- bugfixes for processing disconnect and game end scenarios. These fixes corrected a bunch of segfaults when client or server disconnect.
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@ -712,8 +712,7 @@ void Game::mouseDownLeft(int x, int y){
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}
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}
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if(errorMessageBox.getEnabled() == true) {
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int button= 1;
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if(errorMessageBox.mouseClick(x, y, button)) {
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if(errorMessageBox.mouseClick(x, y)) {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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//close message box
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errorMessageBox.setEnabled(false);
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@ -741,10 +741,12 @@ void ClientInterface::waitForMessage()
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int waitLoopCount = 0;
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while(getNextMessageType(true) == nmtInvalid) {
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if(isConnected() == false) {
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//throw runtime_error("Disconnected");
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//sendTextMessage("Server has Disconnected.",-1);
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DisplayErrorMessage("Server has Disconnected.");
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quit= true;
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if(quit == false) {
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//throw runtime_error("Disconnected");
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//sendTextMessage("Server has Disconnected.",-1);
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DisplayErrorMessage("Server has Disconnected.");
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quit= true;
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}
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close();
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return;
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}
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@ -535,7 +535,8 @@ void ServerInterface::update() {
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connectionSlot->getChatTextList().empty() == false) {
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try {
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for(int chatIdx = 0; chatIdx < connectionSlot->getChatTextList().size(); chatIdx++) {
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const ChatMsgInfo &msg = connectionSlot->getChatTextList()[chatIdx];
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ChatMsgInfo msg(connectionSlot->getChatTextList()[chatIdx]);
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this->addChatInfo(msg);
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string newChatText = msg.chatText.c_str();
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string newChatSender = msg.chatSender.c_str();
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@ -547,19 +548,13 @@ void ServerInterface::update() {
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broadcastMessage(&networkMessageText, connectionSlot->getPlayerIndex());
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] after broadcast nmtText chatText [%s] chatSender [%s] chatTeamIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,newChatText.c_str(),newChatSender.c_str(),newChatTeamIndex);
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//chatText = newChatText.c_str();
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//chatSender = newChatSender.c_str();
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//chatTeamIndex = newChatTeamIndex;
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this->addChatInfo(msg);
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//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] after connectionSlot->clearChatInfo chatText [%s] chatSender [%s] chatTeamIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,chatText.c_str(),chatSender.c_str(),chatTeamIndex);
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}
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] i = %d\n",__FILE__,__FUNCTION__,__LINE__,i);
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// Its possible that the slot is disconnected here
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// so check the original pointer again
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if(slots[i] != NULL) {
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connectionSlot->clearChatInfo();
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slots[i]->clearChatInfo();
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}
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}
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catch(const exception &ex) {
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