Stub out the error handling when launch/resume fails
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parent
d1a512538c
commit
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1 changed files with 15 additions and 8 deletions
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@ -209,16 +209,23 @@ void Session::exec()
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Q_ASSERT(m_Computer->currentGameId == 0 ||
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Q_ASSERT(m_Computer->currentGameId == 0 ||
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m_Computer->currentGameId == m_App.id);
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m_Computer->currentGameId == m_App.id);
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if (m_Computer->currentGameId != 0) {
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try {
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http.resumeApp(&m_StreamConfig);
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if (m_Computer->currentGameId != 0) {
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}
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http.resumeApp(&m_StreamConfig);
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else {
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}
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http.launchApp(m_App.id, &m_StreamConfig,
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else {
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prefs.enableGameOptimizations,
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http.launchApp(m_App.id, &m_StreamConfig,
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prefs.playAudioOnHost,
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prefs.enableGameOptimizations,
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inputHandler.getAttachedGamepadMask());
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prefs.playAudioOnHost,
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inputHandler.getAttachedGamepadMask());
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}
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} catch (const GfeHttpResponseException& e) {
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m_ProgressBox.close();
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// TODO: display error dialog
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return;
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}
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}
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QByteArray hostnameStr = m_Computer->activeAddress.toLatin1();
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QByteArray hostnameStr = m_Computer->activeAddress.toLatin1();
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QByteArray siAppVersion = m_Computer->appVersion.toLatin1();
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QByteArray siAppVersion = m_Computer->appVersion.toLatin1();
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