Feature #986: Automatic save when losing connection to a network game

pull/59/head
Niels Martin Hansen 6 years ago
parent 17257b9620
commit db5abdd78a

@ -45,6 +45,8 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
{
/* Clients drop back to the main menu */
if (!_network_server && _networking) {
extern void ClientNetworkEmergencySave(); // from network_client.cpp
ClientNetworkEmergencySave();
_switch_mode = SM_MENU;
_networking = false;
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);

@ -119,6 +119,19 @@ struct PacketReader : LoadFilter {
};
/**
* Create an emergency savegame when the network connection is lost.
*/
void ClientNetworkEmergencySave()
{
if (!_settings_client.gui.autosave_on_network_disconnect) return;
const char *filename = "netsave.sav";
DEBUG(net, 0, "Client: Performing emergency save (%s)", filename);
SaveOrLoad(filename, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
}
/**
* Create a new socket for the client side of the game connection.
* @param s The socket to connect with.
@ -670,6 +683,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
/* Perform an emergency save if we had already entered the game */
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_SERVER_ERROR;
@ -1051,6 +1067,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
@ -1066,6 +1084,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
@ -1153,6 +1173,7 @@ void ClientNetworkGameSocketHandler::CheckConnection()
if (lag > 20) {
this->NetworkGameSocketHandler::CloseConnection();
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
ClientNetworkEmergencySave();
return;
}

@ -114,6 +114,7 @@ struct GUISettings {
bool threaded_saves; ///< should we do threaded saves?
bool keep_all_autosave; ///< name the autosave in a different way
bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
uint8 date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
bool population_in_label; ///< show the population of a town in his label?

@ -2987,6 +2987,12 @@ flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
def = false
cat = SC_BASIC
[SDTC_BOOL]
var = gui.autosave_on_network_disconnect
flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
def = true
cat = SC_EXPERT
[SDTC_VAR]
var = gui.max_num_autosaves
type = SLE_UINT8

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