| 1074 | } |
| 1075 | |
| 1076 | NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet &) |
| 1077 | { |
| 1078 | Debug(net, 9, "Client::Receive_SERVER_NEWGAME()"); |
| 1079 | |
| 1080 | /* Only when we're trying to join we really |
| 1081 | * care about the server shutting down. */ |
| 1082 | if (this->status >= STATUS_JOIN) { |
| 1083 | /* To throttle the reconnects a bit, every clients waits its |
| 1084 | * Client ID modulo 16 + 1 (value 0 means no reconnect). |
| 1085 | * This way reconnects should be spread out a bit. */ |
| 1086 | _network_reconnect = _network_own_client_id % 16 + 1; |
| 1087 | ShowErrorMessage(GetEncodedString(STR_NETWORK_MESSAGE_SERVER_REBOOT), {}, WL_CRITICAL); |
| 1088 | } |
| 1089 | |
| 1090 | if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave(); |
| 1091 | |
| 1092 | return NETWORK_RECV_STATUS_SERVER_ERROR; |
| 1093 | } |
| 1094 | |
| 1095 | NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet &p) |
| 1096 | { |
nothing calls this directly
no test coverage detected