Fix: [Network] clients leaving because of broken connections was not broadcasted (#9238)

The code mixed up "client has quit but we already told everyone"
with "client lost connection, handle this".

Split up those two signals:
- CLIENT_QUIT means we told everyone and the connection is now dead
- CONNECTION_LIST means we should tell everyone we lost a client
This commit is contained in:
Patric Stout 2021-05-11 12:26:16 +02:00 committed by GitHub
parent 2e429ee485
commit 36e22f3a7b
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 25 additions and 24 deletions

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@ -20,16 +20,17 @@ void NetworkCoreShutdown();
/** Status of a network client; reasons why a client has quit */
enum NetworkRecvStatus {
NETWORK_RECV_STATUS_OKAY, ///< Everything is okay
NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur
NETWORK_RECV_STATUS_NEWGRF_MISMATCH, ///< We did not have the required NewGRFs
NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame
NETWORK_RECV_STATUS_CONN_LOST, ///< The connection is 'just' lost
NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error
NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full
NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us
NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done querying the server
NETWORK_RECV_STATUS_OKAY, ///< Everything is okay.
NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur.
NETWORK_RECV_STATUS_NEWGRF_MISMATCH, ///< We did not have the required NewGRFs.
NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame.
NETWORK_RECV_STATUS_CLIENT_QUIT, ///< The connection is lost gracefully. Other clients are already informed of this leaving client.
NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet.
NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error.
NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full.
NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us.
NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done querying the server.
NETWORK_RECV_STATUS_CONNECTION_LOST, ///< The connection is lost unexpectedly.
};
/** Forward declaration due to circular dependencies */

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@ -41,7 +41,7 @@ NetworkAdminSocketHandler::~NetworkAdminSocketHandler()
NetworkRecvStatus NetworkAdminSocketHandler::CloseConnection(bool error)
{
delete this;
return NETWORK_RECV_STATUS_CONN_LOST;
return NETWORK_RECV_STATUS_CLIENT_QUIT;
}
/**

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@ -48,10 +48,10 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
_networking = false;
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_CONN_LOST;
return NETWORK_RECV_STATUS_CLIENT_QUIT;
}
return this->CloseConnection(error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
return this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);
}

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@ -585,13 +585,13 @@ void NetworkClose(bool close_admins)
}
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
cs->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
ServerNetworkGameSocketHandler::CloseListeners();
ServerNetworkAdminSocketHandler::CloseListeners();
} else if (MyClient::my_client != nullptr) {
MyClient::SendQuit();
MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
TCPConnecter::KillAll();

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@ -656,7 +656,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
p->Recv_string(name, sizeof(name));
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
/* The server validates the name when receiving it from clients, so when it is wrong
* here something went really wrong. In the best case the packet got malformed on its
* way too us, in the worst case the server is broken or compromised. */

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@ -256,7 +256,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
*/
if (this->sock == INVALID_SOCKET) return status;
if (status != NETWORK_RECV_STATUS_CONN_LOST && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
/* We did not receive a leave message from this client... */
char client_name[NETWORK_CLIENT_NAME_LENGTH];
@ -893,7 +893,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
p->Recv_string(name, sizeof(name));
playas = (Owner)p->Recv_uint8();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
/* join another company does not affect these values */
switch (playas) {
@ -1077,7 +1077,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
CommandPacket cp;
const char *err = this->ReceiveCommand(p, &cp);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
NetworkClientInfo *ci = this->GetInfo();
@ -1136,7 +1136,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
/* 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_CONN_LOST);
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
this->GetClientName(client_name, lastof(client_name));
@ -1156,7 +1156,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
NetworkAdminClientError(this->client_id, errorno);
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
@ -1167,7 +1167,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
/* 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_CONN_LOST);
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
this->GetClientName(client_name, lastof(client_name));
@ -1182,7 +1182,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
NetworkAdminClientQuit(this->client_id);
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
@ -1412,7 +1412,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
p->Recv_string(client_name, sizeof(client_name));
ci = this->GetInfo();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
if (ci != nullptr) {
if (!NetworkIsValidClientName(client_name)) {