- added a new check is there is a connection lost during command execution we now display a Connection Lost error along with possible out of synch.
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@ -662,9 +662,14 @@ Command* Commander::buildCommand(const NetworkCommand* networkCommand) const {
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std::string worldLog = world->DumpWorldToLog();
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std::string worldLog = world->DumpWorldToLog();
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GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
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GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
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if(gameNetworkInterface != NULL) {
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if(gameNetworkInterface != NULL && gameNetworkInterface->isConnected() == true) {
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char szMsg[1024]="";
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char szMsg[1024]="";
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sprintf(szMsg,"Player detected an error: Unit / Faction mismatch for unitId: %d, Local faction index = %d, remote index = %d. Game out of synch.",networkCommand->getUnitId(),unit->getFaction()->getIndex(),networkCommand->getUnitFactionIndex());
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sprintf(szMsg,"Player detected an error: Unit / Faction mismatch for unitId: %d\nLocal faction index = %d, remote index = %d. Game out of synch.",networkCommand->getUnitId(),unit->getFaction()->getIndex(),networkCommand->getUnitFactionIndex());
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gameNetworkInterface->sendTextMessage(szMsg,-1, true);
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}
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else {
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char szMsg[1024]="";
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sprintf(szMsg,"Player detected an error: Connection lost, possible Unit / Faction mismatch for unitId: %d\nLocal faction index = %d, remote index = %d. Game out of synch.",networkCommand->getUnitId(),unit->getFaction()->getIndex(),networkCommand->getUnitFactionIndex());
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gameNetworkInterface->sendTextMessage(szMsg,-1, true);
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gameNetworkInterface->sendTextMessage(szMsg,-1, true);
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}
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}
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