More minor issue fixes

* Move Joining state change sooner in the code to prevent an issue where
failing to connect multiple times in a row doesn't change the state (as
it goes from CouldNotConnect -> CouldNotConnect which doesn't trigger a
state changed callback)
* Prevent double clicking too fast on a room in the lobby from causing
issues
* Lobby no longer closes when joining a room
This commit is contained in:
James Rowe 2018-04-19 10:23:39 -06:00
parent 62257e0d79
commit d35693bbbc
5 changed files with 35 additions and 57 deletions

View file

@ -66,45 +66,31 @@ void MultiplayerState::Close() {
}
void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& state) {
NGLOG_DEBUG(Frontend, "Network state change");
NGLOG_DEBUG(Frontend, "Network State: {}", Network::GetStateStr(state));
bool is_connected = false;
switch (state) {
case Network::RoomMember::State::Idle:
NGLOG_DEBUG(Network, "State: Idle");
break;
case Network::RoomMember::State::Joining:
NGLOG_DEBUG(Network, "State: Joining");
break;
case Network::RoomMember::State::LostConnection:
NetworkMessage::ShowError(NetworkMessage::LOST_CONNECTION);
NGLOG_DEBUG(Network, "State: LostConnection");
break;
case Network::RoomMember::State::CouldNotConnect:
NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
NGLOG_DEBUG(Network, "State: CouldNotConnect");
break;
case Network::RoomMember::State::NameCollision:
NetworkMessage::ShowError(NetworkMessage::USERNAME_IN_USE);
NGLOG_DEBUG(Network, "State: NameCollision");
break;
case Network::RoomMember::State::MacCollision:
NetworkMessage::ShowError(NetworkMessage::MAC_COLLISION);
NGLOG_DEBUG(Network, "State: MacCollision");
break;
case Network::RoomMember::State::WrongPassword:
NetworkMessage::ShowError(NetworkMessage::WRONG_PASSWORD);
NGLOG_DEBUG(Network, "State: WrongPassword");
break;
case Network::RoomMember::State::WrongVersion:
NetworkMessage::ShowError(NetworkMessage::WRONG_VERSION);
NGLOG_DEBUG(Network, "State: WrongVersion");
break;
case Network::RoomMember::State::Error:
NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
NGLOG_DEBUG(Network, "State: GenericError");
break;
case Network::RoomMember::State::Joined:
NGLOG_DEBUG(Network, "State: Joined");
is_connected = true;
OnOpenNetworkRoom();
break;