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authorPatric Stout <truebrain@openttd.org>2021-10-03 11:02:28 +0200
committerGitHub <noreply@github.com>2021-10-03 11:02:28 +0200
commite4ad6329891c9235336649ef4412b2ce0a073af8 (patch)
tree40e441dc003fe6383de2123c82bc5a595881a043
parent2144cd98a34efd7b47156d6f43ee5de7d6216d86 (diff)
downloadopenttd-e4ad6329891c9235336649ef4412b2ce0a073af8.tar.xz
Add: [Network] Keep the refresh button in lowered state while refreshing (#9600)
This gives user visual feedback that the refresh is still pending, and prevents people from clicking again and again thinking nothing is happening. This is especially true for connections that fall back to TURN, as that takes a few seconds to kick in. Additionally, prevent clicking on the button again while a refresh is pending. This is only delaying a successful result.
-rw-r--r--src/network/network.cpp5
-rw-r--r--src/network/network_gamelist.h2
-rw-r--r--src/network/network_gui.cpp4
-rw-r--r--src/network/network_query.cpp4
4 files changed, 13 insertions, 2 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 09b748fc5..109a2cce7 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -635,6 +635,7 @@ public:
{
NetworkGameList *item = NetworkGameListAddItem(connection_string);
item->status = NGLS_OFFLINE;
+ item->refreshing = false;
UpdateNetworkGameWindow();
}
@@ -653,6 +654,10 @@ void NetworkQueryServer(const std::string &connection_string)
{
if (!_network_available) return;
+ /* Mark the entry as refreshing, so the GUI can show the refresh is pending. */
+ NetworkGameList *item = NetworkGameListAddItem(connection_string);
+ item->refreshing = true;
+
new TCPQueryConnecter(connection_string);
}
diff --git a/src/network/network_gamelist.h b/src/network/network_gamelist.h
index 24ce41bc8..1c4a68e5c 100644
--- a/src/network/network_gamelist.h
+++ b/src/network/network_gamelist.h
@@ -31,7 +31,7 @@ struct NetworkGameList {
std::string connection_string; ///< Address of the server.
NetworkGameListStatus status = NGLS_OFFLINE; ///< Stats of the server.
bool manually = false; ///< True if the server was added manually.
- uint8 retries = 0; ///< Number of retries (to stop requerying).
+ bool refreshing = false; ///< Whether this server is being queried.
int version = 0; ///< Used to see which servers are no longer available on the Game Coordinator and can be removed.
NetworkGameList *next = nullptr; ///< Next pointer to make a linked game list.
};
diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp
index 03fd0ce5c..6bca0c756 100644
--- a/src/network/network_gui.cpp
+++ b/src/network/network_gui.cpp
@@ -613,6 +613,8 @@ public:
sel->info.clients_on >= sel->info.clients_max || // Server full
!sel->info.compatible); // Revision mismatch
+ this->SetWidgetLoweredState(WID_NG_REFRESH, sel != nullptr && sel->refreshing);
+
/* 'NewGRF Settings' button invisible if no NewGRF is used */
this->GetWidget<NWidgetStacked>(WID_NG_NEWGRF_SEL)->SetDisplayedPlane(sel == nullptr || sel->status != NGLS_ONLINE || sel->info.grfconfig == nullptr);
this->GetWidget<NWidgetStacked>(WID_NG_NEWGRF_MISSING_SEL)->SetDisplayedPlane(sel == nullptr || sel->status != NGLS_ONLINE || sel->info.grfconfig == nullptr || !sel->info.version_compatible || sel->info.compatible);
@@ -790,7 +792,7 @@ public:
break;
case WID_NG_REFRESH: // Refresh
- if (this->server != nullptr) NetworkQueryServer(this->server->connection_string);
+ if (this->server != nullptr && !this->server->refreshing) NetworkQueryServer(this->server->connection_string);
break;
case WID_NG_NEWGRF: // NewGRF Settings
diff --git a/src/network/network_query.cpp b/src/network/network_query.cpp
index 033c32e7c..139daafe4 100644
--- a/src/network/network_query.cpp
+++ b/src/network/network_query.cpp
@@ -79,6 +79,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
{
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
item->status = NGLS_FULL;
+ item->refreshing = false;
UpdateNetworkGameWindow();
@@ -89,6 +90,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p
{
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
item->status = NGLS_BANNED;
+ item->refreshing = false;
UpdateNetworkGameWindow();
@@ -107,6 +109,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet
CheckGameCompatibility(item->info);
/* Ensure we consider the server online. */
item->status = NGLS_ONLINE;
+ item->refreshing = false;
UpdateNetworkGameWindow();
@@ -128,6 +131,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
} else {
item->status = NGLS_OFFLINE;
}
+ item->refreshing = false;
UpdateNetworkGameWindow();