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Currently it says "the server" which is a bit ambigious. Be more specific.
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@ -2163,7 +2163,7 @@ STR_NETWORK_CLIENT_LIST_ASK_COMPANY_RESET :{YELLOW}Are you
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STR_NETWORK_CLIENT_LIST_ASK_COMPANY_UNLOCK :{YELLOW}Are you sure you want to reset the password of company '{COMPANY}'?
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STR_NETWORK_CLIENT_LIST_ASK_COMPANY_UNLOCK :{YELLOW}Are you sure you want to reset the password of company '{COMPANY}'?
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STR_NETWORK_ASK_RELAY_CAPTION :{WHITE}Use relay?
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STR_NETWORK_ASK_RELAY_CAPTION :{WHITE}Use relay?
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STR_NETWORK_ASK_RELAY_TEXT :{YELLOW}Failed to establish a connection between you and the server.{}Would you like to relay this session via '{RAW_STRING}'?
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STR_NETWORK_ASK_RELAY_TEXT :{YELLOW}Failed to establish a connection between you and server '{RAW_STRING}'.{}Would you like to relay this session via '{RAW_STRING}'?
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STR_NETWORK_ASK_RELAY_NO :{BLACK}No
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STR_NETWORK_ASK_RELAY_NO :{BLACK}No
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STR_NETWORK_ASK_RELAY_YES_ONCE :{BLACK}Yes, this once
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STR_NETWORK_ASK_RELAY_YES_ONCE :{BLACK}Yes, this once
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STR_NETWORK_ASK_RELAY_YES_ALWAYS :{BLACK}Yes, don't ask again
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STR_NETWORK_ASK_RELAY_YES_ALWAYS :{BLACK}Yes, don't ask again
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@ -279,7 +279,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet *p)
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}
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}
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/* Now store it based on the token. */
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/* Now store it based on the token. */
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this->connecter[token] = connecter_pre_it->second;
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this->connecter[token] = {invite_code, connecter_pre_it->second};
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this->connecter_pre.erase(connecter_pre_it);
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this->connecter_pre.erase(connecter_pre_it);
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return true;
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return true;
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@ -378,16 +378,24 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet *p)
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this->game_connecter = nullptr;
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this->game_connecter = nullptr;
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}
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}
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Debug(misc, 0, "{}", ticket);
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this->turn_handlers[token] = ClientNetworkTurnSocketHandler::Turn(token, tracking_number, ticket, connection_string);
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this->turn_handlers[token] = ClientNetworkTurnSocketHandler::Turn(token, tracking_number, ticket, connection_string);
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if (!_network_server) {
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if (!_network_server) {
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auto connecter_it = this->connecter.find(token);
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if (connecter_it == this->connecter.end()) {
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/* Make sure we are still interested in connecting to this server. */
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this->ConnectFailure(token, 0);
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return true;
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}
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switch (_settings_client.network.use_relay_service) {
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switch (_settings_client.network.use_relay_service) {
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case URS_NEVER:
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case URS_NEVER:
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this->ConnectFailure(token, 0);
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this->ConnectFailure(token, 0);
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break;
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break;
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case URS_ASK:
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case URS_ASK:
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ShowNetworkAskRelay(connection_string, token);
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ShowNetworkAskRelay(connecter_it->second.first, connection_string, token);
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break;
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break;
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case URS_ALLOW:
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case URS_ALLOW:
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@ -579,7 +587,7 @@ void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string &to
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* processes of connecting us. */
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* processes of connecting us. */
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auto connecter_it = this->connecter.find(token);
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auto connecter_it = this->connecter.find(token);
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if (connecter_it != this->connecter.end()) {
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if (connecter_it != this->connecter.end()) {
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connecter_it->second->SetConnected(sock);
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connecter_it->second.second->SetConnected(sock);
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this->connecter.erase(connecter_it);
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this->connecter.erase(connecter_it);
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}
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}
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}
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}
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@ -665,7 +673,7 @@ void ClientNetworkCoordinatorSocketHandler::CloseToken(const std::string &token)
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/* Close the caller of the connection attempt. */
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/* Close the caller of the connection attempt. */
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auto connecter_it = this->connecter.find(token);
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auto connecter_it = this->connecter.find(token);
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if (connecter_it != this->connecter.end()) {
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if (connecter_it != this->connecter.end()) {
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connecter_it->second->SetFailure();
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connecter_it->second.second->SetFailure();
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this->connecter.erase(connecter_it);
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this->connecter.erase(connecter_it);
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}
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}
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}
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}
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@ -685,7 +693,7 @@ void ClientNetworkCoordinatorSocketHandler::CloseAllConnections()
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for (auto &[token, it] : this->connecter) {
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for (auto &[token, it] : this->connecter) {
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this->CloseStunHandler(token);
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this->CloseStunHandler(token);
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this->CloseTurnHandler(token);
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this->CloseTurnHandler(token);
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it->SetFailure();
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it.second->SetFailure();
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/* Inform the Game Coordinator he can stop trying to connect us to the server. */
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/* Inform the Game Coordinator he can stop trying to connect us to the server. */
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this->ConnectFailure(token, 0);
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this->ConnectFailure(token, 0);
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@ -54,7 +54,7 @@
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class ClientNetworkCoordinatorSocketHandler : public NetworkCoordinatorSocketHandler {
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class ClientNetworkCoordinatorSocketHandler : public NetworkCoordinatorSocketHandler {
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private:
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private:
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std::chrono::steady_clock::time_point next_update; ///< When to send the next update (if server and public).
