Change: make -dnet=9 give traces of the details of the network protocol (#11931)

This commit is contained in:
Patric Stout 2024-01-31 19:36:41 +01:00 committed by GitHub
parent bbae16574a
commit 363e251a10
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GPG Key ID: B5690EEEBB952194
6 changed files with 225 additions and 2 deletions

View File

@ -633,6 +633,8 @@ public:
void OnFailure() override
{
Debug(net, 9, "Query::OnFailure(): connection_string={}", this->connection_string);
NetworkGameList *item = NetworkGameListAddItem(connection_string);
item->status = NGLS_OFFLINE;
item->refreshing = false;
@ -642,6 +644,8 @@ public:
void OnConnect(SOCKET s) override
{
Debug(net, 9, "Query::OnConnect(): connection_string={}", this->connection_string);
QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
}
};
@ -654,6 +658,8 @@ void NetworkQueryServer(const std::string &connection_string)
{
if (!_network_available) return;
Debug(net, 9, "NetworkQueryServer(): connection_string={}", connection_string);
/* Mark the entry as refreshing, so the GUI can show the refresh is pending. */
NetworkGameList *item = NetworkGameListAddItem(connection_string);
item->refreshing = true;
@ -730,11 +736,15 @@ public:
void OnFailure() override
{
Debug(net, 9, "Client::OnFailure(): connection_string={}", this->connection_string);
ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
}
void OnConnect(SOCKET s) override
{
Debug(net, 9, "Client::OnConnect(): connection_string={}", this->connection_string);
_networking = true;
new ClientNetworkGameSocketHandler(s, this->connection_string);
IConsoleCmdExec("exec scripts/on_client.scr 0");
@ -761,6 +771,8 @@ public:
*/
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
{
Debug(net, 9, "NetworkClientConnectGame(): connection_string={}", connection_string);
CompanyID join_as = default_company;
std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string;
@ -797,6 +809,7 @@ void NetworkClientJoinGame()
NetworkInitialize();
_settings_client.network.last_joined = _network_join.connection_string;
Debug(net, 9, "status = CONNECTING");
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();

