Merge pull request #8659 from Robyt3/Client-Dummy-Connecting-Improvement

Improve dummy connecting button and error handling
This commit is contained in:
Dennis Felsing 2024-07-27 22:11:47 +00:00 committed by GitHub
commit 6911944c57
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GPG key ID: B5690EEEBB952194
4 changed files with 69 additions and 38 deletions

View file

@ -163,6 +163,7 @@ public:
virtual void DummyConnect() = 0;
virtual bool DummyConnected() const = 0;
virtual bool DummyConnecting() const = 0;
virtual bool DummyConnectingDelayed() const = 0;
virtual bool DummyAllowed() const = 0;
virtual void Restart() = 0;

View file

@ -260,7 +260,7 @@ void CClient::SendInput()
// fetch input
for(int Dummy = 0; Dummy < NUM_DUMMIES; Dummy++)
{
if(!m_DummyConnected && Dummy != 0)
if(!DummyConnected() && Dummy != 0)
{
break;
}
@ -396,7 +396,7 @@ void CClient::OnEnterGame(bool Dummy)
if(!Dummy)
{
m_LastDummyConnectTime = 0;
m_LastDummyConnectTime = 0.0f;
}
GameClient()->OnEnterGame();
@ -621,38 +621,51 @@ bool CClient::DummyConnected() const
bool CClient::DummyConnecting() const
{
return !m_DummyConnected && m_LastDummyConnectTime > 0 && m_LastDummyConnectTime + GameTickSpeed() * 5 > GameTick(g_Config.m_ClDummy);
return m_DummyConnecting;
}
bool CClient::DummyConnectingDelayed() const
{
return !DummyConnected() && !DummyConnecting() && m_LastDummyConnectTime > 0.0f && m_LastDummyConnectTime + 5.0f > GlobalTime();
}
void CClient::DummyConnect()
{
if(m_LastDummyConnectTime > 0 && m_LastDummyConnectTime + GameTickSpeed() * 5 > GameTick(g_Config.m_ClDummy))
return;
if(m_aNetClient[CONN_MAIN].State() != NETSTATE_ONLINE)
{
log_info("client", "Not online.");
return;
}
if(m_DummyConnected || !DummyAllowed())
if(!DummyAllowed())
{
log_info("client", "Dummy is not allowed on this server.");
return;
}
if(DummyConnected() || DummyConnecting())
{
log_info("client", "Dummy is already connected/connecting.");
return;
}
if(DummyConnectingDelayed())
{
log_info("client", "Wait before connecting dummy again.");
return;
}
m_LastDummyConnectTime = GameTick(g_Config.m_ClDummy);
m_LastDummyConnectTime = GlobalTime();
m_aRconAuthed[1] = 0;
m_DummySendConnInfo = true;
g_Config.m_ClDummyCopyMoves = 0;
g_Config.m_ClDummyHammer = 0;
// connect to the server
m_DummyConnecting = true;
m_aNetClient[CONN_DUMMY].Connect(m_aNetClient[CONN_MAIN].ServerAddress(), 1);
}
void CClient::DummyDisconnect(const char *pReason)
{
if(!m_DummyConnected)
return;
m_aNetClient[CONN_DUMMY].Disconnect(pReason);
g_Config.m_ClDummy = 0;
@ -666,6 +679,7 @@ void CClient::DummyDisconnect(const char *pReason)
m_aapSnapshots[1][SNAP_PREV] = 0;
m_aReceivedSnapshots[1] = 0;
m_DummyConnected = false;
m_DummyConnecting = false;
GameClient()->OnDummyDisconnect();
}
@ -1526,6 +1540,7 @@ void CClient::ProcessServerPacket(CNetChunk *pPacket, int Conn, bool Dummy)
else if(Conn == CONN_DUMMY && Msg == NETMSG_CON_READY)
{
m_DummyConnected = true;
m_DummyConnecting = false;
g_Config.m_ClDummy = 1;
Rcon("crashmeplx");
if(m_aRconAuthed[0])
@ -2269,25 +2284,33 @@ void CClient::PumpNetwork()
if(State() != IClient::STATE_DEMOPLAYBACK)
{
// check for errors
if(State() != IClient::STATE_OFFLINE && State() < IClient::STATE_QUITTING && m_aNetClient[CONN_MAIN].State() == NETSTATE_OFFLINE)
// check for errors of main and dummy
if(State() != IClient::STATE_OFFLINE && State() < IClient::STATE_QUITTING)
{
Disconnect();
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "offline error='%s'", m_aNetClient[CONN_MAIN].ErrorString());
m_pConsole->Print(IConsole::OUTPUT_LEVEL_STANDARD, "client", aBuf, gs_ClientNetworkErrPrintColor);
if(m_aNetClient[CONN_MAIN].State() == NETSTATE_OFFLINE)
{
// This will also disconnect the dummy, so the branch below is an `else if`
Disconnect();
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "offline error='%s'", m_aNetClient[CONN_MAIN].ErrorString());
m_pConsole->Print(IConsole::OUTPUT_LEVEL_STANDARD, "client", aBuf, gs_ClientNetworkErrPrintColor);
}
else if((DummyConnecting() || DummyConnected()) && m_aNetClient[CONN_DUMMY].State() == NETSTATE_OFFLINE)
{
const bool WasConnecting = DummyConnecting();
DummyDisconnect(nullptr);
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "offline dummy error='%s'", m_aNetClient[CONN_DUMMY].ErrorString());
m_pConsole->Print(IConsole::OUTPUT_LEVEL_STANDARD, "client", aBuf, gs_ClientNetworkErrPrintColor);
if(WasConnecting)
{
str_format(aBuf, sizeof(aBuf), "%s: %s", Localize("Could not connect dummy"), m_aNetClient[CONN_DUMMY].ErrorString());
GameClient()->Echo(aBuf);
}
}
}
if(State() != IClient::STATE_OFFLINE && State() < IClient::STATE_QUITTING && m_DummyConnected &&
m_aNetClient[CONN_DUMMY].State() == NETSTATE_OFFLINE)
{
DummyDisconnect(0);
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "offline dummy error='%s'", m_aNetClient[CONN_DUMMY].ErrorString());
m_pConsole->Print(IConsole::OUTPUT_LEVEL_STANDARD, "client", aBuf, gs_ClientNetworkErrPrintColor);
}
//
// check if main was connected
if(State() == IClient::STATE_CONNECTING && m_aNetClient[CONN_MAIN].State() == NETSTATE_ONLINE)
{
// we switched to online
@ -3164,7 +3187,7 @@ void CClient::Con_DummyConnect(IConsole::IResult *pResult, void *pUserData)
void CClient::Con_DummyDisconnect(IConsole::IResult *pResult, void *pUserData)
{
CClient *pSelf = (CClient *)pUserData;
pSelf->DummyDisconnect(0);
pSelf->DummyDisconnect(nullptr);
}
void CClient::Con_DummyResetInput(IConsole::IResult *pResult, void *pUserData)

