forked from mirror/OpenTTD
Change: make -dnet=9 give traces of the details of the network protocol (#11931)
This commit is contained in:
@@ -338,7 +338,11 @@ static_assert(NETWORK_SERVER_ID_LENGTH == MD5_HASH_BYTES * 2 + 1);
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/** Tell the server we would like to join. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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{
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Debug(net, 9, "Client::SendJoin()");
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Debug(net, 9, "Client::status = JOIN");
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my_client->status = STATUS_JOIN;
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Debug(net, 9, "Client::join_status = AUTHORIZING");
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_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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@@ -355,6 +359,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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/** Tell the server we got all the NewGRFs. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
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{
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Debug(net, 9, "Client::SendNewGRFsOk()");
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Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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@@ -366,6 +372,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const std::string &password)
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{
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Debug(net, 9, "Client::SendGamePassword()");
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Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
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p->Send_string(password);
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my_client->SendPacket(p);
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@@ -378,6 +386,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const std::st
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std::string &password)
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{
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Debug(net, 9, "Client::SendCompanyPassword()");
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(p);
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@@ -387,6 +397,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std:
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/** Request the map from the server. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
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{
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Debug(net, 9, "Client::SendGetMap()");
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Debug(net, 9, "Client::status = MAP_WAIT");
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my_client->status = STATUS_MAP_WAIT;
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Packet *p = new Packet(PACKET_CLIENT_GETMAP);
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@@ -397,6 +410,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
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/** Tell the server we received the complete map. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
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{
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Debug(net, 9, "Client::SendMapOk()");
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Debug(net, 9, "Client::status = ACTIVE");
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my_client->status = STATUS_ACTIVE;
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Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
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@@ -407,6 +423,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
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/** Send an acknowledgement from the server's ticks. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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{
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Debug(net, 9, "Client::SendAck()");
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Packet *p = new Packet(PACKET_CLIENT_ACK);
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p->Send_uint32(_frame_counter);
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@@ -421,6 +439,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
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{
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Debug(net, 9, "Client::SendCommand(): cmd={}", cp->cmd);
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Packet *p = new Packet(PACKET_CLIENT_COMMAND);
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my_client->NetworkGameSocketHandler::SendCommand(p, cp);
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@@ -431,6 +451,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
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/** Send a chat-packet over the network */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
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{
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Debug(net, 9, "Client::SendChat(): action={}, type={}, dest={}", action, type, dest);
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Packet *p = new Packet(PACKET_CLIENT_CHAT);
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p->Send_uint8 (action);
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@@ -446,6 +468,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
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/** Send an error-packet over the network */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
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{
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Debug(net, 9, "Client::SendError(): errorno={}", errorno);
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Packet *p = new Packet(PACKET_CLIENT_ERROR);
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p->Send_uint8(errorno);
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@@ -459,6 +483,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::string &password)
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{
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Debug(net, 9, "Client::SendSetPassword()");
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Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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@@ -472,6 +498,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::str
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string &name)
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{
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Debug(net, 9, "Client::SendSetName()");
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Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
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p->Send_string(name);
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@@ -484,6 +512,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
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{
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Debug(net, 9, "Client::SendSetName()");
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Packet *p = new Packet(PACKET_CLIENT_QUIT);
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my_client->SendPacket(p);
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@@ -497,6 +527,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const std::string &command)
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{
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Debug(net, 9, "Client::SendRCon()");
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Packet *p = new Packet(PACKET_CLIENT_RCON);
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p->Send_string(pass);
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p->Send_string(command);
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@@ -511,6 +543,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pa
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const std::string &password)
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{
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Debug(net, 9, "Client::SendMove(): company={}", company);
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Packet *p = new Packet(PACKET_CLIENT_MOVE);
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p->Send_uint8(company);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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@@ -537,6 +571,8 @@ extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, Detaile
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
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{
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Debug(net, 9, "Client::Receive_SERVER_FULL()");
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/* We try to join a server which is full */
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
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@@ -545,6 +581,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *)
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{
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Debug(net, 9, "Client::Receive_SERVER_BANNED()");
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/* We try to join a server where we are banned */
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
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@@ -560,6 +598,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
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ClientID client_id = (ClientID)p->Recv_uint32();
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CompanyID playas = (CompanyID)p->Recv_uint8();
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Debug(net, 9, "Client::Receive_SERVER_CLIENT_INFO(): client_id={}, playas={}", client_id, playas);
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std::string name = p->Recv_string(NETWORK_NAME_LENGTH);
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if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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@@ -639,6 +679,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
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NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
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Debug(net, 9, "Client::Receive_SERVER_ERROR(): error={}", error);
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StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
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if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
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/* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
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@@ -662,6 +704,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
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uint grf_count = p->Recv_uint8();
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NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
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Debug(net, 9, "Client::Receive_SERVER_CHECK_NEWGRFS(): grf_count={}", grf_count);
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/* Check all GRFs */
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for (; grf_count > 0; grf_count--) {
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GRFIdentifier c;
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@@ -689,8 +733,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *)
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{
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if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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Debug(net, 9, "Client::status = AUTH_GAME");
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this->status = STATUS_AUTH_GAME;
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Debug(net, 9, "Client::Receive_SERVER_NEED_GAME_PASSWORD()");
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if (!_network_join.server_password.empty()) {