View File

@ -338,7 +338,11 @@ static_assert(NETWORK_SERVER_ID_LENGTH == MD5_HASH_BYTES * 2 + 1);
/** Tell the server we would like to join. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{
Debug(net, 9, "Client::SendJoin()");
Debug(net, 9, "Client::status = JOIN");
my_client->status = STATUS_JOIN;
Debug(net, 9, "Client::join_status = AUTHORIZING");
_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
@ -355,6 +359,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
/** Tell the server we got all the NewGRFs. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{
Debug(net, 9, "Client::SendNewGRFsOk()");
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
@ -366,6 +372,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const std::string &password)
{
Debug(net, 9, "Client::SendGamePassword()");
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
p->Send_string(password);
my_client->SendPacket(p);
@ -378,6 +386,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const std::st
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std::string &password)
{
Debug(net, 9, "Client::SendCompanyPassword()");
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
my_client->SendPacket(p);
@ -387,6 +397,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std:
/** Request the map from the server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
{
Debug(net, 9, "Client::SendGetMap()");
Debug(net, 9, "Client::status = MAP_WAIT");
my_client->status = STATUS_MAP_WAIT;
Packet *p = new Packet(PACKET_CLIENT_GETMAP);
@ -397,6 +410,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
/** Tell the server we received the complete map. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
{
Debug(net, 9, "Client::SendMapOk()");
Debug(net, 9, "Client::status = ACTIVE");
my_client->status = STATUS_ACTIVE;
Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
@ -407,6 +423,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
/** Send an acknowledgement from the server's ticks. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
{
Debug(net, 9, "Client::SendAck()");
Packet *p = new Packet(PACKET_CLIENT_ACK);
p->Send_uint32(_frame_counter);
@ -421,6 +439,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
Debug(net, 9, "Client::SendCommand(): cmd={}", cp->cmd);
Packet *p = new Packet(PACKET_CLIENT_COMMAND);
my_client->NetworkGameSocketHandler::SendCommand(p, cp);
@ -431,6 +451,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
/** Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
{
Debug(net, 9, "Client::SendChat(): action={}, type={}, dest={}", action, type, dest);
Packet *p = new Packet(PACKET_CLIENT_CHAT);
p->Send_uint8 (action);
@ -446,6 +468,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
/** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
{
Debug(net, 9, "Client::SendError(): errorno={}", errorno);
Packet *p = new Packet(PACKET_CLIENT_ERROR);
p->Send_uint8(errorno);
@ -459,6 +483,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::string &password)
{
Debug(net, 9, "Client::SendSetPassword()");
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
@ -472,6 +498,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::str
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string &name)
{
Debug(net, 9, "Client::SendSetName()");
Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
p->Send_string(name);
@ -484,6 +512,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{
Debug(net, 9, "Client::SendSetName()");
Packet *p = new Packet(PACKET_CLIENT_QUIT);
my_client->SendPacket(p);
@ -497,6 +527,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const std::string &command)
{
Debug(net, 9, "Client::SendRCon()");
Packet *p = new Packet(PACKET_CLIENT_RCON);
p->Send_string(pass);
p->Send_string(command);
@ -511,6 +543,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pa
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const std::string &password)
{
Debug(net, 9, "Client::SendMove(): company={}", company);
Packet *p = new Packet(PACKET_CLIENT_MOVE);
p->Send_uint8(company);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
@ -537,6 +571,8 @@ extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, Detaile
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
{
Debug(net, 9, "Client::Receive_SERVER_FULL()");
/* We try to join a server which is full */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
@ -545,6 +581,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *)
{
Debug(net, 9, "Client::Receive_SERVER_BANNED()");
/* We try to join a server where we are banned */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
@ -560,6 +598,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
ClientID client_id = (ClientID)p->Recv_uint32();
CompanyID playas = (CompanyID)p->Recv_uint8();
Debug(net, 9, "Client::Receive_SERVER_CLIENT_INFO(): client_id={}, playas={}", client_id, playas);
std::string name = p->Recv_string(NETWORK_NAME_LENGTH);
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -639,6 +679,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
Debug(net, 9, "Client::Receive_SERVER_ERROR(): error={}", error);
StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
/* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
@ -662,6 +704,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
uint grf_count = p->Recv_uint8();
NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
Debug(net, 9, "Client::Receive_SERVER_CHECK_NEWGRFS(): grf_count={}", grf_count);
/* Check all GRFs */
for (; grf_count > 0; grf_count--) {
GRFIdentifier c;
@ -689,8 +733,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::status = AUTH_GAME");
this->status = STATUS_AUTH_GAME;
Debug(net, 9, "Client::Receive_SERVER_NEED_GAME_PASSWORD()");
if (!_network_join.server_password.empty()) {
return SendGamePassword(_network_join.server_password);
}
@ -703,8 +750,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSW
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::status = AUTH_COMPANY");
this->status = STATUS_AUTH_COMPANY;
Debug(net, 9, "Client::Receive_SERVER_NEED_COMPANY_PASSWORD()");
_password_game_seed = p->Recv_uint32();
_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -721,10 +771,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PA
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::status = AUTHORIZED");
this->status = STATUS_AUTHORIZED;
_network_own_client_id = (ClientID)p->Recv_uint32();
Debug(net, 9, "Client::Receive_SERVER_WELCOME(): client_id={}", _network_own_client_id);
/* Initialize the password hash salting variables, even if they were previously. */
