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-rw-r--r--src/lang/english.txt1
-rw-r--r--src/network/network.cpp2
-rw-r--r--src/network/network_client.cpp36
-rw-r--r--src/network/network_func.h2
-rw-r--r--src/network/network_gui.cpp12
5 files changed, 48 insertions, 5 deletions
diff --git a/src/lang/english.txt b/src/lang/english.txt
index 8eb7616bc..7ba1768e2 100644
--- a/src/lang/english.txt
+++ b/src/lang/english.txt
@@ -2175,6 +2175,7 @@ STR_NETWORK_ERROR_SERVER_START :{WHITE}Could no
STR_NETWORK_ERROR_CLIENT_START :{WHITE}Could not connect
STR_NETWORK_ERROR_TIMEOUT :{WHITE}Connection #{NUM} timed out
STR_NETWORK_ERROR_SERVER_ERROR :{WHITE}A protocol error was detected and the connection was closed
+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
STR_NETWORK_ERROR_WRONG_REVISION :{WHITE}The revision of this client does not match the server's revision
STR_NETWORK_ERROR_WRONG_PASSWORD :{WHITE}Wrong password
STR_NETWORK_ERROR_SERVER_FULL :{WHITE}The server is full
diff --git a/src/network/network.cpp b/src/network/network.cpp
index e0355ce2e..7c3a9ef72 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -692,6 +692,8 @@ void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const c
if (address.GetPort() == 0) return;
+ if (!NetworkValidateClientName()) return;
+
strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
_settings_client.network.last_port = address.GetPort();
_network_join_as = join_as;
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index a12215bbc..35c52d3bc 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -1265,6 +1265,42 @@ bool NetworkIsValidClientName(const char *client_name)
}
/**
+ * Trim the given client name in place, i.e. remove leading and trailing spaces.
+ * After the trim check whether the client name is valid. A client name is valid
+ * whenever the name is not empty and does not start with spaces. This check is
+ * done via \c NetworkIsValidClientName.
+ * When the client name is valid, this function returns true.
+ * When the client name is not valid a GUI error message is shown telling the
+ * user to set the client name and this function returns false.
+ *
+ * This function is not suitable for ensuring a valid client name at the server
+ * as the error message will then be shown to the host instead of the client.
+ * @param client_name The client name to validate. It will be trimmed of leading
+ * and trailing spaces.
+ * @return True iff the client name is valid.
+ */
+bool NetworkValidateClientName(char *client_name)
+{
+ StrTrimInPlace(client_name);
+ if (NetworkIsValidClientName(client_name)) return true;
+
+ ShowErrorMessage(STR_NETWORK_ERROR_BAD_PLAYER_NAME, INVALID_STRING_ID, WL_ERROR);
+ return false;
+}
+
+/**
+ * Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
+ * It trims the client name and checks whether it is empty. When it is empty
+ * an error message is shown to the GUI user.
+ * See \c NetworkValidateClientName(char*) for details about the functionality.
+ * @return True iff the client name is valid.
+ */
+bool NetworkValidateClientName()
+{
+ return NetworkValidateClientName(_settings_client.network.client_name);
+}
+
+/**
* Send the server our name.
*/
void NetworkUpdateClientName()
diff --git a/src/network/network_func.h b/src/network/network_func.h
index a7f2e7cb5..c1271f69c 100644
--- a/src/network/network_func.h
+++ b/src/network/network_func.h
@@ -37,6 +37,8 @@ extern StringList _network_ban_list;
byte NetworkSpectatorCount();
bool NetworkIsValidClientName(const char *client_name);
+bool NetworkValidateClientName();
+bool NetworkValidateClientName(char *client_name);
void NetworkUpdateClientName();
bool NetworkCompanyHasClients(CompanyID company);
const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password);
diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp
index 15cf24f49..dd25ad5bc 100644
--- a/src/network/network_gui.cpp
+++ b/src/network/network_gui.cpp
@@ -808,11 +808,9 @@ public:
}
case WID_NG_CLIENT:
- if (NetworkIsValidClientName(this->name_editbox.text.buf)) {
- strecpy(_settings_client.network.client_name, this->name_editbox.text.buf, lastof(_settings_client.network.client_name));
- } else {
- strecpy(_settings_client.network.client_name, "Player", lastof(_settings_client.network.client_name));
- }
+ /* Validation of the name will happen once the user tries to join or start a game, as getting
+ * error messages while typing (e.g. when you clear the name) defeats the purpose of the check. */
+ strecpy(_settings_client.network.client_name, this->name_editbox.text.buf, lastof(_settings_client.network.client_name));
break;
}
}
@@ -1245,6 +1243,8 @@ static WindowDesc _network_start_server_window_desc(
static void ShowNetworkStartServerWindow()
{
+ if (!NetworkValidateClientName()) return;
+
DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);
DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);
@@ -1537,6 +1537,8 @@ static WindowDesc _network_lobby_window_desc(
*/
static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
{
+ if (!NetworkValidateClientName()) return;
+
DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_START);
DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);