mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-21 18:55:16 +00:00
remove reconnect button
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parent
4339847da5
commit
366ad5e888
4 changed files with 6 additions and 138 deletions
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@ -29,7 +29,6 @@ class StageSceneStateServerConfig : public al::HostStateBase<al::Scene>, public
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enum ServerConfigOption {
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GAMEMODECONFIG,
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GAMEMODESWITCH,
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RECONNECT,
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SETIP,
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SETPORT
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};
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@ -42,11 +41,9 @@ class StageSceneStateServerConfig : public al::HostStateBase<al::Scene>, public
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void exeMainMenu();
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void exeOpenKeyboardIP();
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void exeOpenKeyboardPort();
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void exeRestartServer();
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void exeGamemodeConfig();
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void exeGamemodeSelect();
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void exeSaveData();
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void exeConnectError();
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void endSubMenu();
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@ -63,7 +60,7 @@ class StageSceneStateServerConfig : public al::HostStateBase<al::Scene>, public
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SimpleLayoutMenu* mCurrentMenu = nullptr;
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CommonVerticalList* mCurrentList = nullptr;
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// Root Page, contains buttons for gamemode config, server reconnecting, and server ip address changing
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// Root Page, contains buttons for gamemode config, and server ip address changing
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SimpleLayoutMenu* mMainOptions = nullptr;
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CommonVerticalList *mMainOptionsList = nullptr;
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// Sub-Page of Mode config, used to select a gamemode for the client to use
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@ -86,9 +83,7 @@ namespace {
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NERVE_HEADER(StageSceneStateServerConfig, MainMenu)
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NERVE_HEADER(StageSceneStateServerConfig, OpenKeyboardIP)
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NERVE_HEADER(StageSceneStateServerConfig, OpenKeyboardPort)
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NERVE_HEADER(StageSceneStateServerConfig, RestartServer)
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NERVE_HEADER(StageSceneStateServerConfig, GamemodeConfig)
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NERVE_HEADER(StageSceneStateServerConfig, GamemodeSelect)
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NERVE_HEADER(StageSceneStateServerConfig, SaveData)
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NERVE_HEADER(StageSceneStateServerConfig, ConnectError)
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}
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@ -16,7 +16,6 @@
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#include "al/LiveActor/LiveActor.h"
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#include "al/layout/LayoutInitInfo.h"
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#include "al/layout/SimpleLayoutAppearWaitEnd.h"
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#include "al/layout/WindowConfirmWait.h"
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#include "al/util.hpp"
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#include "al/layout/LayoutActor.h"
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#include "al/gamepad/util.h"
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@ -88,7 +87,6 @@ class Client {
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bool startThread();
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void readFunc();
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static void restartConnection();
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static bool isSocketActive() { return sInstance ? sInstance->mSocket->isConnected() : false; };
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bool isPlayerConnected(int index) { return mPuppetInfoArr[index]->isConnected; }
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@ -175,12 +173,6 @@ class Client {
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static bool openKeyboardIP();
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static bool openKeyboardPort();
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static void showConnect();
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static void showConnectError(const char16_t* msg);
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static void hideConnect();
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void resetCollectedShines();
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void removeShine(int shineId);
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@ -241,8 +233,6 @@ class Client {
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// --- Game Layouts ---
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al::WindowConfirmWait* mConnectionWait;
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al::SimpleLayoutAppearWaitEnd *mConnectStatus;
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// --- Game Info ---
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@ -71,13 +71,8 @@ Client::Client() {
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*/
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void Client::init(al::LayoutInitInfo const &initInfo, GameDataHolderAccessor holder) {
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mConnectionWait = new (mHeap) al::WindowConfirmWait("ServerWaitConnect", "WindowConfirmWait", initInfo);
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mConnectStatus = new (mHeap) al::SimpleLayoutAppearWaitEnd("", "SaveMessage", initInfo, 0, false);
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mConnectionWait->setTxtMessage(u"Connecting to Server.");
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mConnectionWait->setTxtMessageConfirm(u"Failed to Connect!");
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al::setPaneString(mConnectStatus, "TxtSave", u"Connecting to Server.", 0);
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al::setPaneString(mConnectStatus, "TxtSaveSh", u"Connecting to Server.", 0);
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@ -105,44 +100,6 @@ bool Client::startThread() {
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}
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}
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/**
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* @brief restarts currently active connection to server
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*
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*/
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void Client::restartConnection() {
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if (!sInstance) {
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Logger::log("Static Instance is null!\n");
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return;
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}
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sead::ScopedCurrentHeapSetter setter(sInstance->mHeap);
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Logger::log("Sending Disconnect.\n");
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PlayerDC *playerDC = new PlayerDC();
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playerDC->mUserID = sInstance->mUserID;
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sInstance->mSocket->queuePacket(playerDC);
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if (sInstance->mSocket->closeSocket()) {
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Logger::log("Sucessfully Closed Socket.\n");
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}
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sInstance->mConnectCount = 0;
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sInstance->mIsConnectionActive = sInstance->mSocket->init(sInstance->mServerIP.cstr(), sInstance->mServerPort).isSuccess();
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if(sInstance->mSocket->getLogState() == SOCKET_LOG_CONNECTED) {
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Logger::log("Reconnect Sucessful!\n");
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} else {
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Logger::log("Reconnect Unsuccessful.\n");
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}
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}
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/**
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* @brief starts a connection using client's TCP socket class, pulling up the software keyboard for user inputted IP if save file does not have one saved.
