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https://github.com/OpenTTD/OpenTTD.git
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Fix: [Network] show query errors in the server listing instead of error popup (#9506)
When you are query several servers at once, it is rather unclear for which server you got a popup. Instead, show any errors on the server itself. This is only true for the query-part. Joining a server still gives an error popup to tell you about any issue.
This commit is contained in:
@@ -632,7 +632,7 @@ public:
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void OnFailure() override
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{
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NetworkGameList *item = NetworkGameListAddItem(connection_string);
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item->online = false;
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item->status = NGLS_OFFLINE;
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UpdateNetworkGameWindow();
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}
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@@ -152,7 +152,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
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/* Mark the server as offline. */
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NetworkGameList *item = NetworkGameListAddItem(detail);
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item->online = false;
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item->status = NGLS_OFFLINE;
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UpdateNetworkGameWindow();
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return true;
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@@ -257,7 +257,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
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/* Check for compatability with the client. */
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CheckGameCompatibility(item->info);
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/* Mark server as online. */
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item->online = true;
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item->status = NGLS_ONLINE;
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/* Mark the item as up-to-date. */
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item->version = _network_game_list_version;
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}
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@@ -14,17 +14,26 @@
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#include "core/game_info.h"
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#include "network_type.h"
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/** The status a server can be in. */
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enum NetworkGameListStatus {
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NGLS_OFFLINE, ///< Server is offline (or cannot be queried).
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NGLS_ONLINE, ///< Server is online.
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NGLS_FULL, ///< Server is full and cannot be queried.
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NGLS_BANNED, ///< You are banned from this server.
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NGLS_TOO_OLD, ///< Server is too old to query.
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};
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/** Structure with information shown in the game list (GUI) */
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struct NetworkGameList {
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NetworkGameList(const std::string &connection_string) : connection_string(connection_string) {}
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NetworkGameInfo info = {}; ///< The game information of this server
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std::string connection_string; ///< Address of the server
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bool online = false; ///< False if the server did not respond (default status)
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bool manually = false; ///< True if the server was added manually
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uint8 retries = 0; ///< Number of retries (to stop requerying)
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int version = 0; ///< Used to see which servers are no longer available on the Game Coordinator and can be removed.
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NetworkGameList *next = nullptr; ///< Next pointer to make a linked game list
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NetworkGameInfo info = {}; ///< The game information of this server.
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std::string connection_string; ///< Address of the server.
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NetworkGameListStatus status = NGLS_OFFLINE; ///< Stats of the server.
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bool manually = false; ///< True if the server was added manually.
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uint8 retries = 0; ///< Number of retries (to stop requerying).
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int version = 0; ///< Used to see which servers are no longer available on the Game Coordinator and can be removed.
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NetworkGameList *next = nullptr; ///< Next pointer to make a linked game list.
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};
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extern NetworkGameList *_network_game_list;
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@@ -407,7 +407,7 @@ protected:
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DrawString(nwi_name->pos_x + WD_FRAMERECT_LEFT, nwi_name->pos_x + nwi_name->current_x - WD_FRAMERECT_RIGHT, y + text_y_offset, cur_item->info.server_name, TC_BLACK);
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/* only draw details if the server is online */
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if (cur_item->online) {
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if (cur_item->status == NGLS_ONLINE) {
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const NWidgetServerListHeader *nwi_header = this->GetWidget<NWidgetServerListHeader>(WID_NG_HEADER);
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if (nwi_header->IsWidgetVisible(WID_NG_CLIENTS)) {
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@@ -609,13 +609,13 @@ public:
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this->SetWidgetDisabledState(WID_NG_REFRESH, sel == nullptr);
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/* 'Join' button disabling conditions */
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this->SetWidgetDisabledState(WID_NG_JOIN, sel == nullptr || // no Selected Server
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!sel->online || // Server offline
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sel->status != NGLS_ONLINE || // Server offline
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sel->info.clients_on >= sel->info.clients_max || // Server full
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!sel->info.compatible); // Revision mismatch
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/* 'NewGRF Settings' button invisible if no NewGRF is used */
