forked from mirror/OpenTTD
Change: make -dnet=9 give traces of the details of the network protocol (#11931)
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@@ -633,6 +633,8 @@ public:
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void OnFailure() override
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{
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Debug(net, 9, "Query::OnFailure(): connection_string={}", this->connection_string);
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NetworkGameList *item = NetworkGameListAddItem(connection_string);
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item->status = NGLS_OFFLINE;
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item->refreshing = false;
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@@ -642,6 +644,8 @@ public:
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void OnConnect(SOCKET s) override
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{
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Debug(net, 9, "Query::OnConnect(): connection_string={}", this->connection_string);
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QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
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}
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};
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@@ -654,6 +658,8 @@ void NetworkQueryServer(const std::string &connection_string)
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{
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if (!_network_available) return;
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Debug(net, 9, "NetworkQueryServer(): connection_string={}", connection_string);
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/* Mark the entry as refreshing, so the GUI can show the refresh is pending. */
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NetworkGameList *item = NetworkGameListAddItem(connection_string);
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item->refreshing = true;
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@@ -730,11 +736,15 @@ public:
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void OnFailure() override
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{
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Debug(net, 9, "Client::OnFailure(): connection_string={}", this->connection_string);
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ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
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}
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void OnConnect(SOCKET s) override
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{
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Debug(net, 9, "Client::OnConnect(): connection_string={}", this->connection_string);
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_networking = true;
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new ClientNetworkGameSocketHandler(s, this->connection_string);
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IConsoleCmdExec("exec scripts/on_client.scr 0");
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@@ -761,6 +771,8 @@ public:
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*/
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bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
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{
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Debug(net, 9, "NetworkClientConnectGame(): connection_string={}", connection_string);
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CompanyID join_as = default_company;
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std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string;
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@@ -797,6 +809,7 @@ void NetworkClientJoinGame()
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NetworkInitialize();
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_settings_client.network.last_joined = _network_join.connection_string;
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Debug(net, 9, "status = CONNECTING");
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_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
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ShowJoinStatusWindow();
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