_password_game_seed = p->Recv_uint32();
_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
@ -738,7 +791,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
/* We set the internal wait state when requesting the map. */
if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::Receive_SERVER_WAIT()");
/* But... only now we set the join status to waiting, instead of requesting. */
Debug(net, 9, "Client::join_status = WAITING");
_network_join_status = NETWORK_JOIN_STATUS_WAITING;
_network_join_waiting = p->Recv_uint8();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
@ -749,6 +805,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
{
if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::status = MAP");
this->status = STATUS_MAP;
if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -757,9 +814,12 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packe
_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
Debug(net, 9, "Client::Receive_SERVER_MAP_BEGIN(): frame_counter={}", _frame_counter);
_network_join_bytes = 0;
_network_join_bytes_total = 0;
Debug(net, 9, "Client::join_status = DOWNLOADING");
_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
@ -774,6 +834,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet
_network_join_bytes_total = p->Recv_uint32();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
Debug(net, 9, "Client::Receive_SERVER_MAP_SIZE(): bytes_total={}", _network_join_bytes_total);
return NETWORK_RECV_STATUS_OKAY;
}
@ -796,6 +858,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::Receive_SERVER_MAP_DONE()");
Debug(net, 9, "Client::join_status = PROCESSING");
_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
@ -837,6 +902,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
if (_network_join.company != COMPANY_SPECTATOR) {
/* We have arrived and ready to start playing; send a command to make a new company;
* the server will give us a client-id and let us in */
Debug(net, 9, "Client::join_status = REGISTERING");
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
ShowJoinStatusWindow();
Command<CMD_COMPANY_CTRL>::SendNet(STR_NULL, _local_company, CCA_NEW, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
@ -875,8 +941,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p
/* Receive the token. */
if (p->CanReadFromPacket(sizeof(uint8_t))) this->token = p->Recv_uint8();
Debug(net, 7, "Received FRAME {}", _frame_counter_server);
/* Let the server know that we received this frame correctly
* We do this only once per day, to save some bandwidth ;) */
if (!_network_first_time && last_ack_frame < _frame_counter) {
@ -898,6 +962,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
_sync_seed_2 = p->Recv_uint32();
#endif
Debug(net, 9, "Client::Receive_SERVER_SYNC(): sync_frame={}, sync_seed_1={}", _sync_frame, _sync_seed_1);
return NETWORK_RECV_STATUS_OKAY;
}
@ -910,6 +976,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet
cp.frame = p->Recv_uint32();
cp.my_cmd = p->Recv_bool();
Debug(net, 9, "Client::Receive_SERVER_COMMAND(): cmd={}, frame={}", cp.cmd, cp.frame);
if (err != nullptr) {
IConsolePrint(CC_WARNING, "Dropping server connection due to {}.", err);
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -933,6 +1001,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
int64_t data = p->Recv_uint64();
Debug(net, 9, "Client::Receive_SERVER_CHAT(): action={}, client_id={}, self_send={}", action, client_id, self_send);
ci_to = NetworkClientInfo::GetByClientID(client_id);
if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
@ -978,6 +1048,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(P
std::string user = p->Recv_string(NETWORK_CHAT_LENGTH);
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
Debug(net, 9, "Client::Receive_SERVER_EXTERNAL_CHAT(): source={}", source);
if (!IsValidConsoleColour(colour)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
@ -991,6 +1063,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Pack
ClientID client_id = (ClientID)p->Recv_uint32();
Debug(net, 9, "Client::Receive_SERVER_ERROR_QUIT(): client_id={}", client_id);
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
@ -1008,6 +1082,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
ClientID client_id = (ClientID)p->Recv_uint32();
Debug(net, 9, "Client::Receive_SERVER_QUIT(): client_id={}", client_id);
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
@ -1028,6 +1104,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
ClientID client_id = (ClientID)p->Recv_uint32();
Debug(net, 9, "Client::Receive_SERVER_JOIN(): client_id={}", client_id);
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
@ -1040,6 +1118,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *)
{
Debug(net, 9, "Client::Receive_SERVER_SHUTDOWN()");
/* Only when we're trying to join we really
* care about the server shutting down. */
if (this->status >= STATUS_JOIN) {
@ -1053,6 +1133,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *)
{
Debug(net, 9, "Client::Receive_SERVER_NEWGAME()");
/* Only when we're trying to join we really
* care about the server shutting down. */
if (this->status >= STATUS_JOIN) {
@ -1072,6 +1154,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::Receive_SERVER_RCON()");
TextColour colour_code = (TextColour)p->Recv_uint16();
if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -1090,6 +1174,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
ClientID client_id = (ClientID)p->Recv_uint32();
CompanyID company_id = (CompanyID)p->Recv_uint8();
Debug(net, 9, "Client::Receive_SERVER_MOVE(): client_id={}, comapny_id={}", client_id, company_id);
if (client_id == 0) {
/* definitely an invalid client id, debug message and do nothing. */
Debug(net, 1, "Received invalid client index = 0");
@ -1118,6 +1204,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(P
_network_server_name = p->Recv_string(NETWORK_NAME_LENGTH);
SetWindowClassesDirty(WC_CLIENT_LIST);
Debug(net, 9, "Client::Receive_SERVER_CONFIG_UPDATE(): max_companies={}", _network_server_max_companies);
return NETWORK_RECV_STATUS_OKAY;
}
@ -1129,6 +1217,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(
_network_company_passworded = p->Recv_uint16();
SetWindowClassesDirty(WC_COMPANY);
Debug(net, 9, "Client::Receive_SERVER_COMPANY_UPDATE()");
return NETWORK_RECV_STATUS_OKAY;
}
@ -1168,6 +1258,9 @@ void NetworkClient_Connected()
_frame_counter = 0;
_frame_counter_server = 0;
last_ack_frame = 0;
Debug(net, 9, "Client::NetworkClient_Connected()");
/* Request the game-info */
MyClient::SendJoin();
}

