again making it possible to return multiple errors
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@@ -18,6 +18,7 @@
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#include "../network.h"
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#include "../network_internal.h"
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#include "../../debug.h"
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#include "../../error.h"
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#include "table/strings.h"
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@@ -46,8 +47,7 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
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if (!_network_server && _networking) {
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_switch_mode = SM_MENU;
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_networking = false;
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extern StringID _switch_mode_errorstr;
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_switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_CONN_LOST;
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}
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@@ -36,6 +36,7 @@
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#include "../rev.h"
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#include "../core/pool_func.hpp"
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#include "../gfx_func.h"
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#include "../error.h"
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#include "table/strings.h"
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#ifdef DEBUG_DUMP_COMMANDS
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@@ -287,8 +288,7 @@ uint NetworkCalculateLag(const NetworkClientSocket *cs)
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void NetworkError(StringID error_string)
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{
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_switch_mode = SM_MENU;
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extern StringID _switch_mode_errorstr;
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_switch_mode_errorstr = error_string;
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ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
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}
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/**
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@@ -526,12 +526,11 @@ bool ClientNetworkGameSocketHandler::IsConnected()
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************/
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extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
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extern StringID _switch_mode_errorstr;
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
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{
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/* We try to join a server which is full */
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_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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return NETWORK_RECV_STATUS_SERVER_FULL;
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@@ -540,7 +539,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
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{
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/* We try to join a server where we are banned */
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_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED;
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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return NETWORK_RECV_STATUS_SERVER_BANNED;
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@@ -652,28 +651,28 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
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case NETWORK_ERROR_NOT_AUTHORIZED:
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case NETWORK_ERROR_NOT_EXPECTED:
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case NETWORK_ERROR_COMPANY_MISMATCH:
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_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_ERROR;
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_ERROR, INVALID_STRING_ID, WL_CRITICAL);
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break;
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case NETWORK_ERROR_FULL:
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_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
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break;
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case NETWORK_ERROR_WRONG_REVISION:
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_switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_REVISION;
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ShowErrorMessage(STR_NETWORK_ERROR_WRONG_REVISION, INVALID_STRING_ID, WL_CRITICAL);
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break;
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case NETWORK_ERROR_WRONG_PASSWORD:
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_switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_PASSWORD;
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ShowErrorMessage(STR_NETWORK_ERROR_WRONG_PASSWORD, INVALID_STRING_ID, WL_CRITICAL);
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break;
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case NETWORK_ERROR_KICKED:
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_switch_mode_errorstr = STR_NETWORK_ERROR_KICKED;
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ShowErrorMessage(STR_NETWORK_ERROR_KICKED, INVALID_STRING_ID, WL_CRITICAL);
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break;
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case NETWORK_ERROR_CHEATER:
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_switch_mode_errorstr = STR_NETWORK_ERROR_CHEATER;
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ShowErrorMessage(STR_NETWORK_ERROR_CHEATER, INVALID_STRING_ID, WL_CRITICAL);
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break;
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case NETWORK_ERROR_TOO_MANY_COMMANDS:
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_switch_mode_errorstr = STR_NETWORK_ERROR_TOO_MANY_COMMANDS;
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ShowErrorMessage(STR_NETWORK_ERROR_TOO_MANY_COMMANDS, INVALID_STRING_ID, WL_CRITICAL);
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break;
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default:
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_switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
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}
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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@@ -710,7 +709,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
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}
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/* NewGRF mismatch, bail out */
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_switch_mode_errorstr = STR_NETWORK_ERROR_NEWGRF_MISMATCH;
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ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
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return ret;
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}
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@@ -849,7 +848,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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if (!load_success) {
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
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ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_SAVEGAME;
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}
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/* If the savegame has successfully loaded, ALL windows have been removed,
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@@ -1053,7 +1052,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet
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/* Only when we're trying to join we really
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* care about the server shutting down. */
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if (this->status >= STATUS_JOIN) {
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_switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_SHUTDOWN;
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ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
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}
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return NETWORK_RECV_STATUS_SERVER_ERROR;
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@@ -1068,7 +1067,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
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* Client ID modulo 16. This way reconnects should be spread
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* out a bit. */
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_network_reconnect = _network_own_client_id % 16;
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_switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_REBOOT;
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ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
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}
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return NETWORK_RECV_STATUS_SERVER_ERROR;
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@@ -1157,7 +1156,7 @@ void ClientNetworkGameSocketHandler::CheckConnection()
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* the server will forcefully disconnect you. */
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if (lag > 20) {
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this->NetworkGameSocketHandler::CloseConnection();
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_switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
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return;
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}
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