mirror of https://github.com/OpenTTD/OpenTTD.git
Fix: [Network] Prevent an empty server name to be set anywhere
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08308d808c
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4144e949ed
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@ -2204,6 +2204,7 @@ STR_NETWORK_ERROR_CLIENT_START :{WHITE}Could no
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STR_NETWORK_ERROR_TIMEOUT :{WHITE}Connection #{NUM} timed out
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STR_NETWORK_ERROR_SERVER_ERROR :{WHITE}A protocol error was detected and the connection was closed
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STR_NETWORK_ERROR_BAD_PLAYER_NAME :{WHITE}Your player name has not been set. The name can be set at the top of the Multiplayer window
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STR_NETWORK_ERROR_BAD_SERVER_NAME :{WHITE}Your server name has not been set. The name can be set at the top of the Multiplayer window
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STR_NETWORK_ERROR_WRONG_REVISION :{WHITE}The revision of this client does not match the server's revision
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STR_NETWORK_ERROR_WRONG_PASSWORD :{WHITE}Wrong password
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STR_NETWORK_ERROR_SERVER_FULL :{WHITE}The server is full
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@ -835,10 +835,6 @@ void NetworkClientJoinGame()
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static void NetworkInitGameInfo()
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{
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if (_settings_client.network.server_name.empty()) {
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_settings_client.network.server_name = "Unnamed Server";
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}
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FillStaticNetworkServerGameInfo();
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/* The server is a client too */
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_network_game_info.clients_on = _network_dedicated ? 0 : 1;
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@ -851,6 +847,25 @@ static void NetworkInitGameInfo()
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ci->client_name = _settings_client.network.client_name;
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}
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/**
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* Trim the given server name in place, i.e. remove leading and trailing spaces.
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* After the trim check whether the server name is not empty.
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* When the server name is empty a GUI error message is shown telling the
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* user to set the servername and this function returns false.
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*
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* @param server_name The server name to validate. It will be trimmed of leading
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* and trailing spaces.
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* @return True iff the server name is valid.
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*/
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bool NetworkValidateServerName(std::string &server_name)
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{
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StrTrimInPlace(server_name);
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if (!server_name.empty()) return true;
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ShowErrorMessage(STR_NETWORK_ERROR_BAD_SERVER_NAME, INVALID_STRING_ID, WL_ERROR);
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return false;
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}
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/**
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* Check whether the client and server name are set, for a dedicated server and if not set them to some default
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* value and tell the user to change this as soon as possible.
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@ -860,12 +875,14 @@ static void NetworkInitGameInfo()
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static void CheckClientAndServerName()
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{
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static const std::string fallback_client_name = "Unnamed Client";
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StrTrimInPlace(_settings_client.network.client_name);
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if (_settings_client.network.client_name.empty() || _settings_client.network.client_name.compare(fallback_client_name) == 0) {
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DEBUG(net, 1, "No \"client_name\" has been set, using \"%s\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name.c_str());
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_settings_client.network.client_name = fallback_client_name;
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}
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static const std::string fallback_server_name = "Unnamed Server";
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StrTrimInPlace(_settings_client.network.server_name);
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if (_settings_client.network.server_name.empty() || _settings_client.network.server_name.compare(fallback_server_name) == 0) {
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DEBUG(net, 1, "No \"server_name\" has been set, using \"%s\" instead. Please set this now using the \"server_name <new name>\" command", fallback_server_name.c_str());
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_settings_client.network.server_name = fallback_server_name;
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@ -38,6 +38,7 @@ byte NetworkSpectatorCount();
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bool NetworkIsValidClientName(const std::string_view client_name);
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bool NetworkValidateClientName();
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bool NetworkValidateClientName(std::string &client_name);
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bool NetworkValidateServerName(std::string &server_name);
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void NetworkUpdateClientName(const std::string &client_name);
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bool NetworkCompanyHasClients(CompanyID company);
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std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password);
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@ -1095,6 +1095,7 @@ struct NetworkStartServerWindow : public Window {
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break;
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case WID_NSS_GENERATE_GAME: // Start game
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if (!CheckServerName()) return;
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_is_network_server = true;
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if (_ctrl_pressed) {
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StartNewGameWithoutGUI(GENERATE_NEW_SEED);
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@ -1104,16 +1105,19 @@ struct NetworkStartServerWindow : public Window {
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break;
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case WID_NSS_LOAD_GAME:
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if (!CheckServerName()) return;
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_is_network_server = true;
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ShowSaveLoadDialog(FT_SAVEGAME, SLO_LOAD);
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break;
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case WID_NSS_PLAY_SCENARIO:
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if (!CheckServerName()) return;
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_is_network_server = true;
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ShowSaveLoadDialog(FT_SCENARIO, SLO_LOAD);
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break;
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case WID_NSS_PLAY_HEIGHTMAP:
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if (!CheckServerName()) return;
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_is_network_server = true;
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ShowSaveLoadDialog(FT_HEIGHTMAP,SLO_LOAD);
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break;
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@ -1133,11 +1137,13 @@ struct NetworkStartServerWindow : public Window {
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this->SetDirty();
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}
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void OnEditboxChanged(int wid) override
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bool CheckServerName()
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{
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if (wid == WID_NSS_GAMENAME) {
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_settings_client.network.server_name = this->name_editbox.text.buf;
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}
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std::string str = this->name_editbox.text.buf;
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if (!NetworkValidateServerName(str)) return false;
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SetSettingValue(GetSettingFromName("network.server_name")->AsStringSetting(), str);
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return true;
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}
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void OnTimeout() override
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@ -2199,16 +2205,13 @@ public:
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case WID_CL_SERVER_NAME_EDIT: {
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if (!_network_server) break;
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SetSettingValue(GetSettingFromName("network.server_name")->AsStringSetting(), StrEmpty(str) ? "Unnamed Server" : str);
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SetSettingValue(GetSettingFromName("network.server_name")->AsStringSetting(), str);
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this->InvalidateData();
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break;
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}
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case WID_CL_CLIENT_NAME_EDIT: {
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std::string client_name(str);
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if (!NetworkValidateClientName(client_name)) break;
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SetSettingValue(GetSettingFromName("network.client_name")->AsStringSetting(), client_name);
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SetSettingValue(GetSettingFromName("network.client_name")->AsStringSetting(), str);
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this->InvalidateData();
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break;
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}
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@ -3959,6 +3959,7 @@ length = NETWORK_NAME_LENGTH
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flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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guiflags = SGF_NETWORK_ONLY
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def = nullptr
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pre_cb = NetworkValidateServerName
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post_cb = [](auto) { UpdateClientConfigValues(); }
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cat = SC_BASIC
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