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:
@@ -23,6 +23,8 @@ Server und Mod müssen beide 2.7 sein (Server: `git pull && docker compose up -d
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ist das Hauptmenü (mit eigenem QUIT)
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- Server-Profil neu: JOIN oben, Spielerliste rechts, Namensfeld ohne Steam in eigenem Kasten
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- Admin-ITEMS: Werkzeuge und Laden-Artikel (Ratschenkasten, Batterie, Motoröl, Kühlmittel, Bremsflüssigkeit ...)
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- Nach dem Trennen (Kick, Ban, Shutdown, Timeout ...) zeigt das Hauptmenü den Grund
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- `reset-world` / `reload-save` auf dem Server: alle Spieler bekommen eine Meldung und verbinden sich automatisch neu
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**Behoben**
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- Auto fiel beim Fahren eines anderen Spielers auseinander (angebaute Teile rissen an ihren Gelenken ab)
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+30
-2
@@ -72,7 +72,8 @@ namespace MSCO
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EnsureStyles();
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bool pendingJoin = mp.PendingJoinHost != null && !mp.IsInSession;
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bool versionWarning = mp.PendingVersionWarning != null && !mp.IsInSession;
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if (pendingJoin || versionWarning) minimized = false; // JOIN-Link / Warnung: Fenster zeigen
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bool disconnected = mp.DisconnectNotice != null && !mp.IsInSession;
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if (pendingJoin || versionWarning || disconnected) minimized = false; // JOIN-Link / Warnung / Trennung: Fenster zeigen
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if (minimized) { DrawMinimized(mp); return; }
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var window = new Rect((Screen.width - Width) / 2f, (Screen.height - Height) / 2f, Width, Height);
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@@ -84,8 +85,10 @@ namespace MSCO
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var content = new Rect(window.x + SidebarWidth + 32, window.y + 28,
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Width - SidebarWidth - 64, Height - StatusHeight - 52);
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GUILayout.BeginArea(content);
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if (versionWarning) DrawVersionWarning(mp);
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if (disconnected) DrawDisconnectNotice(mp);
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else if (versionWarning) DrawVersionWarning(mp);
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else if (pendingJoin) DrawJoinConfirm(mp);
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else if (mp.IsReconnecting) DrawReconnecting(mp);
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else if (mp.IsInSession) DrawSession(mp);
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else if (page == Page.P2P) DrawP2P(mp);
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else DrawServerBrowser(mp);
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@@ -483,6 +486,31 @@ namespace MSCO
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GUILayout.EndHorizontal();
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}
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/// <summary>Nach dem Trennen (Kick, Ban, Shutdown, Timeout ...): Grund anzeigen.</summary>
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void DrawDisconnectNotice(MultiplayerManager mp)
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{
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GUILayout.Label("Disconnected", titleStyle);
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GUILayout.Space(8);
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GUILayout.BeginVertical(rowBox);
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GUILayout.Space(6);
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GUILayout.Label("REASON", captionStyle);
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GUILayout.Label(mp.DisconnectNotice, rowNameStyle);
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GUILayout.Space(6);
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GUILayout.EndVertical();
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GUILayout.Space(8);
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GUILayout.Label("Your own save game has been restored.", textStyle);
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("OK", primaryStyle, GUILayout.Height(42), GUILayout.Width(170))) mp.ClearDisconnectNotice();
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}
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void DrawReconnecting(MultiplayerManager mp)
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{
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GUILayout.Label("Reconnecting", titleStyle);
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GUILayout.Space(8);
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GUILayout.Label(mp.ReconnectMessage, rowNameStyle);
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GUILayout.Label("You will be connected to the server again in a moment.", textStyle);
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}
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void DrawSession(MultiplayerManager mp)
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{
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GUILayout.Label(mp.IsHost ? "Hosting" : "Connected", titleStyle);
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+68
-1
@@ -541,8 +541,18 @@ namespace MSCO
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SetStatus("");
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}
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// Letzter Server (für das automatische Neu-Verbinden nach reset-world)
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string lastServerHost, lastServerName;
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int lastServerPort, lastServerMax;
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string reconnectMessage; // gesetzt, wenn der Server uns neu verbinden lässt
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float reconnectAt;
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void ConnectToServer(string host, int port, string displayName, int maxPlayers)
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{
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lastServerHost = host;
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lastServerPort = port;
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lastServerName = displayName;
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lastServerMax = maxPlayers;
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Join(host, port);
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if (session == null) return;
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connectingToServer = true;
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@@ -758,6 +768,18 @@ namespace MSCO
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UpdatePresence();
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steam.Tick();
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// Nach reset-world o.ä.: im Hauptmenü automatisch wieder mit demselben Server verbinden
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if (reconnectMessage != null && session == null && MenuHelper.InMenu && Time.realtimeSinceStartup >= reconnectAt)
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{
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string message = reconnectMessage;
