Exemple #1
0
	void Client::Init()
	{
	    conoutf("[DEBUG] Client::Init");
		setvar("mainmenu", false);
		setvar("hidehud", 1);

		if(!connected)
			localconnect();
	}
void ClientSystem::gotoLoginScreen()
{
    assert(0);
#if 0
    Logging::log(Logging::DEBUG, "Going to login screen\r\n");
    INDENT_LOG(Logging::DEBUG);

    LogicSystem::init(); // This is also done later, but as the mainloop assumes there is always a ScriptEngine, we do it here as well

    ClientSystem::onDisconnect(); // disconnect has several meanings...

    localconnect();
    game::gameconnect(false);

//    FPSServerInterface::vote("login", 0);

    game::changemap("login");

    Logging::log(Logging::DEBUG, "Going to login screen complete\r\n");
#endif
}
Exemple #3
0
void disconnect(int onlyclean, int async)
{
    bool cleanup = onlyclean!=0;
    if(curpeer || connectedlocally)
    {
        if(curpeer)
        {
            if(!discmillis)
            {
                enet_peer_disconnect(curpeer, DISC_NONE);
                if(clienthost) enet_host_flush(clienthost);
                discmillis = totalmillis;
            }
            if(curpeer->state!=ENET_PEER_STATE_DISCONNECTED)
            {
                if(async) return;
                enet_peer_reset(curpeer);
            }
            curpeer = NULL;
        }
        discmillis = 0;
        conoutft(CON_MESG, "\frdisconnected");
        cleanup = true;
    }
    if(!connpeer && clienthost)
    {
        enet_host_destroy(clienthost);
        clienthost = NULL;
    }
    if(cleanup)
    {
        client::gamedisconnect(onlyclean);
        localdisconnect();
    }
    if(!onlyclean) localconnect(false);
}
Exemple #4
0
 void changemap(const char *name) 
 { 
     if(!connected) localconnect();
     if(editmode) toggleedit();
     if(!load_world(name)) emptymap(0, true, name); 
 }
Exemple #5
0
void connectfail()
{
    abortconnect(false);
    localconnect(false);
}