- bugfixes for processing disconnect and game end scenarios. These fixes corrected a bunch of segfaults when client or server disconnect.

This commit is contained in:
Mark Vejvoda 2010-07-02 19:57:47 +00:00
parent 521fb237bf
commit eda2e84aee
3 changed files with 11 additions and 15 deletions

View File

@ -712,8 +712,7 @@ void Game::mouseDownLeft(int x, int y){
}
}
if(errorMessageBox.getEnabled() == true) {
int button= 1;
if(errorMessageBox.mouseClick(x, y, button)) {
if(errorMessageBox.mouseClick(x, y)) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//close message box
errorMessageBox.setEnabled(false);

View File

@ -741,10 +741,12 @@ void ClientInterface::waitForMessage()
int waitLoopCount = 0;
while(getNextMessageType(true) == nmtInvalid) {
if(isConnected() == false) {
//throw runtime_error("Disconnected");
//sendTextMessage("Server has Disconnected.",-1);
DisplayErrorMessage("Server has Disconnected.");
quit= true;
if(quit == false) {
//throw runtime_error("Disconnected");
//sendTextMessage("Server has Disconnected.",-1);
DisplayErrorMessage("Server has Disconnected.");
quit= true;
}
close();
return;
}

View File

@ -535,7 +535,8 @@ void ServerInterface::update() {
connectionSlot->getChatTextList().empty() == false) {
try {
for(int chatIdx = 0; chatIdx < connectionSlot->getChatTextList().size(); chatIdx++) {
const ChatMsgInfo &msg = connectionSlot->getChatTextList()[chatIdx];
ChatMsgInfo msg(connectionSlot->getChatTextList()[chatIdx]);
this->addChatInfo(msg);
string newChatText = msg.chatText.c_str();
string newChatSender = msg.chatSender.c_str();
@ -547,19 +548,13 @@ void ServerInterface::update() {
broadcastMessage(&networkMessageText, connectionSlot->getPlayerIndex());
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);
//chatText = newChatText.c_str();
//chatSender = newChatSender.c_str();
//chatTeamIndex = newChatTeamIndex;
this->addChatInfo(msg);
//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);
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] i = %d\n",__FILE__,__FUNCTION__,__LINE__,i);
// Its possible that the slot is disconnected here
// so check the original pointer again
if(slots[i] != NULL) {
connectionSlot->clearChatInfo();
slots[i]->clearChatInfo();
}
}
catch(const exception &ex) {