View File

@ -81,12 +81,16 @@ void QueryNetworkGameSocketHandler::Send()
*/
NetworkRecvStatus QueryNetworkGameSocketHandler::SendGameInfo()
{
Debug(net, 9, "Query::SendGameInfo()");
this->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
{
Debug(net, 9, "Query::Receive_SERVER_FULL()");
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
item->status = NGLS_FULL;
item->refreshing = false;
@ -98,6 +102,8 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *)
{
Debug(net, 9, "Query::Receive_SERVER_BANNED()");
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
item->status = NGLS_BANNED;
item->refreshing = false;
@ -109,6 +115,8 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *)
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
{
Debug(net, 9, "Query::Receive_SERVER_GAME_INFO()");
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
/* Clear any existing GRFConfig chain. */
@ -130,6 +138,8 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
{
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
Debug(net, 9, "Query::Receive_SERVER_ERROR(): error={}", error);
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
if (error == NETWORK_ERROR_NOT_EXPECTED) {

View File

@ -215,6 +215,8 @@ ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : Netwo
this->client_id = _network_client_id++;
this->receive_limit = _settings_client.network.bytes_per_frame_burst;
Debug(net, 9, "client[{}] status = INACTIVE", this->client_id);
/* The Socket and Info pools need to be the same in size. After all,
* each Socket will be associated with at most one Info object. As
* such if the Socket was allocated the Info object can as well. */
@ -345,6 +347,8 @@ static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
{
Debug(net, 9, "client[{}] SendClientInfo(): client_id={}", this->client_id, ci->client_id);
if (ci->client_id != INVALID_CLIENT_ID) {
Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
p->Send_uint32(ci->client_id);
@ -359,6 +363,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientIn
/** Send the client information about the server. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
{
Debug(net, 9, "client[{}] SendGameInfo()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_GAME_INFO, TCP_MTU);
SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
@ -374,6 +380,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const std::string &reason)
{
Debug(net, 9, "client[{}] SendError(): error={}", this->client_id, error);
Packet *p = new Packet(PACKET_SERVER_ERROR);
p->Send_uint8(error);
@ -417,6 +425,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
/** Send the check for the NewGRFs. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{
Debug(net, 9, "client[{}] SendNewGRFCheck()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
const GRFConfig *c;
uint grf_count = 0;
@ -437,9 +447,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
/** Request the game password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
{
Debug(net, 9, "client[{}] SendNeedGamePassword()", this->client_id);
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
Debug(net, 9, "client[{}] status = AUTH_GAME", this->client_id);
this->status = STATUS_AUTH_GAME;
/* Reset 'lag' counters */
this->last_frame = this->last_frame_server = _frame_counter;
@ -452,9 +465,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
/** Request the company password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
{
Debug(net, 9, "client[{}] SendNeedCompanyPassword()", this->client_id);
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
Debug(net, 9, "client[{}] status = AUTH_COMPANY", this->client_id);
this->status = STATUS_AUTH_COMPANY;
/* Reset 'lag' counters */
this->last_frame = this->last_frame_server = _frame_counter;
@ -469,11 +485,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
/** Send the client a welcome message with some basic information. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
{
Debug(net, 9, "client[{}] SendWelcome()", this->client_id);
Packet *p;
/* Invalid packet when status is AUTH or higher */
if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
Debug(net, 9, "client[{}] status = AUTHORIZED", this->client_id);
this->status = STATUS_AUTHORIZED;
/* Reset 'lag' counters */
this->last_frame = this->last_frame_server = _frame_counter;
@ -499,6 +518,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
/** Tell the client that its put in a waiting queue. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
{
Debug(net, 9, "client[{}] SendWait()", this->client_id);
int waiting = 1; // current player getting the map counts as 1
Packet *p;
@ -516,6 +537,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
{
Debug(net, 9, "client[{}] CheckNextClientToSendMap()", this->client_id);
/* Find the best candidate for joining, i.e. the first joiner. */
NetworkClientSocket *best = nullptr;
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
