Stuck bodies are placed on top instead of being reset into the same spot (no fling loop); reset message shown in-game before reconnecting; server: backups / restore-save
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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+15
-1
@@ -545,6 +545,9 @@ namespace MSCO
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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 reconnectHoldUntil; // so lange die Meldung noch im Spiel zeigen
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string centerMessage; // große Meldung in der Bildmitte
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float centerMessageUntil;
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float reconnectAt;
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void ConnectToServer(string host, int port, string displayName, int maxPlayers)
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@@ -811,6 +814,7 @@ namespace MSCO
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if (session.IsClosed)
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{
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if (Time.realtimeSinceStartup < reconnectHoldUntil) return; // Meldung erst lesen lassen
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OnSessionEnded(session.CloseReason);
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return;
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}
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@@ -1144,8 +1148,11 @@ namespace MSCO
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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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// Groß in der Bildmitte zeigen und erst nach kurzer Zeit ins Menü wechseln - sonst sieht man nichts
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centerMessage = reconnectMessage;
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centerMessageUntil = Time.realtimeSinceStartup + 3f;
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reconnectHoldUntil = Time.realtimeSinceStartup + 2.5f;
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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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@@ -1774,6 +1781,13 @@ namespace MSCO
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if (Time.realtimeSinceStartup < savingMessageUntil)
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GUI.Label(new Rect(0, Screen.height / 2f - 40, Screen.width, 80), "SAVING GAME...", savingStyle);
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if (centerMessage != null && Time.realtimeSinceStartup < centerMessageUntil)
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{
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int oldSize = savingStyle.fontSize;
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savingStyle.fontSize = 30;
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GUI.Label(new Rect(0, Screen.height / 2f - 40, Screen.width, 80), centerMessage.ToUpper(), savingStyle);
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savingStyle.fontSize = oldSize;
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}
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if (session != null) DrawHud();
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DrawPing();
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