16 void HandleError(
int errorCode,
string additionalInfo =
"") {}
20 if ( additionalInfo !=
"" )
28 if ( 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 g_Game.GetUIManager().ShowDialog(
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()
bool m_DisplayAdditionalInfo
static proto string GetErrorHex(int errorCode)
Returns a formatted string of the error code.
The error handler itself, for managing and distributing errors to modules Manages the ErrorHandlerMod...
const string EP_MESSAGE_FORMAT_STRING
Formating for message (%1 = Message; %2 = AdditionalInfo)
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)
const string EP_HEADER_FORMAT_STRING
Formating for header (%1 = Header; %2 = ErrorCode)
Class which holds the properties and handling of an error.
static proto string Format(string fmt, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
Gets n-th character from string.