Fix #10465: Delay closing of network join progress window (#10466)

pull/484/head
Loïc Guilloux 1 year ago committed by GitHub
parent 35ad964c6b
commit a2c8168924
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GPG Key ID: 4AEE18F83AFDEB23

@ -223,7 +223,9 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
ClientNetworkEmergencySave();
}
_switch_mode = SM_MENU;
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
if (_game_mode != GM_MENU) _switch_mode = SM_MENU;
_networking = false;
}
@ -531,7 +533,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
{
/* We try to join a server which is full */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_SERVER_FULL;
}
@ -540,7 +541,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *
{
/* We try to join a server where we are banned */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_SERVER_BANNED;
}
@ -647,8 +647,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
/* Perform an emergency save if we had already entered the game */
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
@ -817,7 +815,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
this->last_packet = std::chrono::steady_clock::now();
if (!load_success) {
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SAVEGAME;
}

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