4 const string EP_HEADER_FORMAT_STRING =
"%1 (%2)";
5 const string EP_MESSAGE_FORMAT_STRING =
"%1\n(%2)";
16 void HandleError(
int errorCode,
string additionalInfo =
"") {}
20 if ( additionalInfo !=
"" )
21 return string.Format(EP_MESSAGE_FORMAT_STRING,
m_Message, additionalInfo);
28 if ( additionalInfo !=
"" )
29 return string.Format(EP_MESSAGE_FORMAT_STRING,
m_ServerMessage, additionalInfo);
45 void DialogueErrorProperties(
string message,
string serverMessage,
string header,
UIScriptedMenu handler = null,
int dialogButtonType = DBT_OK,
int defaultButton = DBB_OK,
int dialogMeaningType = DMT_EXCLAMATION,
bool displayAdditionalInfo =
true)
55 override void HandleError(
int errorCode,
string additionalInfo =
"")
66 message =
string.Format(EP_MESSAGE_FORMAT_STRING, m_Message, additionalInfo);
70 GetGame().GetUIManager().ShowDialog(
The error handler itself, for managing and distributing errors to modules Manages the ErrorHandlerMod...
Class which holds the properties and handling of an error.
string m_ServerMessage
Message which will appear on Server.
string GetClientMessage(string additionalInfo="")
void HandleError(int errorCode, string additionalInfo="")
string GetServerMessage(string additionalInfo="")
string m_Message
Message which will appear on Client.
void ErrorProperties(string message, string serverMessage)
class ErrorHandlerModule m_Header
This is where to input logic and extend functionality of ErrorHandlerModule.
int GetDialogButtonType()
int GetDialogMeaningType()
void DialogueErrorProperties(string message, string serverMessage, string header, UIScriptedMenu handler=null, int dialogButtonType=DBT_OK, int defaultButton=DBB_OK, int dialogMeaningType=DMT_EXCLAMATION, bool displayAdditionalInfo=true)
UIScriptedMenu GetHandler()
class ErrorProperties m_Header
Error which shows a generic Dialogue UI.
bool m_DisplayAdditionalInfo
proto native CGame GetGame()