@ -550,6 +573,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
}
if (this->status == STATUS_AUTHORIZED) {
Debug(net, 9, "client[{}] SendMap(): first_packet", this->client_id);
WaitTillSaved();
this->savegame = new PacketWriter(this);
@ -559,6 +584,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
this->SendPacket(p);
NetworkSyncCommandQueue(this);
Debug(net, 9, "client[{}] status = MAP", this->client_id);
this->status = STATUS_MAP;
/* Mark the start of download */
this->last_frame = _frame_counter;
@ -571,12 +597,15 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
if (this->status == STATUS_MAP) {
bool last_packet = this->savegame->TransferToNetworkQueue(this);
if (last_packet) {
Debug(net, 9, "client[{}] SendMap(): last_packet", this->client_id);
/* Done reading, make sure saving is done as well */
this->savegame->Destroy();
this->savegame = nullptr;
/* Set the status to DONE_MAP, no we will wait for the client
* to send it is ready (maybe that happens like never ;)) */
Debug(net, 9, "client[{}] status = DONE_MAP", this->client_id);
this->status = STATUS_DONE_MAP;
this->CheckNextClientToSendMap();
@ -591,6 +620,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
{
Debug(net, 9, "client[{}] SendJoin(): client_id={}", this->client_id, client_id);
Packet *p = new Packet(PACKET_SERVER_JOIN);
p->Send_uint32(client_id);
@ -625,6 +656,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
/** Request the client to sync. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
{
Debug(net, 9, "client[{}] SendSync(), frame_counter={}, sync_seed_1={}", this->client_id, _frame_counter, _sync_seed_1);
Packet *p = new Packet(PACKET_SERVER_SYNC);
p->Send_uint32(_frame_counter);
p->Send_uint32(_sync_seed_1);
@ -642,6 +675,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp->cmd);
Packet *p = new Packet(PACKET_SERVER_COMMAND);
this->NetworkGameSocketHandler::SendCommand(p, cp);
@ -662,6 +697,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
{
Debug(net, 9, "client[{}] SendChat(): action={}, client_id={}, self_send={}", this->client_id, action, client_id, self_send);
if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
Packet *p = new Packet(PACKET_SERVER_CHAT);
@ -685,6 +722,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action,
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
{
Debug(net, 9, "client[{}] SendExternalChat(): source={}", this->client_id, source);
if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
Packet *p = new Packet(PACKET_SERVER_EXTERNAL_CHAT);
@ -705,6 +744,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::st
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
{
Debug(net, 9, "client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id, client_id, errorno);
Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
p->Send_uint32(client_id);
@ -720,6 +761,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
{
Debug(net, 9, "client[{}] SendQuit(): client_id={}", this->client_id, client_id);
Packet *p = new Packet(PACKET_SERVER_QUIT);
p->Send_uint32(client_id);
@ -731,6 +774,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
/** Tell the client we're shutting down. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
Debug(net, 9, "client[{}] SendShutdown()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
@ -739,6 +784,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
/** Tell the client we're starting a new game. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
Debug(net, 9, "client[{}] SendNewGame()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
@ -751,6 +798,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour, const std::string &command)
{
Debug(net, 9, "client[{}] SendRConResult()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_RCON);
p->Send_uint16(colour);
@ -766,6 +815,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
{
Debug(net, 9, "client[{}] SendMove(): client_id={}", this->client_id, client_id);
Packet *p = new Packet(PACKET_SERVER_MOVE);
p->Send_uint32(client_id);
@ -777,6 +828,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, C
/** Send an update about the company password states. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
{
Debug(net, 9, "client[{}] SendCompanyUpdate()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
@ -788,6 +841,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
/** Send an update about the max company/spectator counts. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
{
Debug(net, 9, "client[{}] SendConfigUpdate()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
p->Send_uint8(_settings_client.network.max_companies);
@ -803,6 +858,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *)
{
Debug(net, 9, "client[{}] Receive_CLIENT_GAME_INFO()", this->client_id);
return this->SendGameInfo();
}
@ -813,6 +870,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_NEWGRFS_CHECKED()", this->client_id);
NetworkClientInfo *ci = this->GetInfo();
