- client disconnect handling improvement
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5d2066fdbb
commit
4401bcbd3f
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@ -154,7 +154,21 @@ void ClientInterface::update() {
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Chrono chrono;
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if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
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bool wasConncted = this->isConnected();
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bool wasConnected = this->isConnected();
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if(wasConnected == false) {
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string playerNameStr = getHumanPlayerName();
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Lang &lang= Lang::getInstance();
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char szBuf1[8096]="";
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string statusTextFormat= lang.get("PlayerDisconnected");
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snprintf(szBuf1,8096,statusTextFormat.c_str(),playerNameStr.c_str());
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//string sErr = "Disconnected from server during intro handshake.";
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DisplayErrorMessage(szBuf1);
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quit= true;
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return;
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}
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try {
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NetworkMessageCommandList networkMessageCommandList(currentFrameCount);
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@ -198,7 +212,7 @@ void ClientInterface::update() {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] Error [%s]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,ex.what());
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SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] Error [%s]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,ex.what());
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if(wasConncted == false) {
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if(wasConnected == false) {
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string sErr = string(extractFileFromDirectoryPath(__FILE__).c_str()) + "::" + string(__FUNCTION__) + " network error: " + string(ex.what());
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DisplayErrorMessage(sErr);
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}
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