Major redesign: The game can not be left without disconnecting from the server. This happens if a player is kicked, if he wishes to leave, or for other reasons. Error packets from the server will always cause a disconnect, however.

If joining a game fails, there is a proper failure packet now.
This commit is contained in:
lotodore
2007-09-06 19:09:05 +00:00
parent 040aadda3c
commit 9d0edc5eee
24 changed files with 694 additions and 140 deletions
+32 -5
View File
@@ -663,9 +663,12 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
connect(this, SIGNAL(signalNetClientGameListRemove(unsigned)), myGameLobbyDialog, SLOT(removeGame(unsigned)));
connect(this, SIGNAL(signalNetClientGameListPlayerJoined(unsigned, unsigned)), myGameLobbyDialog, SLOT(gameAddPlayer(unsigned, unsigned)));
connect(this, SIGNAL(signalNetClientGameListPlayerLeft(unsigned, unsigned)), myGameLobbyDialog, SLOT(gameRemovePlayer(unsigned, unsigned)));
connect(this, SIGNAL(signalNetClientRemovedFromGame(int)), myGameLobbyDialog, SLOT(removedFromGame(int)));
// Errors are handled globally, not within one dialog.
connect(this, SIGNAL(signalNetClientError(int, int)), this, SLOT(networkError(int, int)));
connect(this, SIGNAL(signalNetClientNotification(int)), this, SLOT(networkNotification(int)));
connect(this, SIGNAL(signalNetClientRemovedFromGame(int)), this, SLOT(networkNotification(int)));
connect(this, SIGNAL(signalNetServerError(int, int)), this, SLOT(networkError(int, int)));
connect(this, SIGNAL(signalNetClientGameStart(boost::shared_ptr<Game>)), this, SLOT(networkStart(boost::shared_ptr<Game>)));
@@ -2587,11 +2590,6 @@ void mainWindowImpl::networkError(int errorID, int osErrorID) {
tr("Sorry, this server is already full."),
QMessageBox::Close); }
break;
case ERR_NET_GAME_ALREADY_RUNNING:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Unable to join - the server has already started the game."),
QMessageBox::Close); }
break;
case ERR_NET_INVALID_PASSWORD:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Invalid password when joining the game.\nPlease reenter the password and try again."),
@@ -2649,6 +2647,35 @@ void mainWindowImpl::networkError(int errorID, int osErrorID) {
myStartNetworkGameDialog->reject();
}
void mainWindowImpl::networkNotification(int notificationId)
{
switch (notificationId)
{
case NTF_NET_REMOVED_KICKED:
{ QMessageBox::warning(this, tr("Network Notification"),
tr("You were kicked from the game."),
QMessageBox::Close); }
break;
case NTF_NET_REMOVED_GAME_FULL:
case NTF_NET_JOIN_GAME_FULL:
{ QMessageBox::warning(this, tr("Network Notification"),
tr("Sorry, this game is already full."),
QMessageBox::Close); }
break;
case NTF_NET_REMOVED_ALREADY_RUNNING:
case NTF_NET_JOIN_ALREADY_RUNNING:
{ QMessageBox::warning(this, tr("Network Notification"),
tr("Unable to join - the server has already started the game."),
QMessageBox::Close); }
break;
case NTF_NET_JOIN_INVALID_PASSWORD:
{ QMessageBox::warning(this, tr("Network Notification"),
tr("Invalid password when joining the game.\nPlease reenter the password and try again."),
QMessageBox::Close); }
break;
}
}
void mainWindowImpl::networkStart(boost::shared_ptr<Game> game)
{
mySession->startClientGame(game);