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*
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@ -1393,37 +1350,3 @@ Shine* Client::findStageShine(int shineID) {
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}
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return nullptr;
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}
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void Client::showConnectError(const char16_t* msg) {
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if (!sInstance)
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return;
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sInstance->mConnectionWait->setTxtMessageConfirm(msg);
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al::hidePane(sInstance->mConnectionWait, "Page01"); // hide A button prompt
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if (!sInstance->mConnectionWait->mIsAlive) {
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sInstance->mConnectionWait->appear();
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sInstance->mConnectionWait->playLoop();
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}
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al::startAction(sInstance->mConnectionWait, "Confirm", "State");
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}
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void Client::showConnect() {
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if (!sInstance)
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return;
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sInstance->mConnectionWait->appear();
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sInstance->mConnectionWait->playLoop();
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}
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void Client::hideConnect() {
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if (!sInstance)
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return;
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sInstance->mConnectionWait->tryEnd();
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}
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@ -41,14 +41,13 @@ StageSceneStateServerConfig::StageSceneStateServerConfig(const char *name, al::S
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mMainOptionsList->unkInt1 = 1;
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mMainOptionsList->initDataNoResetSelected(5);
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mMainOptionsList->initDataNoResetSelected(4);
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sead::SafeArray<sead::WFixedSafeString<0x200>, 5>* mainMenuOptions =
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new sead::SafeArray<sead::WFixedSafeString<0x200>, 5>();
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sead::SafeArray<sead::WFixedSafeString<0x200>, 4>* mainMenuOptions =
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new sead::SafeArray<sead::WFixedSafeString<0x200>, 4>();
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mainMenuOptions->mBuffer[ServerConfigOption::GAMEMODECONFIG].copy(u"Gamemode Config");
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mainMenuOptions->mBuffer[ServerConfigOption::GAMEMODESWITCH].copy(u"Change Gamemode");
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mainMenuOptions->mBuffer[ServerConfigOption::RECONNECT].copy(u"Reconnect to Server");
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mainMenuOptions->mBuffer[ServerConfigOption::SETIP].copy(u"Change Server IP");
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mainMenuOptions->mBuffer[ServerConfigOption::SETPORT].copy(u"Change Server Port");
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@ -176,10 +175,6 @@ void StageSceneStateServerConfig::exeMainMenu() {
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al::setNerve(this, &nrvStageSceneStateServerConfigGamemodeSelect);
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break;
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}
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case ServerConfigOption::RECONNECT: {
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al::setNerve(this, &nrvStageSceneStateServerConfigRestartServer);
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break;
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}
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case ServerConfigOption::SETIP: {
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al::setNerve(this, &nrvStageSceneStateServerConfigOpenKeyboardIP);
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break;
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@ -233,27 +228,6 @@ void StageSceneStateServerConfig::exeOpenKeyboardPort() {
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}
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}
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void StageSceneStateServerConfig::exeRestartServer() {
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if (al::isFirstStep(this)) {
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mCurrentList->deactivate();
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Client::showConnect();
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Client::restartConnection();
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}
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if (Client::isSocketActive()) {
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Client::hideConnect();
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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} else {
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al::setNerve(this, &nrvStageSceneStateServerConfigConnectError);
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}
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}
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void StageSceneStateServerConfig::exeGamemodeConfig() {
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if (al::isFirstStep(this)) {
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mGamemodeConfigMenu = &mGamemodeConfigMenus[GameModeManager::instance()->getGameMode()];
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@ -290,18 +264,6 @@ void StageSceneStateServerConfig::exeGamemodeSelect() {
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}
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}
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void StageSceneStateServerConfig::exeConnectError() {
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if (al::isFirstStep(this)) {
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Client::showConnectError(u"Failed to Reconnect!");
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}
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if (al::isGreaterEqualStep(this, 60)) { // close after 1 second
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Client::hideConnect();
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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}
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}
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void StageSceneStateServerConfig::exeSaveData() {
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if (al::isFirstStep(this)) {
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@ -373,9 +335,7 @@ namespace {
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NERVE_IMPL(StageSceneStateServerConfig, MainMenu)
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NERVE_IMPL(StageSceneStateServerConfig, OpenKeyboardIP)
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NERVE_IMPL(StageSceneStateServerConfig, OpenKeyboardPort)
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NERVE_IMPL(StageSceneStateServerConfig, RestartServer)
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NERVE_IMPL(StageSceneStateServerConfig, GamemodeConfig)
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NERVE_IMPL(StageSceneStateServerConfig, GamemodeSelect)
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NERVE_IMPL(StageSceneStateServerConfig, SaveData)
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NERVE_IMPL(StageSceneStateServerConfig, ConnectError)
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}
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