core, network: Add ability to proxy socket packets

This commit is contained in:
FearlessTobi
2022-07-30 05:58:23 +02:00
parent 035ca99b02
commit f80c7c4cd5
28 changed files with 1039 additions and 537 deletions

View File

@ -95,7 +95,6 @@ void MultiplayerState::retranslateUi() {
status_text->setText(tr("Not Connected. Click here to find a room!"));
} else if (current_state == Network::RoomMember::State::Joined ||
current_state == Network::RoomMember::State::Moderator) {
status_text->setText(tr("Connected"));
} else {
status_text->setText(tr("Not Connected"));
@ -151,11 +150,8 @@ void MultiplayerState::OnNetworkError(const Network::RoomMember::Error& error) {
NetworkMessage::ErrorManager::ShowError(
NetworkMessage::ErrorManager::USERNAME_NOT_VALID_SERVER);
break;
case Network::RoomMember::Error::MacCollision:
NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::MAC_COLLISION);
break;
case Network::RoomMember::Error::ConsoleIdCollision:
NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::CONSOLE_ID_COLLISION);
case Network::RoomMember::Error::IpCollision:
NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::IP_COLLISION);
break;
case Network::RoomMember::Error::RoomIsFull:
NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::ROOM_IS_FULL);