add gs
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@@ -0,0 +1,282 @@
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local GuiService = game:GetService("GuiService")
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local RunService = game:GetService("RunService")
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local CoreGui = game:GetService("CoreGui")
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local RobloxGui = CoreGui:WaitForChild("RobloxGui")
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local TeleportService = game:GetService("TeleportService")
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local AnalyticsService = game:GetService("AnalyticsService")
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local create = require(RobloxGui.Modules.Common.Create)
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local ErrorPrompt = require(RobloxGui.Modules.ErrorPrompt)
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local LEAVE_GAME_FRAME_WAITS = 2
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local function safeGetFInt(name, defaultValue)
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local success, result = pcall(function() return tonumber(settings():GetFVariable(name)) end)
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return success and result or defaultValue
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end
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local inGameGlobalGuiInset = safeGetFInt("InGameGlobalGuiInset", 36)
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local defaultTimeoutTime = safeGetFInt("DefaultTimeoutTimeMs", 10000) / 1000
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local errorPrompt
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local graceTimeout = -1
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local screenWidth = RobloxGui.AbsoluteSize.X
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local ConnectionPromptState = {
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NONE = 1, -- General Error Message
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RECONNECT_PLACELAUNCH = 2, -- Show PlaceLaunching Reconnect Options
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RECONNECT_DISCONNECT = 3, -- Show Disconnect Reconnect Options
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TELEPORT_FAILED = 4, -- Show Teleport Failure Message
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IS_RECONNECTING = 5, -- Show Reconnecting Animation
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RECONNECT_DISABLED = 6, -- i.e After player being kicked from server
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}
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local connectionPromptState = ConnectionPromptState.NONE
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-- error that triggers reconnection
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local errorForReconnect = Enum.ConnectionError.OK
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-- this will be loaded from localization table
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local ErrorTitles = {
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[ConnectionPromptState.RECONNECT_PLACELAUNCH] = "Join Error",
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[ConnectionPromptState.RECONNECT_DISCONNECT] = "Disconnected",
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[ConnectionPromptState.RECONNECT_DISABLED] = "Disconnected",
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[ConnectionPromptState.TELEPORT_FAILED] = "Teleport Failed",
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}
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-- might have different design on xbox
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-- if GuiService:IsTenFootInterface() then
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-- errorPrompt = ErrorPrompt.new("XBox")
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errorPrompt = ErrorPrompt.new("Default")
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-- Screengui holding the prompt and make it on top of blur
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local screenGui = create 'ScreenGui' {
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Parent = CoreGui,
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Name = "RobloxPromptGui",
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OnTopOfCoreBlur = true
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}
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-- semi-transparent frame overlay
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local promptOverlay = create 'Frame' {
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Name = 'promptOverlay',
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BackgroundColor3 = Color3.new(0, 0, 0),
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BackgroundTransparency = 1,
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Size = UDim2.new(1, 0, 1, inGameGlobalGuiInset),
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Position = UDim2.new(0, 0, 0, -inGameGlobalGuiInset),
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Active = false,
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Parent = screenGui
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}
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errorPrompt:setParent(promptOverlay)
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-- Button Callbacks --
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local reconnectFunction = function()
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if connectionPromptState == ConnectionPromptState.IS_RECONNECTING then
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return
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end
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AnalyticsService:ReportCounter("ReconnectPrompt-ReconnectActivated")
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connectionPromptState = ConnectionPromptState.IS_RECONNECTING
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errorPrompt:primaryShimmerPlay()
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-- Wait until it passes the defaultTimeOut
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local currentTime = tick()
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if currentTime < graceTimeout then
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wait(graceTimeout - currentTime)
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end
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TeleportService:Teleport(game.placeId)
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end
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local leaveFunction = function()
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GuiService.SelectedCoreObject = nil
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for i = 1, LEAVE_GAME_FRAME_WAITS do
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RunService.RenderStepped:wait()
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end
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game:Shutdown()
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end
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local closePrompt = function()
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GuiService:ClearError()
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end
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-- Button Callbacks --
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-- Reconnect Disabled List
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local reconnectDisabledList = {
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[Enum.ConnectionError.DisconnectLuaKick] = true,
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[Enum.ConnectionError.DisconnectSecurityKeyMismatch] = true,
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[Enum.ConnectionError.DisconnectNewSecurityKeyMismatch] = true,
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[Enum.ConnectionError.DisconnectDuplicateTicket] = true,
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[Enum.ConnectionError.DisconnectWrongVersion] = true,
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[Enum.ConnectionError.DisconnectProtocolMismatch] = true,
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[Enum.ConnectionError.DisconnectBadhash] = true,
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[Enum.ConnectionError.DisconnectIllegalTeleport] = true,
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[Enum.ConnectionError.DisconnectDuplicatePlayer] = true,
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[Enum.ConnectionError.DisconnectPlayerless] = true,
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[Enum.ConnectionError.DisconnectCloudEditKick] = true,
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[Enum.ConnectionError.DisconnectHashTimeout] = true,
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[Enum.ConnectionError.DisconnectOnRemoteSysStats] = true,
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}
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local ButtonList = {
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[ConnectionPromptState.RECONNECT_PLACELAUNCH] = {
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{
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Text = "Retry",
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LayoutOrder = 2,
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Callback = reconnectFunction,
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Primary = true
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},
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{
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Text = "Cancel",
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LayoutOrder = 1,
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Callback = leaveFunction,
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}
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},
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[ConnectionPromptState.RECONNECT_DISCONNECT] = {
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{
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Text = "Reconnect",
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LayoutOrder = 2,
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Callback = reconnectFunction,
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Primary = true
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},
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{
