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Rework client connecting and enable fallback address use
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parent
20692d54de
commit
2c390b5473
5 changed files with 81 additions and 32 deletions
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@ -122,7 +122,6 @@ public:
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Client(
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const char *playername,
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const std::string &password,
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const std::string &address_name,
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MapDrawControl &control,
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IWritableTextureSource *tsrc,
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IWritableShaderSource *shsrc,
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@ -131,7 +130,6 @@ public:
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ISoundManager *sound,
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MtEventManager *event,
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RenderingEngine *rendering_engine,
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bool ipv6,
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GameUI *game_ui,
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ELoginRegister allow_login_or_register
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);
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@ -155,11 +153,8 @@ public:
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bool isShutdown();
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/*
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The name of the local player should already be set when
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calling this, as it is sent in the initialization.
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*/
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void connect(Address address, bool is_local_server);
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void connect(const Address &address, const std::string &address_name,
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bool is_local_server);
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/*
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Stuff that references the environment is valid only as
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@ -351,7 +346,7 @@ public:
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bool activeObjectsReceived() const
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{ return m_activeobjects_received; }
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u16 getProtoVersion()
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u16 getProtoVersion() const
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{ return m_proto_ver; }
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bool m_simple_singleplayer_mode;
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@ -363,6 +358,10 @@ public:
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float getRTT();
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float getCurRate();
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// has the server ever replied to us, used for connection retry/fallback
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bool hasServerReplied() const {
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return getProtoVersion() != 0; // (set in TOCLIENT_HELLO)
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}
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Minimap* getMinimap() { return m_minimap; }
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void setCamera(Camera* camera) { m_camera = camera; }
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@ -415,8 +414,10 @@ public:
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void showMinimap(bool show = true);
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// IP and port we're connected to
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const Address getServerAddress();
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// Hostname of the connected server (but can also be a numerical IP)
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const std::string &getAddressName() const
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{
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return m_address_name;
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