Merge remote-tracking branch 'nielsmh/bug986' into jgrpp

This commit is contained in:
Jonathan G Rennison 2018-05-30 08:19:22 +01:00
commit 7559db2bbb
4 changed files with 30 additions and 0 deletions

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@ -45,6 +45,8 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
{ {
/* Clients drop back to the main menu */ /* Clients drop back to the main menu */
if (!_network_server && _networking) { if (!_network_server && _networking) {
extern void ClientNetworkEmergencySave(); // from network_client.cpp
ClientNetworkEmergencySave();
_switch_mode = SM_MENU; _switch_mode = SM_MENU;
_networking = false; _networking = false;
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL); ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);

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@ -120,6 +120,19 @@ struct PacketReader : LoadFilter {
}; };
/**
* Create an emergency savegame when the network connection is lost.
*/
void ClientNetworkEmergencySave()
{
if (!_settings_client.gui.autosave_on_network_disconnect) return;
const char *filename = "netsave.sav";
DEBUG(net, 0, "Client: Performing emergency save (%s)", filename);
SaveOrLoad(filename, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
}
/** /**
* Create a new socket for the client side of the game connection. * Create a new socket for the client side of the game connection.
* @param s The socket to connect with. * @param s The socket to connect with.
@ -676,6 +689,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL); ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
/* Perform an emergency save if we had already entered the game */
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_SERVER_ERROR; return NETWORK_RECV_STATUS_SERVER_ERROR;
@ -1059,6 +1075,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL); ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
} }
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR; return NETWORK_RECV_STATUS_SERVER_ERROR;
} }
@ -1074,6 +1092,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL); ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
} }
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR; return NETWORK_RECV_STATUS_SERVER_ERROR;
} }
@ -1161,6 +1181,7 @@ void ClientNetworkGameSocketHandler::CheckConnection()
if (lag > 20) { if (lag > 20) {
this->NetworkGameSocketHandler::CloseConnection(); this->NetworkGameSocketHandler::CloseConnection();
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL); ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
ClientNetworkEmergencySave();
return; return;
} }

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@ -114,6 +114,7 @@ struct GUISettings {
bool threaded_saves; ///< should we do threaded saves? bool threaded_saves; ///< should we do threaded saves?
bool keep_all_autosave; ///< name the autosave in a different way bool keep_all_autosave; ///< name the autosave in a different way
bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?" bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
uint8 date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31) uint8 date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1) byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
bool population_in_label; ///< show the population of a town in his label? bool population_in_label; ///< show the population of a town in his label?

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@ -3900,6 +3900,12 @@ flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
def = false def = false
cat = SC_BASIC cat = SC_BASIC
[SDTC_BOOL]
var = gui.autosave_on_network_disconnect
flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
def = true
cat = SC_EXPERT
[SDTC_VAR] [SDTC_VAR]
var = gui.max_num_autosaves var = gui.max_num_autosaves
type = SLE_UINT8 type = SLE_UINT8