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Text = "Leave",
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LayoutOrder = 1,
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Callback = leaveFunction,
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}
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},
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[ConnectionPromptState.TELEPORT_FAILED] = {
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{
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Text = "OK",
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LayoutOrder = 1,
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Callback = closePrompt,
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Primary = true,
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}
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},
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[ConnectionPromptState.RECONNECT_DISABLED] = {
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{
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Text = "Leave",
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LayoutOrder = 1,
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Callback = leaveFunction,
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Primary = true,
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}
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}
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}
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local updateFullScreenEffect = {
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[ConnectionPromptState.NONE] = function()
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RunService:SetRobloxGuiFocused(false)
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promptOverlay.Active = false
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promptOverlay.Transparency = 1
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end,
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[ConnectionPromptState.RECONNECT_DISCONNECT] = function()
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RunService:SetRobloxGuiFocused(true)
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promptOverlay.Active = true
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promptOverlay.Transparency = 1
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end,
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[ConnectionPromptState.RECONNECT_PLACELAUNCH] = function()
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RunService:SetRobloxGuiFocused(false)
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promptOverlay.Active = true
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promptOverlay.Transparency = 0.3
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end,
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[ConnectionPromptState.TELEPORT_FAILED] = function()
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RunService:SetRobloxGuiFocused(false)
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promptOverlay.Active = true
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promptOverlay.Transparency = 0.3
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end,
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[ConnectionPromptState.RECONNECT_DISABLED] = function()
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RunService:SetRobloxGuiFocused(true)
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promptOverlay.Active = true
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promptOverlay.Transparency = 1
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end,
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}
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local function onEnter(newState)
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if updateFullScreenEffect[newState] then
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updateFullScreenEffect[newState]()
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end
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errorPrompt:setErrorTitle(ErrorTitles[newState])
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errorPrompt:updateButtons(ButtonList[newState])
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end
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local function onExit(oldState)
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if oldState == ConnectionPromptState.IS_RECONNECTING then
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errorPrompt:primaryShimmerStop()
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end
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end
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-- state transit function
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local function stateTransit(errorType, errorCode, oldState)
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if errorType == Enum.ConnectionError.OK then
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return ConnectionPromptState.NONE
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end
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if reconnectDisabledList[errorCode] then
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return ConnectionPromptState.RECONNECT_DISABLED
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end
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if oldState == ConnectionPromptState.NONE then
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if errorType == Enum.ConnectionError.DisconnectErrors then
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-- reconnection will be delayed after graceTimeout
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graceTimeout = tick() + defaultTimeoutTime
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errorForReconnect = Enum.ConnectionError.DisconnectErrors
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return ConnectionPromptState.RECONNECT_DISCONNECT
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elseif errorType == Enum.ConnectionError.PlacelaunchErrors then
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errorForReconnect = Enum.ConnectionError.PlacelaunchErrors
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return ConnectionPromptState.RECONNECT_PLACELAUNCH
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elseif errorType == Enum.ConnectionError.TeleportErrors then
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return ConnectionPromptState.TELEPORT_FAILED
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end
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end
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if oldState == ConnectionPromptState.IS_RECONNECTING then
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-- if is reconnecting, then it is the reconnect failure
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AnalyticsService:ReportCounter("ReconnectPrompt-ReconnectFailed")
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if errorType == Enum.ConnectionError.TeleportErrors then
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if errorForReconnect == Enum.ConnectionError.PlacelaunchErrors then
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return ConnectionPromptState.RECONNECT_PLACELAUNCH
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elseif errorForReconnect == Enum.ConnectionError.DisconnectErrors then
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return ConnectionPromptState.RECONNECT_DISCONNECT
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end
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end
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end
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return oldState
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end
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local function updateErrorPrompt(errorMsg, errorCode, errorType)
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local newPromptState = stateTransit(errorType, errorCode, connectionPromptState)
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if newPromptState ~= connectionPromptState then
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onExit(connectionPromptState)
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connectionPromptState = newPromptState
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onEnter(newPromptState)
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end
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if connectionPromptState ~= ConnectionPromptState.TELEPORT_FAILED then
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errorMsg = string.match(errorMsg, "Teleport Failed: (.*)") or errorMsg
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end
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errorPrompt:onErrorChanged(errorMsg, errorCode)
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end
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local function onErrorMessageChanged()
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local errorMsg = GuiService:GetErrorMessage()
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local errorCode = GuiService:GetErrorCode()
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local errorType = GuiService:GetErrorType()
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updateErrorPrompt(errorMsg, errorCode, errorType)
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end
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local function onScreenSizeChanged()
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local newWidth = RobloxGui.AbsoluteSize.X
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if screenWidth ~= newWidth then
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screenWidth = newWidth
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errorPrompt:resizeWidth(screenWidth)
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end
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end
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-- adjust size to the current screen width
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errorPrompt:resizeWidth(screenWidth)
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RobloxGui:GetPropertyChangedSignal("AbsoluteSize"):connect(onScreenSizeChanged)
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-- pre-run it once in case some error occurs before the connection
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onErrorMessageChanged()
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GuiService.ErrorMessageChanged:connect(onErrorMessageChanged)
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