Change: improve some of the console messages related to networking (make them more uniform) and convert to fmt

This commit is contained in:
rubidium42 2021-06-12 21:31:57 +02:00 committed by rubidium42
parent b280a3a0ed
commit d9c1d18f2b
3 changed files with 23 additions and 23 deletions

View File

@ -265,7 +265,7 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send,
GetString(msg_ptr, strid, lastof(message));
Debug(desync, 1, "msg: {:08x}; {:02x}; {}", _date, _date_fract, message);
IConsolePrintF(colour, "%s", message);
IConsolePrint(colour, message);
NetworkAddChatMessage((TextColour)colour, _settings_client.gui.network_chat_timeout, message);
}

View File

@ -1010,7 +1010,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet
cp.my_cmd = p->Recv_bool();
if (err != nullptr) {
IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
IConsolePrint(CC_WARNING, "Dropping server connection due to {}.", err);
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}

View File

@ -1073,18 +1073,18 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
NetworkClientInfo *ci = this->GetInfo();
if (err != nullptr) {
IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, this->GetClientIP());
IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: server only command %u from client %u (IP: %s), kicking...", cp.cmd & CMD_ID_MASK, ci->client_id, this->GetClientIP());
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK);
return this->SendError(NETWORK_ERROR_KICKED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: spectator (client: %u, IP: %s) issued non-spectator command %u, kicking...", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK);
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK);
return this->SendError(NETWORK_ERROR_KICKED);
}
@ -1094,7 +1094,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
* something pretty naughty (or a bug), and will be kicked
*/
if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
}
@ -1363,7 +1363,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
break;
default:
IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, this->GetClientIP());
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
return NETWORK_RECV_STATUS_OKAY;
@ -1642,13 +1642,13 @@ static void NetworkAutoCleanCompanies()
if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && _network_company_states[c->index].password.empty()) {
/* Shut the company down */
DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1);
IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no password.", c->index + 1);
}
/* Is the company empty for autoclean_protected-months, and there is a protection? */
if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !_network_company_states[c->index].password.empty()) {
/* Unprotect the company */
_network_company_states[c->index].password.clear();
IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1);
IConsolePrint(CC_INFO, "Auto-removed protection from company #{}.", c->index + 1);
_network_company_states[c->index].months_empty = 0;
NetworkServerUpdateCompanyPassworded(c->index, false);
}
@ -1656,7 +1656,7 @@ static void NetworkAutoCleanCompanies()
if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && vehicles_in_company[c->index] == 0) {
/* Shut the company down */
DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1);
IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
}
} else {
/* It is not empty, reset the date */
@ -1791,12 +1791,12 @@ void NetworkServer_Tick(bool send_frame)
case NetworkClientSocket::STATUS_ACTIVE:
if (lag > _settings_client.network.max_lag_time) {
/* Client did still not report in within the specified limit. */
IConsolePrintF(CC_ERROR, cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now() ?
IConsolePrint(CC_WARNING, cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now() ?
/* A packet was received in the last three game days, so the client is likely lagging behind. */
"Client #%d is dropped because the client's game state is more than %d ticks behind" :
"Client #%u (IP: %s) is dropped because the client's game state is more than %d ticks behind." :
/* No packet was received in the last three game days; sounds like a lost connection. */
"Client #%d is dropped because the client did not respond for more than %d ticks",
cs->client_id, lag);
"Client #%u (IP: %s) is dropped because the client did not respond for more than %d ticks.",
cs->client_id, cs->GetClientIP(), lag);
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
@ -1807,13 +1807,13 @@ void NetworkServer_Tick(bool send_frame)
* slow, but the connection is likely severed. Mentioning
* frame_freq is not useful in this case. */
if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
IConsolePrintF(CC_WARNING, "[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
cs->lag_test = 1;
}
if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
/* This is a bad client! It didn't send the right token back within time. */
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
@ -1825,7 +1825,7 @@ void NetworkServer_Tick(bool send_frame)
/* NewGRF check and authorized states should be handled almost instantly.
* So give them some lee-way, likewise for the query with inactive. */
if (lag > _settings_client.network.max_init_time) {
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, _settings_client.network.max_init_time);
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to start the joining process.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_init_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
@ -1849,7 +1849,7 @@ void NetworkServer_Tick(bool send_frame)
case NetworkClientSocket::STATUS_MAP:
/* Downloading the map... this is the amount of time since starting the saving. */
if (lag > _settings_client.network.max_download_time) {
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to download the map", cs->client_id, _settings_client.network.max_download_time);
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to download the map.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_download_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
continue;
}
@ -1859,7 +1859,7 @@ void NetworkServer_Tick(bool send_frame)
case NetworkClientSocket::STATUS_PRE_ACTIVE:
/* The map has been sent, so this is for loading the map and syncing up. */
if (lag > _settings_client.network.max_join_time) {
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to join", cs->client_id, _settings_client.network.max_join_time);
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to join.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_join_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
continue;
}
@ -1869,7 +1869,7 @@ void NetworkServer_Tick(bool send_frame)
case NetworkClientSocket::STATUS_AUTH_COMPANY:
/* These don't block? */
if (lag > _settings_client.network.max_password_time) {
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to enter the password", cs->client_id, _settings_client.network.max_password_time);
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to enter the password.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_password_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
continue;
}
@ -1953,7 +1953,7 @@ void NetworkServerShowStatusToConsole()
const char *status;
status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s",
IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
cs->client_id, ci->client_name.c_str(), status, lag,
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
cs->GetClientIP());
@ -2140,13 +2140,13 @@ void NetworkPrintClients()
{
for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (_network_server) {
IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d IP: %s",
IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
ci->client_id,
ci->client_name.c_str(),
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
} else {
IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d",
IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
ci->client_id,
ci->client_name.c_str(),
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));