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Codechange: Use EncodedString for error messages. (#13569)

This commit is contained in:
Peter Nelson
2025-02-16 10:04:32 +00:00
committed by GitHub
parent 43c7865ca2
commit 2d7d085e8e
55 changed files with 426 additions and 390 deletions

View File

@@ -508,7 +508,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet &)
Debug(net, 9, "Client::Receive_SERVER_FULL()");
/* We try to join a server which is full */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_SERVER_FULL), {}, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_FULL;
}
@@ -518,7 +518,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &
Debug(net, 9, "Client::Receive_SERVER_BANNED()");
/* We try to join a server where we are banned */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_SERVER_BANNED), {}, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_BANNED;
}
@@ -624,10 +624,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &p
if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
/* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
if (error == NETWORK_ERROR_KICKED && p.CanReadFromPacket(1)) {
SetDParamStr(0, p.Recv_string(NETWORK_CHAT_LENGTH));
ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
ShowErrorMessage(GetEncodedString(err),
GetEncodedString(STR_NETWORK_ERROR_KICK_MESSAGE, p.Recv_string(NETWORK_CHAT_LENGTH)),
WL_CRITICAL);
} else {
ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
ShowErrorMessage(GetEncodedString(err), {}, WL_CRITICAL);
}
/* Perform an emergency save if we had already entered the game */
@@ -665,7 +666,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
}
/* NewGRF mismatch, bail out */
ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_NEWGRF_MISMATCH), {}, WL_CRITICAL);
return ret;
}
@@ -831,7 +832,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
this->last_packet = std::chrono::steady_clock::now();
if (!load_success) {
ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_SAVEGAMEERROR), {}, WL_CRITICAL);
return NETWORK_RECV_STATUS_SAVEGAME;
}
/* If the savegame has successfully loaded, ALL windows have been removed,
@@ -1074,7 +1075,7 @@ 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) {
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
ShowErrorMessage(GetEncodedString(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN), {}, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
@@ -1093,7 +1094,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
* Client ID modulo 16 + 1 (value 0 means no reconnect).
* This way reconnects should be spread out a bit. */
_network_reconnect = _network_own_client_id % 16 + 1;
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
ShowErrorMessage(GetEncodedString(STR_NETWORK_MESSAGE_SERVER_REBOOT), {}, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
@@ -1185,8 +1186,10 @@ void ClientNetworkGameSocketHandler::CheckConnection()
if (std::chrono::duration_cast<std::chrono::seconds>(last_lag) == std::chrono::duration_cast<std::chrono::seconds>(lag)) return;
last_lag = lag;
SetDParam(0, std::chrono::duration_cast<std::chrono::seconds>(lag).count());
ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
ShowErrorMessage(
GetEncodedString(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION),
GetEncodedString(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, std::chrono::duration_cast<std::chrono::seconds>(lag).count()),
WL_INFO);
}
@@ -1276,7 +1279,7 @@ bool NetworkValidateClientName(std::string &client_name)
StrTrimInPlace(client_name);
if (NetworkIsValidClientName(client_name)) return true;
ShowErrorMessage(STR_NETWORK_ERROR_BAD_PLAYER_NAME, INVALID_STRING_ID, WL_ERROR);
ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_BAD_PLAYER_NAME), {}, WL_ERROR);
return false;
}