mirror of https://github.com/OpenTTD/OpenTTD
Add: [Network] On join, log the ClientID + IP + Name clearly (#9558)
Additionally, reword the disconnect to match connect / join messages. Co-authored-by: Berbe <4251220+Berbe@users.noreply.github.com>pull/9568/head
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@ -281,7 +281,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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}
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NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
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Debug(net, 3, "Closed client connection {}", this->client_id);
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Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
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/* We just lost one client :( */
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if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
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@ -948,6 +948,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
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NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
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/* Mark the client as pre-active, and wait for an ACK
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* so we know it is done loading and in sync with us */
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this->status = STATUS_PRE_ACTIVE;
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