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Codechange: compile-time validate the string format of IConsolePrint (#11804)

This means we can no longer use runtime picking what string to use.
This commit is contained in:
Patric Stout
2024-01-16 22:04:35 +01:00
committed by GitHub
parent 8b4c5a6269
commit 0b7410d979
3 changed files with 23 additions and 24 deletions

View File

@@ -1704,12 +1704,14 @@ 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. */
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 #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind." :
/* No packet was received in the last three game days; sounds like a lost connection. */
"Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.",
cs->client_id, cs->GetClientIP(), lag);
if (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. */
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind.", cs->client_id, cs->GetClientIP(), lag);
} else {
/* No packet was received in the last three game days; sounds like a lost connection. */
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs->client_id, cs->GetClientIP(), lag);
}
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}