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reconnectMessage = null;
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if (lastServerHost != null)
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{
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SetStatus(message);
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JoinServer(lastServerHost, lastServerPort, lastServerName, lastServerMax);
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}
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}
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if (pendingLobby.m_SteamID != 0 && MenuHelper.InMenu && session == null && steam.Init())
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{
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Steamworks.CSteamID lobbyToJoin = pendingLobby;
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@@ -832,8 +854,39 @@ namespace MSCO
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SetStatus(p.Name + " left (" + reason + ")");
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}
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string serverReason; // Grund, den der Server/Host beim Trennen mitgeschickt hat
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/// <summary>Warum man zuletzt getrennt wurde - wird im Hauptmenü angezeigt, bis man OK drückt.</summary>
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public string DisconnectNotice { get; private set; }
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public void ClearDisconnectNotice() { DisconnectNotice = null; }
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public bool IsReconnecting { get { return reconnectMessage != null && session == null; } }
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public string ReconnectMessage { get { return reconnectMessage; } }
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/// <summary>Technische Gründe in verständliche Sätze übersetzen.</summary>
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static string FriendlyReason(string reason)
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{
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if (string.IsNullOrEmpty(reason)) return "The connection was closed.";
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string r = reason.ToLower();
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if (r.Contains("timed out") || r.Contains("timeout")) return "Connection lost - the server did not respond anymore (timeout).";
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if (r.Contains("network error") || r.Contains("forcibly closed") || r.Contains("connection reset"))
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return "Connection lost (" + reason + ").";
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if (r == "connection closed" || r.Contains("closed")) return "The server closed the connection.";
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if (r.Contains("host left")) return "The host left the game.";
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return reason;
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}
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void OnSessionEnded(string reason)
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{
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// Hinweis fürs Hauptmenü - außer man hat selbst auf DISCONNECT gedrückt oder verbindet gleich neu
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if (reconnectMessage != null)
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{
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DisconnectNotice = null;
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reconnectAt = Time.realtimeSinceStartup + 3f; // erst ins Menü, dann neu verbinden
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}
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else if (reason != "Disconnected")
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DisconnectNotice = serverReason ?? FriendlyReason(reason);
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serverReason = null;
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nextPresenceUpdate = 0f; // Discord sofort auf "In the Menus"/Singleplayer umstellen
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bool wasClientInGame = session != null && !session.IsHost && MenuHelper.InGame;
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@@ -1003,9 +1056,13 @@ namespace MSCO
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}
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case MsgType.Reject:
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session.Close((dedicated || connectingToServer ? "Rejected by server: " : "Rejected by host: ") + r.ReadString());
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{
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string why = r.ReadString();
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serverReason = why; // für den Hinweis im Hauptmenü (Kick, Ban, Server voll, Shutdown ...)
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session.Close((dedicated || connectingToServer ? "Rejected by server: " : "Rejected by host: ") + why);
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OnSessionEnded(session.CloseReason);
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break;
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}
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case MsgType.WorldSnapshot:
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// Wird angewendet, sobald das Spiel geladen und alle Objekte erfasst sind
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@@ -1059,6 +1116,16 @@ namespace MSCO
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break;
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}
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case MsgType.Reconnect:
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{
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// Server hat die Welt zurückgesetzt o.ä.: Meldung zeigen, ins Menü, dann automatisch neu verbinden
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reconnectMessage = r.ReadString();
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overlays.AddChat("", reconnectMessage, true);
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session.Close("Reconnecting");
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OnSessionEnded(session.CloseReason);
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return;
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}
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case MsgType.AdminStatus:
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isAdmin = r.ReadBoolean();
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if (isAdmin) overlays.Log("You are an admin on this server - type /admin in chat or 'admin' here.");
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+2
-1
@@ -40,7 +40,8 @@ namespace MSCO
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VarSync = 29, // Fahrzeugzustand: int n, je [int key, byte typ, wert]
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Teleport = 30, // Admin holt einen Spieler zu sich: 3 float Position
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Pong = 31, // Antwort auf Ping mit demselben Zeitstempel (Laufzeit messen)
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SpawnItem = 32 // Admin spawnt ein Item: string Item-Name, 3 float Position, 4 float Drehung
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SpawnItem = 32, // Admin spawnt ein Item: string Item-Name, 3 float Position, 4 float Drehung
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Reconnect = 33 // Server -> Client: string Meldung; ins Menü und neu verbinden (z.B. Welt zurückgesetzt)
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}
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public struct Message
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