/* We now want a password from the client else we do not allow them in! */
@ -842,6 +901,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
uint32_t newgrf_version = p->Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->client_id, client_revision, newgrf_version);
/* Check if the client has revision control enabled */
if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
/* Different revisions!! */
@ -892,6 +953,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
/* Make sure companies to which people try to join are not autocleaned */
if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
Debug(net, 9, "client[{}] status = NEWGRFS_CHECK", this->client_id);
this->status = STATUS_NEWGRFS_CHECK;
if (_grfconfig == nullptr) {
@ -908,6 +970,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(P
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_GAME_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
/* Check game password. Allow joining if we cleared the password meanwhile */
@ -932,6 +996,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_COMPANY_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
/* Check company password. Allow joining if we cleared the password meanwhile.
@ -955,10 +1021,13 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_GETMAP()", this->client_id);
/* Check if someone else is receiving the map */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status == STATUS_MAP) {
/* Tell the new client to wait */
Debug(net, 9, "client[{}] status = MAP_WAIT", this->client_id);
this->status = STATUS_MAP_WAIT;
return this->SendWait();
}
@ -972,6 +1041,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
{
/* Client has the map, now start syncing */
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
Debug(net, 9, "client[{}] Receive_CLIENT_MAP_OK()", this->client_id);
std::string client_name = this->GetClientName();
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
@ -981,6 +1052,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
/* Mark the client as pre-active, and wait for an ACK
* so we know it is done loading and in sync with us */
Debug(net, 9, "client[{}] status = PRE_ACTIVE", this->client_id);
this->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(this);
this->SendFrame();
@ -1027,6 +1099,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
}
Debug(net, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id);
CommandPacket cp;
const char *err = this->ReceiveCommand(p, &cp);
@ -1086,6 +1160,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
* to us. Display the error and report it to the other clients */
NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
Debug(net, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id, errorno);
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
@ -1116,6 +1192,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *)
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
Debug(net, 9, "client[{}] Receive_CLIENT_QUIT()", this->client_id);
/* The client wants to leave. Display this and report it to the other clients. */
std::string client_name = this->GetClientName();
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
@ -1140,12 +1218,15 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
uint32_t frame = p->Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id, frame);
/* The client is trying to catch up with the server */
if (this->status == STATUS_PRE_ACTIVE) {
/* The client is not yet caught up? */
if (frame + Ticks::DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
/* Now it is! Unpause the game */
Debug(net, 9, "client[{}] status = ACTIVE", this->client_id);
this->status = STATUS_ACTIVE;
this->last_token_frame = _frame_counter;
@ -1324,6 +1405,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
DestType desttype = (DestType)p->Recv_uint8();
int dest = p->Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id, action, desttype, dest);
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
int64_t data = p->Recv_uint64();
@ -1348,6 +1431,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Pa
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_SET_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
const NetworkClientInfo *ci = this->GetInfo();
@ -1362,6 +1447,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_SET_NAME()", this->client_id);
NetworkClientInfo *ci;
std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
@ -1393,6 +1480,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
if (_settings_client.network.rcon_password.empty()) return NETWORK_RECV_STATUS_OKAY;
Debug(net, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
@ -1415,6 +1504,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
CompanyID company_id = (Owner)p->Recv_uint8();
Debug(net, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id, company_id);
/* Check if the company is valid, we don't allow moving to AI companies */
if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;

