log failures to resolve address
also adds toast to let the user know a error occured :D
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parent
e63132b29b
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736d3a0e24
@ -272,20 +272,25 @@ namespace Components
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const auto masterPort = Dvar::Var("masterPort").get<int>();
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const auto masterServerName = Dvar::Var("masterServerName").get<const char*>();
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// Check if our dvars can properly convert to a address
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Game::netadr_t masterServerAddr;
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if (ServerList::GetMasterServer(masterServerName, masterPort, masterServerAddr))
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if (!ServerList::GetMasterServer(masterServerName, masterPort, masterServerAddr))
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{
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Toast::Show("cardicon_headshot", "Server Browser", "Fetching servers...", 3000);
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useMasterServer = true;
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ServerList::RefreshContainer.awatingList = true;
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ServerList::RefreshContainer.awaitTime = Game::Sys_Milliseconds();
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ServerList::RefreshContainer.host = Network::Address(Utils::String::VA("%s:%u", masterServerName, masterPort));
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Logger::Print("Sending serverlist request to master\n");
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Network::SendCommand(ServerList::RefreshContainer.host, "getservers", Utils::String::VA("IW4 %i full empty", PROTOCOL));
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Logger::Print("Could not resolve address for %s:%u", masterServerName, masterPort);
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Toast::Show("cardicon_headshot", "^1Error", Utils::String::VA("Could not resolve address for %s:%u", masterServerName, masterPort), 5000);
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return;
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}
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Toast::Show("cardicon_headshot", "Server Browser", "Fetching servers...", 3000);
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useMasterServer = true;
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ServerList::RefreshContainer.awatingList = true;
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ServerList::RefreshContainer.awaitTime = Game::Sys_Milliseconds();
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ServerList::RefreshContainer.host = Network::Address(Utils::String::VA("%s:%u", masterServerName, masterPort));
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Logger::Print("Sending serverlist request to master\n");
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Network::SendCommand(ServerList::RefreshContainer.host, "getservers", Utils::String::VA("IW4 %i full empty", PROTOCOL));
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}
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else if (ServerList::IsFavouriteList())
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{
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