mirror of https://github.com/OpenTTD/OpenTTD.git
Feature #986: Automatic save when losing connection to a network game
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11ba094582
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@ -45,6 +45,8 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
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{
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/* Clients drop back to the main menu */
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if (!_network_server && _networking) {
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extern void ClientNetworkEmergencySave(); // from network_client.cpp
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ClientNetworkEmergencySave();
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_switch_mode = SM_MENU;
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_networking = false;
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
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@ -119,6 +119,19 @@ struct PacketReader : LoadFilter {
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};
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/**
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* Create an emergency savegame when the network connection is lost.
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*/
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void ClientNetworkEmergencySave()
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{
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if (!_settings_client.gui.autosave_on_network_disconnect) return;
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const char *filename = "netsave.sav";
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DEBUG(net, 0, "Client: Performing emergency save (%s)", filename);
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SaveOrLoad(filename, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
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}
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/**
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* Create a new socket for the client side of the game connection.
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* @param s The socket to connect with.
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@ -670,6 +683,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
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ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
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/* Perform an emergency save if we had already entered the game */
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if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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return NETWORK_RECV_STATUS_SERVER_ERROR;
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@ -1051,6 +1067,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet
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ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
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}
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if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
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return NETWORK_RECV_STATUS_SERVER_ERROR;
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}
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@ -1066,6 +1084,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
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ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
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}
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if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
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return NETWORK_RECV_STATUS_SERVER_ERROR;
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}
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@ -1153,6 +1173,7 @@ void ClientNetworkGameSocketHandler::CheckConnection()
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if (lag > 20) {
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this->NetworkGameSocketHandler::CloseConnection();
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
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ClientNetworkEmergencySave();
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return;
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}
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@ -114,6 +114,7 @@ struct GUISettings {
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bool threaded_saves; ///< should we do threaded saves?
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bool keep_all_autosave; ///< name the autosave in a different way
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bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
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bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
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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)
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byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
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bool population_in_label; ///< show the population of a town in his label?
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@ -2987,6 +2987,12 @@ flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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def = false
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cat = SC_BASIC
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[SDTC_BOOL]
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var = gui.autosave_on_network_disconnect
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flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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def = true
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cat = SC_EXPERT
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[SDTC_VAR]
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var = gui.max_num_autosaves
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type = SLE_UINT8
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