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@ -181,7 +181,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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this->CloseConnection(res);
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_networking = false;
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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return;
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}
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@ -314,7 +314,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
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{
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my_client->status = STATUS_COMPANY_INFO;
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_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
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my_client->SendPacket(p);
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@ -326,7 +326,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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{
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my_client->status = STATUS_JOIN;
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_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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Packet *p = new Packet(PACKET_CLIENT_JOIN);
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p->Send_string(_openttd_revision);
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@ -531,7 +531,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
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{
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/* We try to join a server which is full */
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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return NETWORK_RECV_STATUS_SERVER_FULL;
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}
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@ -540,7 +540,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *
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{
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/* We try to join a server where we are banned */
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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return NETWORK_RECV_STATUS_SERVER_BANNED;
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}
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@ -578,7 +578,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Pa
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p->Recv_string(company_info->clients, sizeof(company_info->clients));
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SetWindowDirty(WC_NETWORK_WINDOW, 0);
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SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -675,7 +675,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
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}
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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return NETWORK_RECV_STATUS_SERVER_ERROR;
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}
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@ -770,7 +770,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
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/* But... only now we set the join status to waiting, instead of requesting. */
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_network_join_status = NETWORK_JOIN_STATUS_WAITING;
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_network_join_waiting = p->Recv_uint8();
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -790,7 +790,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packe
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_network_join_bytes_total = 0;
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_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -801,7 +801,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet
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if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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_network_join_bytes_total = p->Recv_uint32();
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -815,7 +815,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet
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this->savegame->AddPacket(p);
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_network_join_bytes = (uint32)this->savegame->written_bytes;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -826,7 +826,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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/*
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* Make sure everything is set for reading.
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@ -847,7 +847,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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this->last_packet = _realtime_tick;
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if (!load_success) {
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_SAVEGAME;
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}
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