View File

@ -38,6 +38,8 @@ public:
void OnFailure() override
{
Debug(net, 9, "Stun::OnFailure(): family={}", this->family);
this->stun_handler->connecter = nullptr;
/* Connection to STUN server failed. For example, the client doesn't
@ -48,6 +50,8 @@ public:
void OnConnect(SOCKET s) override
{
Debug(net, 9, "Stun::OnConnect(): family={}", this->family);
this->stun_handler->connecter = nullptr;
assert(this->stun_handler->sock == INVALID_SOCKET);
@ -71,6 +75,8 @@ void ClientNetworkStunSocketHandler::Connect(const std::string &token, uint8_t f
this->token = token;
this->family = family;
Debug(net, 9, "Stun::Connect(): family={}", this->family);
this->connecter = TCPConnecter::Create<NetworkStunConnecter>(this, NetworkStunConnectionString(), token, family);
}

View File

@ -32,6 +32,8 @@ public:
void OnFailure() override
{
Debug(net, 9, "Turn::OnFailure()");
this->handler->connecter = nullptr;
this->handler->ConnectFailure();
@ -39,6 +41,8 @@ public:
void OnConnect(SOCKET s) override
{
Debug(net, 9, "Turn::OnConnect()");
this->handler->connecter = nullptr;
this->handler->sock = s;
@ -47,6 +51,8 @@ public:
bool ClientNetworkTurnSocketHandler::Receive_TURN_ERROR(Packet *)
{
Debug(net, 9, "Receive_TURN_ERROR()");
this->ConnectFailure();
return false;
@ -54,6 +60,8 @@ bool ClientNetworkTurnSocketHandler::Receive_TURN_ERROR(Packet *)
bool ClientNetworkTurnSocketHandler::Receive_TURN_CONNECTED(Packet *p)
{
Debug(net, 9, "Receive_TURN_CONNECTED()");
std::string hostname = p->Recv_string(NETWORK_HOSTNAME_LENGTH);
/* Act like we no longer have a socket, as we are handing it over to the
@ -72,6 +80,8 @@ bool ClientNetworkTurnSocketHandler::Receive_TURN_CONNECTED(Packet *p)
*/
void ClientNetworkTurnSocketHandler::Connect()
{
Debug(net, 9, "Turn::Connect()");
this->connect_started = true;
this->connecter = TCPConnecter::Create<NetworkTurnConnecter>(this, this->connection_string);
}