forked from Mirrors/openclonk
parent
d175f776ad
commit
1a5a60c39e
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@ -347,7 +347,7 @@ IDS_DLG_LEAGUESIGNUPON=Liga-Anmeldung auf %s
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IDS_DLG_LOBBY=Lobby
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IDS_DLG_LOBBY=Lobby
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IDS_DLG_LOG=Fehlermeldungen
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IDS_DLG_LOG=Fehlermeldungen
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IDS_DLG_MISSIONACCESS=Missionszugang
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IDS_DLG_MISSIONACCESS=Missionszugang
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IDS_DLG_NETRESUME=Du hast soeben ein Spiel im Netzwerkmodus gespeichert.|Es ist unwahschreinlich, dass der Spielstand als Netzwerkspiel fortgesetzt werden kann.|Dies ist ein bekannter Fehler.
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IDS_DLG_NETRESUME=Es gibt lokale Spieler, die keinen Spieler aus dem Spielstand weiterverwenden.|Es ist wahschreinlich, dass das Spiel nicht synchron ablaufen wird.|Dies ist ein bekannter Fehler.||Trozdem starten?
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IDS_DLG_NETSTART=Netzwerkspiel starten
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IDS_DLG_NETSTART=Netzwerkspiel starten
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IDS_DLG_NETWORK=Netzwerk
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IDS_DLG_NETWORK=Netzwerk
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IDS_DLG_NO=&Nein
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IDS_DLG_NO=&Nein
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@ -347,7 +347,7 @@ IDS_DLG_LEAGUESIGNUPON=League Login on %s
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IDS_DLG_LOBBY=Lobby
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IDS_DLG_LOBBY=Lobby
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IDS_DLG_LOG=Error Log
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IDS_DLG_LOG=Error Log
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IDS_DLG_MISSIONACCESS=Mission Access
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IDS_DLG_MISSIONACCESS=Mission Access
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IDS_DLG_NETRESUME=You just saved a game in network mode.|It is unlikely that this save can be resumed as a network game.|This is a known error.
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IDS_DLG_NETRESUME=There are local players that do not use an existing savegame player.|It is unlikely that the game will run synchronously.|This is a known error.||Start anyway?
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IDS_DLG_NETSTART=Start Network Game
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IDS_DLG_NETSTART=Start Network Game
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IDS_DLG_NETWORK=Network
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IDS_DLG_NETWORK=Network
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IDS_DLG_NO=&No
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IDS_DLG_NO=&No
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@ -1981,16 +1981,6 @@ bool C4Game::QuickSave(const char *strFilename, const char *strTitle, bool fForc
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// Success
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// Success
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Log(LoadResStr("IDS_CNS_GAMESAVED"));
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Log(LoadResStr("IDS_CNS_GAMESAVED"));
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// Warning about network saves
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if (Network.isEnabled())
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::pGUI->ShowMessageModal(
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LoadResStr("IDS_DLG_NETRESUME"),
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LoadResStr("IDS_CNS_GAMESAVED"),
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C4GUI::MessageDialog::btnOK,
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C4GUI::Ico_Error
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);
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return true;
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return true;
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}
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}
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@ -407,12 +407,34 @@ namespace C4GameLobby
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{
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{
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// network savegame resumes: Warn if not all players have been associated
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// network savegame resumes: Warn if not all players have been associated
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if (Game.C4S.Head.SaveGame)
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if (Game.C4S.Head.SaveGame)
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{
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if (Game.PlayerInfos.FindUnassociatedRestoreInfo(Game.RestorePlayerInfos))
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if (Game.PlayerInfos.FindUnassociatedRestoreInfo(Game.RestorePlayerInfos))
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{
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{
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StdStrBuf sMsg; sMsg.Ref(LoadResStr("IDS_MSG_NOTALLSAVEGAMEPLAYERSHAVE"));
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StdStrBuf sMsg; sMsg.Ref(LoadResStr("IDS_MSG_NOTALLSAVEGAMEPLAYERSHAVE"));
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if (!GetScreen()->ShowMessageModal(sMsg.getData(), LoadResStr("IDS_MSG_FREESAVEGAMEPLRS"), C4GUI::MessageDialog::btnYesNo, C4GUI::Ico_SavegamePlayer, &Config.Startup.HideMsgPlrNoTakeOver))
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if (!GetScreen()->ShowMessageModal(sMsg.getData(), LoadResStr("IDS_MSG_FREESAVEGAMEPLRS"), C4GUI::MessageDialog::btnYesNo, C4GUI::Ico_SavegamePlayer, &Config.Startup.HideMsgPlrNoTakeOver))
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return;
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return;
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}
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}
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// warning about desync bug #1965
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int i=0; C4ClientPlayerInfos *pkInfo;
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while ((pkInfo = Game.PlayerInfos.GetIndexedInfo(i++))) {
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C4PlayerInfo *pPlrInfo; int32_t iInfo=0;
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while ((pPlrInfo = pkInfo->GetPlayerInfo(iInfo++)))
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if (!pPlrInfo->GetAssociatedSavegamePlayerID())
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{
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bool ignore = GetScreen()->ShowMessageModal(
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LoadResStr("IDS_DLG_NETRESUME"),
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LoadResStr("IDS_MSG_FREESAVEGAMEPLRS"),
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C4GUI::MessageDialog::btnYesNo,
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C4GUI::Ico_Error
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);
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if (ignore)
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break;
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else
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return;
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}
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}
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}
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// validate countdown time
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// validate countdown time
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iCountdownTime = ValidatedCountdownTime(iCountdownTime);
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iCountdownTime = ValidatedCountdownTime(iCountdownTime);
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// either direct start...
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// either direct start...
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