logout improvments
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94324e3e88
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67d8112ed0
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@ -1,6 +1,3 @@
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-- private variables
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local showCharacterListOnLogout = true
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-- private functions
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local function onGameKeyPress(self, keyCode, keyChar, keyboardModifiers)
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if keyboardModifiers == KeyboardCtrlModifier then
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@ -8,7 +5,7 @@ local function onGameKeyPress(self, keyCode, keyChar, keyboardModifiers)
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CharacterList.show()
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return true
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elseif keyCode == KeyQ then
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Game.logout()
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Game.logout(false)
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return true
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end
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end
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@ -35,21 +32,20 @@ function Game.onLogin()
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createMainInterface()
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end
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function Game.onLoginError(message)
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CharacterList.destroyLoadBox()
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local errorBox = displayErrorBox("Login Error", "Login error: " .. message)
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errorBox.onOk = CharacterList.show
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end
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function Game.onConnectionError(message)
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CharacterList.destroyLoadBox()
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local errorBox = displayErrorBox("Login Error", "Connection error: " .. message)
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errorBox.onOk = CharacterList.show
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showCharacterListOnLogout = false
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end
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function Game.onLogout()
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MainMenu.show()
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if showCharacterListOnLogout then
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CharacterList.show()
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else
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showCharacterListOnLogout = true
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end
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destroyMainInterface()
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end
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@ -10,4 +10,4 @@ UIWidget
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anchors.left: gameMap.right
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anchors.top: parent.top
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text: Logout
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onClick: Game.logout()
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onClick: Game.logout(false)
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@ -17,15 +17,26 @@ local function onCharactersWindowKeyPress(self, keyCode, keyChar, keyboardModifi
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return false
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end
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local function tryLogin(charInfo)
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CharacterList.hide()
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local function tryLogin(charInfo, tries)
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tries = tries or 1
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if Game.isOnline() then
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Game.logout()
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scheduleEvent(function() tryLogin(charInfo) end, 250)
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if tries > 4 then
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CharacterList.destroyLoadBox()
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displayErrorBox('Error', 'Could not logout.')
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return
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end
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if Game.isOnline() then
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Game.logout(false)
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if tries == 1 then
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loadBox = displayCancelBox('Please wait', 'Loggin out...')
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end
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scheduleEvent(function() tryLogin(charInfo, tries+1) end, 250)
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return
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end
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CharacterList.destroyLoadBox()
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Game.loginWorld(EnterGame.account, EnterGame.password, charInfo.worldHost, charInfo.worldPort, charInfo.characterName)
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loadBox = displayCancelBox('Please wait', 'Connecting to game server...')
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@ -79,8 +90,10 @@ function CharacterList.hide()
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end
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function CharacterList.show()
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if not loadBox then
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charactersWindow:show()
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charactersWindow:lock()
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end
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end
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function CharacterList.doLogin()
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@ -89,6 +102,7 @@ function CharacterList.doLogin()
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local charInfo = { worldHost = selected.worldHost,
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worldPort = selected.worldPort,
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characterName = selected.characterName }
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CharacterList.hide()
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tryLogin(charInfo)
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else
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displayErrorBox('Error', 'You must select a character to login!')
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@ -34,7 +34,7 @@ void Game::init()
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void Game::terminate()
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{
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if(m_online)
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logout();
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logout(true);
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}
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void Game::loginWorld(const std::string& account, const std::string& password, const std::string& worldHost, int worldPort, const std::string& characterName)
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@ -44,20 +44,23 @@ void Game::loginWorld(const std::string& account, const std::string& password, c
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}
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void Game::cancelLogin()
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{
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processLogout();
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}
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void Game::logout(bool force)
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{
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if(m_protocolGame) {
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if(m_protocolGame->isConnected()) {
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logout();
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} else if(m_protocolGame->isConnecting()) {
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m_protocolGame->disconnect();
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m_protocolGame.reset();
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}
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m_protocolGame->sendLogout();
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if(force)
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processLogout();
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}
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}
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void Game::logout()
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void Game::processLoginError(const std::string& error)
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{
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m_protocolGame->sendLogout();
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g_lua.callGlobalField("Game", "onLoginError", error);
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}
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void Game::processConnectionError(const boost::system::error_code& error)
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@ -67,12 +70,7 @@ void Game::processConnectionError(const boost::system::error_code& error)
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if(error != asio::error::eof)
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g_lua.callGlobalField("Game", "onConnectionError", error.message());
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if(m_online) {
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processLogout();
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} else {
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m_protocolGame->disconnect();
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m_protocolGame.reset();
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}
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}
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}
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@ -86,21 +84,21 @@ void Game::processLogin(const LocalPlayerPtr& localPlayer)
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void Game::processLogout()
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{
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if(m_online) {
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g_lua.callGlobalField("Game", "onLogout", m_localPlayer);
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m_localPlayer.reset();
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m_online = false;
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}
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if(m_protocolGame) {
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m_protocolGame->disconnect();
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m_protocolGame.reset();
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}
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m_localPlayer.reset();
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m_online = false;
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}
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void Game::walk(Otc::Direction direction)
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{
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if(!m_online)
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return;
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// TODO: check if we can walk.
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@ -37,8 +37,9 @@ public:
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const std::string& worldHost, int worldPort,
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const std::string& characterName);
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void cancelLogin();
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void logout();
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void logout(bool force);
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void processLoginError(const std::string& error);
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void processConnectionError(const boost::system::error_code& error);
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void processLogin(const LocalPlayerPtr& localPlayer);
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void processLogout();
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@ -275,7 +275,7 @@ void ProtocolGame::parseGMActions(InputMessage& msg)
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void ProtocolGame::parseErrorMessage(InputMessage& msg)
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{
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std::string error = msg.getString();
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callLuaField("onError", error);
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g_game.processLoginError(error);
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}
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void ProtocolGame::parseFYIMessage(InputMessage& msg)
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@ -170,11 +170,11 @@ void OTClient::terminate()
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// hide the window because there is no render anymore
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g_platform.hideWindow();
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g_game.terminate();
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// run modules unload event
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g_modules.unloadModules();
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g_game.terminate();
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// terminate ui
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g_ui.terminate();
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@ -60,7 +60,7 @@ void OTClient::registerLuaFunctions()
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g_lua.registerClass<Game>();
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g_lua.bindClassStaticFunction<Game>("loginWorld", std::bind(&Game::loginWorld, &g_game, _1, _2, _3, _4, _5));
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g_lua.bindClassStaticFunction<Game>("logout", std::bind(&Game::logout, &g_game));
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g_lua.bindClassStaticFunction<Game>("logout", std::bind(&Game::logout, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("cancelLogin", std::bind(&Game::cancelLogin, &g_game));
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g_lua.bindClassStaticFunction<Game>("isOnline", std::bind(&Game::isOnline, &g_game));
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