From 456efdf18fac24072560e27c854d72f31d2b8f73 Mon Sep 17 00:00:00 2001 From: RedFlames Date: Sat, 24 Aug 2024 19:10:58 +0200 Subject: [PATCH] The 'Connected' options is now named 'Connect to ' with name of Server setting. If multiple connection attempts fail and Server is not the DefaultServer, a button pops up right below the Connect toggle to connect back to official default server. --- CelesteNet.Client/CelesteNetClientModule.cs | 35 +++++++-- CelesteNet.Client/CelesteNetClientSettings.cs | 73 ++++++++++++++++++- Dialog/English.txt | 4 +- 3 files changed, 101 insertions(+), 11 deletions(-) diff --git a/CelesteNet.Client/CelesteNetClientModule.cs b/CelesteNet.Client/CelesteNetClientModule.cs index 211c8459..c8d43f7a 100644 --- a/CelesteNet.Client/CelesteNetClientModule.cs +++ b/CelesteNet.Client/CelesteNetClientModule.cs @@ -62,6 +62,24 @@ public class CelesteNetClientModule : EverestModule { public bool MayReconnect => (DateTime.UtcNow - LastConnectionAttempt).TotalSeconds > ReconnectWaitTime; + // currently used to show a warning/reset button to connect to default server again, + // when connecting to a different server fails repeatedly + private int _FailedReconnectCount = 0; + public int FailedReconnectCount { + get => _FailedReconnectCount; + private set { + _FailedReconnectCount = value; + + if (value >= FailedReconnectThreshold && Settings.Server != CelesteNetClientSettings.DefaultServer) { + Settings.ConnectDefaultVisible = true; + Settings.WantsToBeConnected = false; + } + else + Settings.ConnectDefaultVisible = false; + } + } + public const int FailedReconnectThreshold = 3; + public VirtualRenderTarget UIRenderTarget; // This should ideally be part of the "emote module" if emotes were a fully separate thing. @@ -314,7 +332,7 @@ public void Start() { if (_StartThread?.IsAlive ?? false) { Logger.Log(LogLevel.DEV, "lifecycle", $"CelesteNetClientModule Start: StartThread.Join..."); - _StartThread.Join(); + _StartThread?.Join(); Logger.Log(LogLevel.DEV, "lifecycle", $"CelesteNetClientModule Start: StartThread Join done"); } _StartTokenSource?.Dispose(); @@ -347,9 +365,7 @@ public void Start() { // fully reset wait time if ((DateTime.UtcNow - LastConnectionAttempt).TotalSeconds > FastReconnectResetAfter && ReconnectWaitTime > 0) { - Logger.Log(LogLevel.INF, "reconnect-attempt", $"CelesteNetClientModule Start: Resetting reconnect delay from {ReconnectWaitTime} seconds to 0... (started {ReconnectDelayingSince})"); - ReconnectWaitTime = 0; - ReconnectWaitRepetitions = 0; + ResetReconnectPenalty(); } lock (ClientLock) { @@ -403,12 +419,12 @@ public void Start() { if (context.Status.Spin) context.Status.Set("Connected", 1f); + FailedReconnectCount = 0; } catch (Exception e) when (e is ThreadInterruptedException || e is OperationCanceledException) { Logger.Log(LogLevel.CRI, "clientmod", "Startup interrupted."); _StartThread = null; Stop(); context.Status.Set("Interrupted", 3f, false); - } catch (ThreadAbortException) { Logger.Log(LogLevel.VVV, "main", $"Client Start thread: ThreadAbortException caught"); _StartThread = null; @@ -436,6 +452,7 @@ public void Start() { // Instead, dispose the client and let the context do the rest. context.Client.SafeDisposeTriggered = true; context.Status.Set("Connection failed", 3f, false); + FailedReconnectCount++; } } finally { @@ -466,7 +483,7 @@ public void Stop() { if (_StartThread?.IsAlive ?? false) { Logger.Log(LogLevel.DEV, "lifecycle", $"CelesteNetClientModule Stop: Joining StartThread..."); - _StartThread.Join(); + _StartThread?.Join(); Logger.Log(LogLevel.DEV, "lifecycle", $"CelesteNetClientModule Stop: Joining done"); } _StartTokenSource?.Dispose(); @@ -483,5 +500,11 @@ public void Stop() { } } + public void ResetReconnectPenalty() { + Logger.Log(LogLevel.INF, "reconnect-attempt", $"CelesteNetClientModule Start: Resetting reconnect delay from {ReconnectWaitTime} seconds to 0... (started {ReconnectDelayingSince})"); + ReconnectWaitTime = 0; + ReconnectWaitRepetitions = 0; + } + } } diff --git a/CelesteNet.Client/CelesteNetClientSettings.cs b/CelesteNet.Client/CelesteNetClientSettings.cs index 87a00953..e38b9a41 100644 --- a/CelesteNet.Client/CelesteNetClientSettings.cs +++ b/CelesteNet.Client/CelesteNetClientSettings.cs @@ -67,6 +67,24 @@ public bool Connected { [SettingIgnore, YamlIgnore] public TextMenu.OnOff EnabledEntry { get; protected set; } + // A button that only shows when the "visible" bool below gets set, to easily allow connecting back to official server + [SettingIgnore, YamlIgnore] + public TextMenu.Button ConnectDefaultButton { get; protected set; } + [SettingIgnore, YamlIgnore] + public TextMenuExt.EaseInSubHeaderExt ConnectDefaultButtonHint { get; protected set; } + + private bool _ConnectDefaultVisible = false; + [SettingIgnore, YamlIgnore] + public bool ConnectDefaultVisible { + get => _ConnectDefaultVisible; + set { + _ConnectDefaultVisible = value; + + if (ConnectDefaultButton != null) + ConnectDefaultButton.Visible = value; + } + } + public bool AutoReconnect { get; set; } = true; [SettingIgnore, YamlIgnore] public TextMenu.OnOff AutoReconnectEntry { get; protected set; } @@ -90,8 +108,7 @@ public string Server { _Server = value; - if (ServerEntry != null) - ServerEntry.Label = "modoptions_celestenetclient_server".DialogClean().Replace("((server))", value); + UpdateServerInDialogs(); } } private string _Server = DefaultServer; @@ -99,7 +116,35 @@ public string Server { // Any non-empty string will override Server property temporarily. (setting not saved) // Currently only used for "connect locally" button (for Nucleus etc.) [SettingIgnore, YamlIgnore] - public string ServerOverride { get; set; } = ""; + public string ServerOverride { + get => _ServerOverride; + set { + if (string.IsNullOrWhiteSpace(value)) + { + _ServerOverride = ""; + } else { + _ServerOverride = value; + } + UpdateServerInDialogs(); + } + } + + // best way I can come up with to do this in various places, rather than a lot of erratic logic in Server & ServerOverride setters + public void UpdateServerInDialogs() { + if (ServerEntry != null) + ServerEntry.Label = "modoptions_celestenetclient_server".DialogClean().Replace("((server))", Server); + + if (EnabledEntry != null) + EnabledEntry.Label = "modoptions_celestenetclient_connected".DialogClean().Replace("((server))", Server); + + if (ConnectDefaultButton != null) + ConnectDefaultButton.Label = "modoptions_celestenetclient_connectdefault".DialogClean().Replace("((default))", DefaultServer); + + if (ConnectDefaultButtonHint != null) + ConnectDefaultButtonHint.Title = "modoptions_celestenetclient_connectdefaulthint".DialogClean().Replace("((server))", Server); + } + + private string _ServerOverride = ""; [SettingIgnore, YamlIgnore] public TextMenu.Button ServerEntry { get; protected set; } @@ -813,7 +858,7 @@ public TextMenu.Button CreateMenuStringInput(TextMenu menu, string dialogLabel, public void CreateConnectedEntry(TextMenu menu, bool inGame) { menu.Add( - (EnabledEntry = new TextMenu.OnOff("modoptions_celestenetclient_connected".DialogClean(), Connected)) + (EnabledEntry = new TextMenu.OnOff("modoptions_celestenetclient_connected".DialogClean().Replace("((server))", Server), Connected)) .Change(v => Connected = v) ); EnabledEntry.AddDescription(menu, "modoptions_celestenetclient_connectedhint".DialogClean()); @@ -944,6 +989,8 @@ public void CreateResetGeneralButtonEntry(TextMenu menu, bool inGame) { ReceivePlayerAvatars = true; ClientID = GenerateClientID(); ServerOverride = ""; + KeyError = KeyErrors.None; + ConnectDefaultVisible = false; }); ResetGeneralButton.AddDescription(menu, "modoptions_celestenetclient_resetgeneralhint".DialogClean()); ResetGeneralButton.Disabled = Connected; @@ -974,6 +1021,24 @@ public void CreateReceivePlayerAvatarsEntry(TextMenu menu, bool inGame) { ReceivePlayerAvatarsEntry.AddDescription(menu, "modoptions_celestenetclient_avatarshint".DialogClean()); } + public void CreateConnectDefaultButtonEntry(TextMenu menu, bool inGame) { + ConnectDefaultButton = CreateMenuButton(menu, "CONNECTDEFAULT", (label) => label.Replace("((default))", DefaultServer), () => { + ServerOverride = ""; + Server = DefaultServer; + CelesteNetClientModule.Instance.ResetReconnectPenalty(); + Connected = true; + }); + + ConnectDefaultButtonHint = null; + ConnectDefaultButton.AddDescription(menu, "modoptions_celestenetclient_connectdefaulthint".DialogClean().Replace("((server))", Server)); + + int descriptionIndex = menu.Items.IndexOf(ConnectDefaultButton) + 1; + if (descriptionIndex > 0 && descriptionIndex < menu.Items.Count && menu.Items[descriptionIndex] is TextMenuExt.EaseInSubHeaderExt desc) + ConnectDefaultButtonHint = desc; + + ConnectDefaultButton.Visible = ConnectDefaultVisible; + } + #endregion public static ulong GenerateClientID() { diff --git a/Dialog/English.txt b/Dialog/English.txt index 089c2656..186871cb 100644 --- a/Dialog/English.txt +++ b/Dialog/English.txt @@ -24,8 +24,10 @@ # GhostNet Module Options MODOPTIONS_CELESTENETCLIENT_TITLE= CelesteNet - Multiplayer - MODOPTIONS_CELESTENETCLIENT_CONNECTED= Connected + MODOPTIONS_CELESTENETCLIENT_CONNECTED= Connect to ((server)) MODOPTIONS_CELESTENETCLIENT_CONNECTEDHINT= Try setting "Receive Player Avatars" OFF if you can't connect + MODOPTIONS_CELESTENETCLIENT_CONNECTDEFAULT= :celestenet_warning: Connect to ((default))? + MODOPTIONS_CELESTENETCLIENT_CONNECTDEFAULTHINT= :celestenet_warning: Connection to "((server))" failed or timed out. MODOPTIONS_CELESTENETCLIENT_AVATARS= Receive Player Avatars MODOPTIONS_CELESTENETCLIENT_AVATARSHINT= Tells the server not to send you any profile pics during handshake. MODOPTIONS_CELESTENETCLIENT_AUTORECONNECT= Auto Reconnect