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std::chrono::steady_clock::time_point next_update; ///< When to send the next update (if server and public).
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std::map<std::string, TCPServerConnecter *> connecter; ///< Based on tokens, the current connecters that are pending.
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std::map<std::string, std::pair<std::string, TCPServerConnecter *>> connecter; ///< Based on tokens, the current (invite-code, connecter) that are pending.
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std::map<std::string, TCPServerConnecter *> connecter_pre; ///< Based on invite codes, the current connecters that are pending.
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std::map<std::string, TCPServerConnecter *> connecter_pre; ///< Based on invite codes, the current connecters that are pending.
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std::map<std::string, std::map<int, std::unique_ptr<ClientNetworkStunSocketHandler>>> stun_handlers; ///< All pending STUN handlers, stored by token:family.
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std::map<std::string, std::map<int, std::unique_ptr<ClientNetworkStunSocketHandler>>> stun_handlers; ///< All pending STUN handlers, stored by token:family.
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std::map<std::string, std::unique_ptr<ClientNetworkTurnSocketHandler>> turn_handlers; ///< Pending TURN handler (if any), stored by token.
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std::map<std::string, std::unique_ptr<ClientNetworkTurnSocketHandler>> turn_handlers; ///< Pending TURN handler (if any), stored by token.
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@ -2361,13 +2361,18 @@ void ShowNetworkCompanyPasswordWindow(Window *parent)
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}
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}
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/**
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/**
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* Window used for asking the user if he is okay using a TURN server.
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* Window used for asking the user if he is okay using a relay server.
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*/
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*/
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struct NetworkAskRelayWindow : public Window {
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struct NetworkAskRelayWindow : public Window {
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std::string connection_string; ///< The TURN server we want to connect to.
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std::string server_connection_string; ///< The game server we want to connect to.
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std::string relay_connection_string; ///< The relay server we want to connect to.
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std::string token; ///< The token for this connection.
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std::string token; ///< The token for this connection.
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NetworkAskRelayWindow(WindowDesc *desc, Window *parent, const std::string &connection_string, const std::string &token) : Window(desc), connection_string(connection_string), token(token)
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NetworkAskRelayWindow(WindowDesc *desc, Window *parent, const std::string &server_connection_string, const std::string &relay_connection_string, const std::string &token) :
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Window(desc),
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server_connection_string(server_connection_string),
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relay_connection_string(relay_connection_string),
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token(token)
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{
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{
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this->parent = parent;
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this->parent = parent;
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this->InitNested(0);
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this->InitNested(0);
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@ -2400,7 +2405,8 @@ struct NetworkAskRelayWindow : public Window {
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{
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{
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switch (widget) {
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switch (widget) {
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case WID_NAR_TEXT:
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case WID_NAR_TEXT:
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SetDParamStr(0, this->connection_string);
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SetDParamStr(0, this->server_connection_string);
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SetDParamStr(1, this->relay_connection_string);
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break;
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break;
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}
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}
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}
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}
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@ -2451,13 +2457,14 @@ static WindowDesc _network_ask_relay_desc(
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/**
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/**
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* Show a modal confirmation window with "no" / "yes, once" / "yes, always" buttons.
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* Show a modal confirmation window with "no" / "yes, once" / "yes, always" buttons.
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* @param connection_string The relay server we want to connect to.
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* @param server_connection_string The game server we want to connect to.
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* @param relay_connection_string The relay server we want to connect to.
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* @param token The token for this connection.
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* @param token The token for this connection.
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*/
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*/
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void ShowNetworkAskRelay(const std::string &connection_string, const std::string &token)
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void ShowNetworkAskRelay(const std::string &server_connection_string, const std::string &relay_connection_string, const std::string &token)
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{
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{
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CloseWindowByClass(WC_NETWORK_ASK_RELAY);
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CloseWindowByClass(WC_NETWORK_ASK_RELAY);
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Window *parent = FindWindowById(WC_MAIN_WINDOW, 0);
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Window *parent = FindWindowById(WC_MAIN_WINDOW, 0);
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new NetworkAskRelayWindow(&_network_ask_relay_desc, parent, connection_string, token);
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new NetworkAskRelayWindow(&_network_ask_relay_desc, parent, server_connection_string, relay_connection_string, token);
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}
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}
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@ -23,6 +23,7 @@ void ShowJoinStatusWindow();
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void ShowNetworkGameWindow();
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void ShowNetworkGameWindow();
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void ShowClientList();
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void ShowClientList();
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void ShowNetworkCompanyPasswordWindow(Window *parent);
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void ShowNetworkCompanyPasswordWindow(Window *parent);
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void ShowNetworkAskRelay(const std::string &server_connection_string, const std::string &relay_connection_string, const std::string &token);
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/** Company information stored at the client side */
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/** Company information stored at the client side */
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@ -37,6 +38,5 @@ struct NetworkCompanyInfo : NetworkCompanyStats {
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std::string clients; ///< The clients that control this company (Name1, name2, ..)
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std::string clients; ///< The clients that control this company (Name1, name2, ..)
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};
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};
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void ShowNetworkAskRelay(const std::string &connection_string, const std::string &token);
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#endif /* NETWORK_GUI_H */
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#endif /* NETWORK_GUI_H */
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