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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Show info dialog when connection to multiplayer server fails

This commit is contained in:
Alexander Wilms 2023-10-08 23:07:25 +02:00
parent 43636af2e4
commit 7c627d8163
5 changed files with 20 additions and 9 deletions

View File

@ -44,6 +44,7 @@
"vcmi.mainMenu.serverConnecting" : "Connecting...",
"vcmi.mainMenu.serverAddressEnter" : "Enter address:",
"vcmi.mainMenu.serverConnectionFailed" : "Failed to connect",
"vcmi.mainMenu.serverClosing" : "Closing...",
"vcmi.mainMenu.hostTCP" : "Host TCP/IP game",
"vcmi.mainMenu.joinTCP" : "Join TCP/IP game",

View File

@ -43,6 +43,7 @@
"vcmi.mainMenu.serverConnecting" : "Verbinde...",
"vcmi.mainMenu.serverAddressEnter" : "Addresse eingeben:",
"vcmi.mainMenu.serverConnectionFailed" : "Verbindung fehlgeschlagen",
"vcmi.mainMenu.serverClosing" : "Trenne...",
"vcmi.mainMenu.hostTCP" : "Hoste TCP/IP Spiel",
"vcmi.mainMenu.joinTCP" : "Trete TCP/IP Spiel bei",

View File

@ -251,25 +251,23 @@ void CServerHandler::startLocalServerAndConnect()
void CServerHandler::justConnectToServer(const std::string & addr, const ui16 port)
{
state = EClientState::CONNECTING;
logNetwork->info("justConnectToServer(%s, %d)", addr, port);
std::string hostAddressFromSettings = getHostAddressFromSettings();
ui16 hostPortFromSettings = getHostPortFromSettings();
logNetwork->info("Host settings %s:%d", hostAddressFromSettings, hostPortFromSettings);
std::string connectionAddress = addr.size() ? addr : hostAddressFromSettings;
ui16 connectionPort = port ? port : hostPortFromSettings;
logNetwork->info("Connecting to %s:%d", connectionAddress, connectionPort);
boost::chrono::duration<long, boost::ratio<1, 1000>> sleepDuration{};
int maxConnectionAttempts;
if(connectionAddress == "127.0.0.1" || connectionAddress == "localhost")
{
logNetwork->info("Local server");
sleepDuration = boost::chrono::milliseconds(10);
maxConnectionAttempts = 1000;
maxConnectionAttempts = 100;
}
else
{
@ -279,14 +277,15 @@ void CServerHandler::justConnectToServer(const std::string & addr, const ui16 po
}
logNetwork->info("Waiting for %d ms between each of the %d attempts to connect", sleepDuration.count(), maxConnectionAttempts);
ui16 connectionAttemptCount = 0;
while(!c && state != EClientState::CONNECTION_CANCELLED)
{
connectionAttemptCount++;
if(connectionAttemptCount > maxConnectionAttempts)
{
logNetwork->error("\nExceeded maximum of %d connection attempts", maxConnectionAttempts);
state = EClientState::CONNECTION_FAILED;
logNetwork->error("Exceeded maximum of %d connection attempts", maxConnectionAttempts);
return;
}

View File

@ -48,7 +48,8 @@ enum class EClientState : ui8
LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
GAMEPLAY, // In-game, used by some UI
DISCONNECTING // We disconnecting, drop all netpacks
DISCONNECTING, // We disconnecting, drop all netpacks
CONNECTION_FAILED // We could not connect to server
};
class IServerAPI

View File

@ -589,6 +589,15 @@ void CSimpleJoinScreen::connectThread(const std::string & addr, ui16 port)
// async call to prevent thread race
GH.dispatchMainThread([this](){
if(CSH->state == EClientState::CONNECTION_FAILED)
{
CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.mainMenu.serverConnectionFailed"), {});
textTitle->setText(CGI->generaltexth->translate("vcmi.mainMenu.serverAddressEnter"));
GH.startTextInput(inputAddress->pos);
buttonOk->block(false);
}
if(GH.windows().isTopWindow(this))
{
close();