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this->GetWidget<NWidgetStacked>(WID_NG_NEWGRF_SEL)->SetDisplayedPlane(sel == nullptr || !sel->online || sel->info.grfconfig == nullptr);
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this->GetWidget<NWidgetStacked>(WID_NG_NEWGRF_MISSING_SEL)->SetDisplayedPlane(sel == nullptr || !sel->online || sel->info.grfconfig == nullptr || !sel->info.version_compatible || sel->info.compatible);
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this->GetWidget<NWidgetStacked>(WID_NG_NEWGRF_SEL)->SetDisplayedPlane(sel == nullptr || sel->status != NGLS_ONLINE || sel->info.grfconfig == nullptr);
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this->GetWidget<NWidgetStacked>(WID_NG_NEWGRF_MISSING_SEL)->SetDisplayedPlane(sel == nullptr || sel->status != NGLS_ONLINE || sel->info.grfconfig == nullptr || !sel->info.version_compatible || sel->info.compatible);
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#ifdef __EMSCRIPTEN__
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this->SetWidgetDisabledState(WID_NG_SEARCH_INTERNET, true);
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@@ -637,10 +637,20 @@ public:
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GfxFillRect(r.left + 1, r.top + 1, r.right - 1, r.top + detail_height - 1, PC_DARK_BLUE);
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if (sel == nullptr) {
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DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + 6 + 4 + FONT_HEIGHT_NORMAL, STR_NETWORK_SERVER_LIST_GAME_INFO, TC_FROMSTRING, SA_HOR_CENTER);
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} else if (!sel->online) {
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} else if (sel->status != NGLS_ONLINE) {
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DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + 6 + 4 + FONT_HEIGHT_NORMAL, sel->info.server_name, TC_ORANGE, SA_HOR_CENTER); // game name
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DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + detail_height + 4, STR_NETWORK_SERVER_LIST_SERVER_OFFLINE, TC_FROMSTRING, SA_HOR_CENTER); // server offline
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StringID message = INVALID_STRING_ID;
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switch (sel->status) {
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case NGLS_OFFLINE: message = STR_NETWORK_SERVER_LIST_SERVER_OFFLINE; break;
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case NGLS_FULL: message = STR_NETWORK_SERVER_LIST_SERVER_FULL; break;
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case NGLS_BANNED: message = STR_NETWORK_SERVER_LIST_SERVER_BANNED; break;
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case NGLS_TOO_OLD: message = STR_NETWORK_SERVER_LIST_SERVER_TOO_OLD; break;
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/* Handled by the if-case above. */
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case NGLS_ONLINE: NOT_REACHED();
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}
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DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + detail_height + 4, message, TC_FROMSTRING, SA_HOR_CENTER); // server offline
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} else { // show game info
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DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + 6, STR_NETWORK_SERVER_LIST_GAME_INFO, TC_FROMSTRING, SA_HOR_CENTER);
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@@ -77,16 +77,22 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::SendGameInfo()
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NetworkRecvStatus QueryNetworkGameSocketHandler::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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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_SERVER_FULL;
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NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
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item->status = NGLS_FULL;
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UpdateNetworkGameWindow();
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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NetworkRecvStatus QueryNetworkGameSocketHandler::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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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_SERVER_BANNED;
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NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
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item->status = NGLS_BANNED;
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UpdateNetworkGameWindow();
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
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@@ -100,7 +106,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet
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/* Check for compatability with the client. */
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CheckGameCompatibility(item->info);
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/* Ensure we consider the server online. */
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item->online = true;
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item->status = NGLS_ONLINE;
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UpdateNetworkGameWindow();
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@@ -111,17 +117,21 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
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{
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NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
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/* If we query a server that is 1.11.1 or older, we get an
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* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show a special
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* error popup in that case.
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*/
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NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
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if (error == NETWORK_ERROR_NOT_EXPECTED) {
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_TOO_OLD, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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/* If we query a server that is 1.11.1 or older, we get an
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* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show to the
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* user this server is too old to query.
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*/
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item->status = NGLS_TOO_OLD;
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} else {
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item->status = NGLS_OFFLINE;
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}
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_SERVER_ERROR;
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UpdateNetworkGameWindow();
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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/**
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