Show why you were disconnected in the main menu; reset-world / reload-save make all players reconnect automatically

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-09-27 10:46:34 +02:00
co-authored by Claude Opus 5.5
parent bba20cf991
commit 0ae4dae28d
4 changed files with 102 additions and 4 deletions
+68 -1
View File
@@ -541,8 +541,18 @@ namespace MSCO
SetStatus("");
}
// Letzter Server (für das automatische Neu-Verbinden nach reset-world)
string lastServerHost, lastServerName;
int lastServerPort, lastServerMax;
string reconnectMessage; // gesetzt, wenn der Server uns neu verbinden lässt
float reconnectAt;
void ConnectToServer(string host, int port, string displayName, int maxPlayers)
{
lastServerHost = host;
lastServerPort = port;
lastServerName = displayName;
lastServerMax = maxPlayers;
Join(host, port);
if (session == null) return;
connectingToServer = true;
@@ -758,6 +768,18 @@ namespace MSCO
UpdatePresence();
steam.Tick();
// Nach reset-world o.ä.: im Hauptmenü automatisch wieder mit demselben Server verbinden
if (reconnectMessage != null && session == null && MenuHelper.InMenu && Time.realtimeSinceStartup >= reconnectAt)
{
string message = reconnectMessage;
reconnectMessage = null;
if (lastServerHost != null)
{
SetStatus(message);
JoinServer(lastServerHost, lastServerPort, lastServerName, lastServerMax);
}
}
if (pendingLobby.m_SteamID != 0 && MenuHelper.InMenu && session == null && steam.Init())
{
Steamworks.CSteamID lobbyToJoin = pendingLobby;
@@ -832,8 +854,39 @@ namespace MSCO
SetStatus(p.Name + " left (" + reason + ")");
}
string serverReason; // Grund, den der Server/Host beim Trennen mitgeschickt hat
/// <summary>Warum man zuletzt getrennt wurde - wird im Hauptmenü angezeigt, bis man OK drückt.</summary>
public string DisconnectNotice { get; private set; }
public void ClearDisconnectNotice() { DisconnectNotice = null; }
public bool IsReconnecting { get { return reconnectMessage != null && session == null; } }
public string ReconnectMessage { get { return reconnectMessage; } }
/// <summary>Technische Gründe in verständliche Sätze übersetzen.</summary>
static string FriendlyReason(string reason)
{
if (string.IsNullOrEmpty(reason)) return "The connection was closed.";
string r = reason.ToLower();
if (r.Contains("timed out") || r.Contains("timeout")) return "Connection lost - the server did not respond anymore (timeout).";
if (r.Contains("network error") || r.Contains("forcibly closed") || r.Contains("connection reset"))
return "Connection lost (" + reason + ").";
if (r == "connection closed" || r.Contains("closed")) return "The server closed the connection.";
if (r.Contains("host left")) return "The host left the game.";
return reason;
}
void OnSessionEnded(string reason)
{
// Hinweis fürs Hauptmenü - außer man hat selbst auf DISCONNECT gedrückt oder verbindet gleich neu
if (reconnectMessage != null)
{
DisconnectNotice = null;
reconnectAt = Time.realtimeSinceStartup + 3f; // erst ins Menü, dann neu verbinden
}
else if (reason != "Disconnected")
DisconnectNotice = serverReason ?? FriendlyReason(reason);
serverReason = null;
nextPresenceUpdate = 0f; // Discord sofort auf "In the Menus"/Singleplayer umstellen
bool wasClientInGame = session != null && !session.IsHost && MenuHelper.InGame;
@@ -1003,9 +1056,13 @@ namespace MSCO
}
case MsgType.Reject:
session.Close((dedicated || connectingToServer ? "Rejected by server: " : "Rejected by host: ") + r.ReadString());
{
string why = r.ReadString();
serverReason = why; // für den Hinweis im Hauptmenü (Kick, Ban, Server voll, Shutdown ...)
session.Close((dedicated || connectingToServer ? "Rejected by server: " : "Rejected by host: ") + why);
OnSessionEnded(session.CloseReason);
break;
}
case MsgType.WorldSnapshot:
// Wird angewendet, sobald das Spiel geladen und alle Objekte erfasst sind
@@ -1059,6 +1116,16 @@ namespace MSCO
break;
}
case MsgType.Reconnect:
{
// Server hat die Welt zurückgesetzt o.ä.: Meldung zeigen, ins Menü, dann automatisch neu verbinden
reconnectMessage = r.ReadString();
overlays.AddChat("", reconnectMessage, true);
session.Close("Reconnecting");
OnSessionEnded(session.CloseReason);
return;
}
case MsgType.AdminStatus:
isAdmin = r.ReadBoolean();
if (isAdmin) overlays.Log("You are an admin on this server - type /admin in chat or 'admin' here.");