View file

@ -178,8 +178,9 @@ class CClient : public IClient, public CDemoPlayer::IListener
int m_aCurrentInput[NUM_DUMMIES] = {0, 0};
bool m_LastDummy = false;
bool m_DummySendConnInfo = false;
bool m_DummyConnecting = false;
bool m_DummyConnected = false;
int m_LastDummyConnectTime = 0;
float m_LastDummyConnectTime = 0.0f;
// graphs
CGraph m_InputtimeMarginGraph;
@ -316,6 +317,7 @@ public:
void DummyConnect() override;
bool DummyConnected() const override;
bool DummyConnecting() const override;
bool DummyConnectingDelayed() const override;
bool DummyAllowed() const override;
void GetServerInfo(CServerInfo *pServerInfo) const override;

View file

@ -72,13 +72,18 @@ void CMenus::RenderGame(CUIRect MainView)
ButtonBar.VSplitRight(5.0f, &ButtonBar, 0);
ButtonBar.VSplitRight(170.0f, &ButtonBar, &Button);
bool DummyConnecting = Client()->DummyConnecting();
static CButtonContainer s_DummyButton;
if(!Client()->DummyAllowed())
{
DoButton_Menu(&s_DummyButton, Localize("Connect Dummy"), 1, &Button);
GameClient()->m_Tooltips.DoToolTip(&s_DummyButton, &Button, Localize("Dummy is not allowed on this server."));
}
else if(DummyConnecting)
else if(Client()->DummyConnectingDelayed())
{
DoButton_Menu(&s_DummyButton, Localize("Connect Dummy"), 1, &Button);
GameClient()->m_Tooltips.DoToolTip(&s_DummyButton, &Button, Localize("Please wait…"));
}
else if(Client()->DummyConnecting())
{
DoButton_Menu(&s_DummyButton, Localize("Connecting dummy"), 1, &Button);
}
@ -131,7 +136,7 @@ void CMenus::RenderGame(CUIRect MainView)
{
ButtonBar.VSplitLeft(5.0f, 0, &ButtonBar);
ButtonBar.VSplitLeft(120.0f, &Button, &ButtonBar);
if(!DummyConnecting && DoButton_Menu(&s_SpectateButton, Localize("Spectate"), 0, &Button))
if(!Client()->DummyConnecting() && DoButton_Menu(&s_SpectateButton, Localize("Spectate"), 0, &Button))
{
if(g_Config.m_ClDummy == 0 || Client()->DummyConnected())
{
@ -148,7 +153,7 @@ void CMenus::RenderGame(CUIRect MainView)
ButtonBar.VSplitLeft(5.0f, 0, &ButtonBar);
ButtonBar.VSplitLeft(120.0f, &Button, &ButtonBar);
static CButtonContainer s_JoinRedButton;
if(!DummyConnecting && DoButton_Menu(&s_JoinRedButton, Localize("Join red"), 0, &Button))
if(!Client()->DummyConnecting() && DoButton_Menu(&s_JoinRedButton, Localize("Join red"), 0, &Button))
{
m_pClient->SendSwitchTeam(TEAM_RED);
SetActive(false);
@ -160,7 +165,7 @@ void CMenus::RenderGame(CUIRect MainView)
ButtonBar.VSplitLeft(5.0f, 0, &ButtonBar);
ButtonBar.VSplitLeft(120.0f, &Button, &ButtonBar);
static CButtonContainer s_JoinBlueButton;
if(!DummyConnecting && DoButton_Menu(&s_JoinBlueButton, Localize("Join blue"), 0, &Button))
if(!Client()->DummyConnecting() && DoButton_Menu(&s_JoinBlueButton, Localize("Join blue"), 0, &Button))
{
m_pClient->SendSwitchTeam(TEAM_BLUE);
SetActive(false);
@ -173,7 +178,7 @@ void CMenus::RenderGame(CUIRect MainView)
{
ButtonBar.VSplitLeft(5.0f, 0, &ButtonBar);
ButtonBar.VSplitLeft(120.0f, &Button, &ButtonBar);
if(!DummyConnecting && DoButton_Menu(&s_SpectateButton, Localize("Join game"), 0, &Button))
if(!Client()->DummyConnecting() && DoButton_Menu(&s_SpectateButton, Localize("Join game"), 0, &Button))
{
m_pClient->SendSwitchTeam(0);
SetActive(false);