diff options
Diffstat (limited to 'src/network')
-rw-r--r-- | src/network/core/tcp_game.cpp | 4 | ||||
-rw-r--r-- | src/network/network.cpp | 4 | ||||
-rw-r--r-- | src/network/network_client.cpp | 31 |
3 files changed, 19 insertions, 20 deletions
diff --git a/src/network/core/tcp_game.cpp b/src/network/core/tcp_game.cpp index 4f0202c60..64b7ba97a 100644 --- a/src/network/core/tcp_game.cpp +++ b/src/network/core/tcp_game.cpp @@ -18,6 +18,7 @@ #include "../network.h" #include "../network_internal.h" #include "../../debug.h" +#include "../../error.h" #include "table/strings.h" @@ -46,8 +47,7 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error) if (!_network_server && _networking) { _switch_mode = SM_MENU; _networking = false; - extern StringID _switch_mode_errorstr; - _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION; + ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL); return NETWORK_RECV_STATUS_CONN_LOST; } diff --git a/src/network/network.cpp b/src/network/network.cpp index 0b6e9c35a..dd47be172 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -36,6 +36,7 @@ #include "../rev.h" #include "../core/pool_func.hpp" #include "../gfx_func.h" +#include "../error.h" #include "table/strings.h" #ifdef DEBUG_DUMP_COMMANDS @@ -287,8 +288,7 @@ uint NetworkCalculateLag(const NetworkClientSocket *cs) void NetworkError(StringID error_string) { _switch_mode = SM_MENU; - extern StringID _switch_mode_errorstr; - _switch_mode_errorstr = error_string; + ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL); } /** diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index c98253648..fd133dc54 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -526,12 +526,11 @@ bool ClientNetworkGameSocketHandler::IsConnected() ************/ extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL); -extern StringID _switch_mode_errorstr; NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p) { /* We try to join a server which is full */ - _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL; + ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL); DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); return NETWORK_RECV_STATUS_SERVER_FULL; @@ -540,7 +539,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p) NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p) { /* We try to join a server where we are banned */ - _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED; + ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL); DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); return NETWORK_RECV_STATUS_SERVER_BANNED; @@ -652,28 +651,28 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p case NETWORK_ERROR_NOT_AUTHORIZED: case NETWORK_ERROR_NOT_EXPECTED: case NETWORK_ERROR_COMPANY_MISMATCH: - _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_ERROR; + ShowErrorMessage(STR_NETWORK_ERROR_SERVER_ERROR, INVALID_STRING_ID, WL_CRITICAL); break; case NETWORK_ERROR_FULL: - _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL; + ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL); break; case NETWORK_ERROR_WRONG_REVISION: - _switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_REVISION; + ShowErrorMessage(STR_NETWORK_ERROR_WRONG_REVISION, INVALID_STRING_ID, WL_CRITICAL); break; case NETWORK_ERROR_WRONG_PASSWORD: - _switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_PASSWORD; + ShowErrorMessage(STR_NETWORK_ERROR_WRONG_PASSWORD, INVALID_STRING_ID, WL_CRITICAL); break; case NETWORK_ERROR_KICKED: - _switch_mode_errorstr = STR_NETWORK_ERROR_KICKED; + ShowErrorMessage(STR_NETWORK_ERROR_KICKED, INVALID_STRING_ID, WL_CRITICAL); break; case NETWORK_ERROR_CHEATER: - _switch_mode_errorstr = STR_NETWORK_ERROR_CHEATER; + ShowErrorMessage(STR_NETWORK_ERROR_CHEATER, INVALID_STRING_ID, WL_CRITICAL); break; case NETWORK_ERROR_TOO_MANY_COMMANDS: - _switch_mode_errorstr = STR_NETWORK_ERROR_TOO_MANY_COMMANDS; + ShowErrorMessage(STR_NETWORK_ERROR_TOO_MANY_COMMANDS, INVALID_STRING_ID, WL_CRITICAL); break; default: - _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION; + ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL); } DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); @@ -710,7 +709,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P } /* NewGRF mismatch, bail out */ - _switch_mode_errorstr = STR_NETWORK_ERROR_NEWGRF_MISMATCH; + ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL); return ret; } @@ -849,7 +848,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet if (!load_success) { DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); - _switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR; + ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL); return NETWORK_RECV_STATUS_SAVEGAME; } /* If the savegame has successfully loaded, ALL windows have been removed, @@ -1053,7 +1052,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet /* Only when we're trying to join we really * care about the server shutting down. */ if (this->status >= STATUS_JOIN) { - _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_SHUTDOWN; + ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL); } return NETWORK_RECV_STATUS_SERVER_ERROR; @@ -1068,7 +1067,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet * Client ID modulo 16. This way reconnects should be spread * out a bit. */ _network_reconnect = _network_own_client_id % 16; - _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_REBOOT; + ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL); } return NETWORK_RECV_STATUS_SERVER_ERROR; @@ -1157,7 +1156,7 @@ void ClientNetworkGameSocketHandler::CheckConnection() * the server will forcefully disconnect you. */ if (lag > 20) { this->NetworkGameSocketHandler::CloseConnection(); - _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION; + ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL); return; } |