1
0
mirror of https://github.com/OpenTTD/OpenTTD.git synced 2025-08-19 12:39:11 +00:00

Feature #986: Automatic save when losing connection to a network game

This commit is contained in:
Niels Martin Hansen
2018-05-24 19:40:54 +02:00
committed by Michael Lutz
parent 11ba094582
commit 4fb76db42f
4 changed files with 30 additions and 0 deletions

View File

@@ -45,6 +45,8 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
{
/* Clients drop back to the main menu */
if (!_network_server && _networking) {
extern void ClientNetworkEmergencySave(); // from network_client.cpp
ClientNetworkEmergencySave();
_switch_mode = SM_MENU;
_networking = false;
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);

View File

@@ -119,6 +119,19 @@ struct PacketReader : LoadFilter {
};
/**
* Create an emergency savegame when the network connection is lost.
*/
void ClientNetworkEmergencySave()
{
if (!_settings_client.gui.autosave_on_network_disconnect) return;
const char *filename = "netsave.sav";
DEBUG(net, 0, "Client: Performing emergency save (%s)", filename);
SaveOrLoad(filename, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
}
/**
* Create a new socket for the client side of the game connection.
* @param s The socket to connect with.
@@ -670,6 +683,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
/* Perform an emergency save if we had already entered the game */
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_SERVER_ERROR;
@@ -1051,6 +1067,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
@@ -1066,6 +1084,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
@@ -1153,6 +1173,7 @@ void ClientNetworkGameSocketHandler::CheckConnection()
if (lag > 20) {
this->NetworkGameSocketHandler::CloseConnection();
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
ClientNetworkEmergencySave();
return;
}