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Tune "Connecting to server" and "Waiting content" screens
This commit is contained in:
parent
967f25461b
commit
2de8f915f8
74
src/game.cpp
74
src/game.cpp
@ -709,7 +709,7 @@ void the_game(
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server->start(port);
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}
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{ // Client scope
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do{ // Client scope (breakable do-while(0))
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/*
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Create client
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@ -738,10 +738,9 @@ void the_game(
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catch(ResolveError &e)
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{
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errorstream<<"Couldn't resolve address"<<std::endl;
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//return 0;
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error_message = L"Couldn't resolve address";
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//gui_loadingtext->remove();
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return;
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// Break out of client scope
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break;
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}
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/*
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@ -757,11 +756,12 @@ void the_game(
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Wait for server to accept connection
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*/
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bool could_connect = false;
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bool connect_aborted = false;
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try{
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float frametime = 0.033;
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const float timeout = 10.0;
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float time_counter = 0.0;
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for(;;)
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input->clear();
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while(device->run())
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{
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// Update client and server
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client.step(frametime);
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@ -774,16 +774,21 @@ void the_game(
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break;
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}
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// Break conditions
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if(client.accessDenied())
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if(client.accessDenied()){
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error_message = L"Access denied. Reason: "
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+client.accessDeniedReason();
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break;
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if(time_counter >= timeout)
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}
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if(input->wasKeyDown(EscapeKey)){
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connect_aborted = true;
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break;
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}
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// Display status
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std::wostringstream ss;
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ss<<L"Connecting to server... (timeout in ";
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ss<<(int)(timeout - time_counter + 1.0);
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ss<<L" seconds)";
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ss<<L"Connecting to server... (press Escape to cancel)\n";
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std::wstring animation = L"/-\\|";
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ss<<animation[(int)(time_counter/0.2)%4];
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draw_load_screen(ss.str(), driver, font);
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// Delay a bit
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@ -797,32 +802,23 @@ void the_game(
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/*
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Handle failure to connect
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*/
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if(could_connect == false)
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{
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if(client.accessDenied())
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{
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error_message = L"Access denied. Reason: "
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+client.accessDeniedReason();
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errorstream<<wide_to_narrow(error_message)<<std::endl;
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}
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else
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{
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error_message = L"Connection timed out.";
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errorstream<<"Timed out."<<std::endl;
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}
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//gui_loadingtext->remove();
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return;
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if(!could_connect){
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if(error_message == L"" && !connect_aborted)
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error_message = L"Connection failed";
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// Break out of client scope
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break;
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}
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/*
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Wait until content has been received
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*/
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bool got_content = false;
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bool content_aborted = false;
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{
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float frametime = 0.033;
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const float timeout = 30.0;
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float time_counter = 0.0;
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for(;;)
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input->clear();
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while(device->run())
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{
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// Update client and server
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client.step(frametime);
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@ -837,16 +833,18 @@ void the_game(
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break;
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}
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// Break conditions
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if(!client.connectedAndInitialized())
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if(!client.connectedAndInitialized()){
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error_message = L"Client disconnected";
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break;
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if(time_counter >= timeout)
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}
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if(input->wasKeyDown(EscapeKey)){
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content_aborted = true;
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break;
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}
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// Display status
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std::wostringstream ss;
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ss<<L"Waiting content... (continuing anyway in ";
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ss<<(int)(timeout - time_counter + 1.0);
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ss<<L" seconds)\n";
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ss<<L"Waiting content... (press Escape to cancel)\n";
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ss<<(client.itemdefReceived()?L"[X]":L"[ ]");
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ss<<L" Item definitions\n";
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@ -864,6 +862,13 @@ void the_game(
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}
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}
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if(!got_content){
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if(error_message == L"" && !content_aborted)
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error_message = L"Something failed";
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// Break out of client scope
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break;
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}
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/*
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After all content has been received:
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Update cached textures, meshes and materials
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@ -2585,7 +2590,8 @@ void the_game(
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chat_backend.addMessage(L"", L"# Disconnected.");
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chat_backend.addMessage(L"", L"");
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} // Client scope (must be destructed before destructing *def and tsrc
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// Client scope (client is destructed before destructing *def and tsrc)
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}while(0);
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delete tsrc;
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delete nodedef;
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