Version 0.1.24

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The list element is still pretty preliminary, we haven't really had to use it until now.
 
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The game should display the normal "Lost server connection. Possible causes: your client may have erroneously disconnected or the server may have crashed. ( Error Code: %d )", wait for you to press "OK" and then boot you back onto the SAS screen.

NOTE: the Error Codes that we know of so far.
23. (When the server crashes.)
-5. (When the server disconnects every client that's online.)

Funny enough, when Windows said TSOClient has stopped working, the game was still running fine, I could move around the map view as normal.
 
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Those error codes are completely irrelevant to us. Displaying specific messages is also currently completely irrelevant to us. The network code runs on a seperate thread, which is why the game thread was still functional while the program was crashing.
 
No, I've been taking the server up and down like f*ckin crazy this evening, because when I realized what was probably the root cause of the deadlock(s), I had a refactoring spasm.
If the city server can still be accessed via the login server tomorrow (I.E you can still log in), I'm going to assume everything is going according to my wicked scheme, and I learned an important lesson about deadlocks!
 
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The game should display the normal "Lost server connection. Possible causes: your client may have erroneously disconnected or the server may have crashed. ( Error Code: %d )", wait for you to press "OK" and then boot you back onto the SAS screen.

NOTE: the Error Codes that we know of so far.
23. (When the server crashes.)
-5. (When the server disconnects every client that's online.)

Funny enough, when Windows said TSOClient has stopped working, the game was still running fine, I could move around the map view as normal.
That would be pretty cool if it was like that.
 
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