Added pop up for client when server timeouts.
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@@ -10,30 +10,31 @@
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#include <boost/asio.hpp>
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#include <boost/shared_array.hpp>
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#include "Core/World.h"
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#include "Core/EntityFile.h"
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#include "Core/EventBroker.h"
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#include "Core/ConfigFile.h"
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#include "Core/EPlayerDeath.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EAmmoPickup.h"
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#include "Game/Events/EDoubleJump.h"
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#include "Game/Events/EDashAbility.h"
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#include "Game/Events/EReset.h"
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#include "Input/EInputCommand.h"
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#include "imgui/imgui.h"
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#include "Network/Network.h"
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#include "Network/MessageType.h"
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#include "Network/PlayerDefinition.h"
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#include "Network/UDPClient.h"
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#include "Network/TCPClient.h"
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#include "Network/SnapshotDefinitions.h"
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#include "Core/World.h"
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#include "Core/EntityFile.h"
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#include "Core/EventBroker.h"
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#include "Core/ConfigFile.h"
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#include "Core/EPlayerDeath.h"
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#include "Input/EInputCommand.h"
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#include "Core/EPlayerDamage.h"
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#include "../Game/Events/EDoubleJump.h"
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#include "Network/EInterpolate.h"
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#include "Network/SnapshotFilter.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EAmmoPickup.h"
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#include "Network/ESearchForServers.h"
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#include "../Game/Events/EDashAbility.h"
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#include "Network/EDisplayServerlist.h"
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#include "Network/EConnectRequest.h"
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#include "Network/EPlayerDisconnected.h"
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#include "Game/Events/EReset.h"
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#include "Network/ESearchForServers.h"
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#include "Network/EInterpolate.h"
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#include "Network/SnapshotFilter.h"
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class Client : public Network
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{
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@@ -108,7 +108,15 @@ void Client::Update(double dt)
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hasServerTimedOut();
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}
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//Network::Update();
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if (ImGui::BeginPopupModal("Disconnected", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
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ImGui::Text("You have been disconnected from server.\n\n");
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ImGui::SetCursorPosX(ImGui::GetContentRegionAvailWidth() - 120);
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if (ImGui::Button("OK", ImVec2(120, 0))) {
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndPopup();
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}
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}
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void Client::parseMessageType(Packet& packet)
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@@ -196,7 +204,7 @@ void Client::parseTCPConnect(Packet& packet)
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packet.WritePrimitive(m_PlayerID);
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m_Unreliable.Send(packet);
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// LOG_INFO("Sent UDP Connect Server");
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// LOG_INFO("Sent UDP Connect Server");
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}
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void Client::parsePlayerConnected(Packet & packet)
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@@ -676,6 +684,7 @@ void Client::hasServerTimedOut()
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if (timeSincePing > m_TimeoutMs) {
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// Clear everything and go to menu.
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LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
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ImGui::OpenPopup("Disconnected");
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disconnect();
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}
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}
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