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Add register dialog to separate login/register (#12185)

New users find Minetest's account system confusing.
This change moves username/password to a new dialog,
with login and register buttons added to the Join Game tab.

The old registration confirmation dialog is removed in
favour of the new dialog.

Fixes #8138
This commit is contained in:
rubenwardy 2022-06-05 16:47:38 +01:00 committed by GitHub
parent 21323ef1ff
commit 03d86ea0b4
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GPG key ID: 4AEE18F83AFDEB23
18 changed files with 232 additions and 402 deletions

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@ -43,7 +43,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gameparams.h"
#include "gettext.h"
#include "gui/guiChatConsole.h"
#include "gui/guiConfirmRegistration.h"
#include "gui/guiFormSpecMenu.h"
#include "gui/guiKeyChangeMenu.h"
#include "gui/guiPasswordChange.h"
@ -1480,7 +1479,8 @@ bool Game::connectToServer(const GameStartData &start_data,
start_data.password, start_data.address,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound, eventmgr,
m_rendering_engine, connect_address.isIPv6(), m_game_ui.get());
m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
start_data.allow_login_or_register);
client->migrateModStorage();
} catch (const BaseException &e) {
*error_message = fmtgettext("Error creating client: %s", e.what());
@ -1543,28 +1543,16 @@ bool Game::connectToServer(const GameStartData &start_data,
break;
}
if (client->m_is_registration_confirmation_state) {
if (registration_confirmation_shown) {
// Keep drawing the GUI
m_rendering_engine->draw_menu_scene(guienv, dtime, true);
} else {
registration_confirmation_shown = true;
(new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
&g_menumgr, client, start_data.name, start_data.password,
connection_aborted, texture_src))->drop();
}
} else {
wait_time += dtime;
// Only time out if we aren't waiting for the server we started
if (!start_data.address.empty() && wait_time > 10) {
*error_message = gettext("Connection timed out.");
errorstream << *error_message << std::endl;
break;
}
// Update status
showOverlayMessage(N_("Connecting to server..."), dtime, 20);
wait_time += dtime;
// Only time out if we aren't waiting for the server we started
if (!start_data.address.empty() && wait_time > 10) {
*error_message = gettext("Connection timed out.");
errorstream << *error_message << std::endl;
break;
}
// Update status
showOverlayMessage(N_("Connecting to server..."), dtime, 20);
}
} catch (con::PeerNotFoundException &e) {
// TODO: Should something be done here? At least an info/error