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return SendGamePassword(_network_join.server_password);
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}
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@@ -703,8 +750,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSW
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
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{
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if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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Debug(net, 9, "Client::status = AUTH_COMPANY");
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this->status = STATUS_AUTH_COMPANY;
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Debug(net, 9, "Client::Receive_SERVER_NEED_COMPANY_PASSWORD()");
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_password_game_seed = p->Recv_uint32();
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_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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@@ -721,10 +771,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PA
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
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{
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if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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Debug(net, 9, "Client::status = AUTHORIZED");
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this->status = STATUS_AUTHORIZED;
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_network_own_client_id = (ClientID)p->Recv_uint32();
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Debug(net, 9, "Client::Receive_SERVER_WELCOME(): client_id={}", _network_own_client_id);
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/* Initialize the password hash salting variables, even if they were previously. */
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_password_game_seed = p->Recv_uint32();
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_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
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@@ -738,7 +791,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
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/* We set the internal wait state when requesting the map. */
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if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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Debug(net, 9, "Client::Receive_SERVER_WAIT()");
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/* But... only now we set the join status to waiting, instead of requesting. */
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Debug(net, 9, "Client::join_status = WAITING");
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_network_join_status = NETWORK_JOIN_STATUS_WAITING;
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_network_join_waiting = p->Recv_uint8();
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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@@ -749,6 +805,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
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{
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if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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Debug(net, 9, "Client::status = MAP");
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this->status = STATUS_MAP;
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if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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@@ -757,9 +814,12 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packe
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_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
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Debug(net, 9, "Client::Receive_SERVER_MAP_BEGIN(): frame_counter={}", _frame_counter);
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_network_join_bytes = 0;
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_network_join_bytes_total = 0;
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Debug(net, 9, "Client::join_status = DOWNLOADING");
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_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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@@ -774,6 +834,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet
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_network_join_bytes_total = p->Recv_uint32();
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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Debug(net, 9, "Client::Receive_SERVER_MAP_SIZE(): bytes_total={}", _network_join_bytes_total);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -796,6 +858,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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Debug(net, 9, "Client::Receive_SERVER_MAP_DONE()");
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Debug(net, 9, "Client::join_status = PROCESSING");
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_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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@@ -837,6 +902,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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if (_network_join.company != COMPANY_SPECTATOR) {
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/* We have arrived and ready to start playing; send a command to make a new company;
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* the server will give us a client-id and let us in */
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Debug(net, 9, "Client::join_status = REGISTERING");
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_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
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ShowJoinStatusWindow();
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Command<CMD_COMPANY_CTRL>::SendNet(STR_NULL, _local_company, CCA_NEW, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
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@@ -875,8 +941,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p
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/* Receive the token. */
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if (p->CanReadFromPacket(sizeof(uint8_t))) this->token = p->Recv_uint8();
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Debug(net, 7, "Received FRAME {}", _frame_counter_server);
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/* Let the server know that we received this frame correctly
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* We do this only once per day, to save some bandwidth ;) */
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if (!_network_first_time && last_ack_frame < _frame_counter) {
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@@ -898,6 +962,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
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_sync_seed_2 = p->Recv_uint32();
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#endif
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Debug(net, 9, "Client::Receive_SERVER_SYNC(): sync_frame={}, sync_seed_1={}", _sync_frame, _sync_seed_1);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -910,6 +976,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet
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cp.frame = p->Recv_uint32();
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cp.my_cmd = p->Recv_bool();
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Debug(net, 9, "Client::Receive_SERVER_COMMAND(): cmd={}, frame={}", cp.cmd, cp.frame);
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if (err != nullptr) {
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IConsolePrint(CC_WARNING, "Dropping server connection due to {}.", err);
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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@@ -933,6 +1001,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
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std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
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int64_t data = p->Recv_uint64();
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Debug(net, 9, "Client::Receive_SERVER_CHAT(): action={}, client_id={}, self_send={}", action, client_id, self_send);
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ci_to = NetworkClientInfo::GetByClientID(client_id);
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if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
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@@ -978,6 +1048,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(P
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std::string user = p->Recv_string(NETWORK_CHAT_LENGTH);
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std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
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Debug(net, 9, "Client::Receive_SERVER_EXTERNAL_CHAT(): source={}", source);
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if (!IsValidConsoleColour(colour)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
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@@ -991,6 +1063,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Pack
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ClientID client_id = (ClientID)p->Recv_uint32();
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Debug(net, 9, "Client::Receive_SERVER_ERROR_QUIT(): client_id={}", client_id);
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci != nullptr) {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
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@@ -1008,6 +1082,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
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ClientID client_id = (ClientID)p->Recv_uint32();
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Debug(net, 9, "Client::Receive_SERVER_QUIT(): client_id={}", client_id);
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci != nullptr) {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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@@ -1028,6 +1104,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
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ClientID client_id = (ClientID)p->Recv_uint32();
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Debug(net, 9, "Client::Receive_SERVER_JOIN(): client_id={}", client_id);
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci != nullptr) {
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NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
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@@ -1040,6 +1118,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *)
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{
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Debug(net, 9, "Client::Receive_SERVER_SHUTDOWN()");
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/* Only when we're trying to join we really
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* care about the server shutting down. */
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if (this->status >= STATUS_JOIN) {
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@@ -1053,6 +1133,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet
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|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *)
|
||||
{
|
||||
Debug(net, 9, "Client::Receive_SERVER_NEWGAME()");
|
||||
|
||||
/* Only when we're trying to join we really
|
||||
* care about the server shutting down. */
|
||||
if (this->status >= STATUS_JOIN) {
|
||||
@@ -1072,6 +1154,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
Debug(net, 9, "Client::Receive_SERVER_RCON()");
|
||||
|
||||
TextColour colour_code = (TextColour)p->Recv_uint16();
|
||||
if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
@@ -1090,6 +1174,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
|
||||
ClientID client_id = (ClientID)p->Recv_uint32();
|
||||
CompanyID company_id = (CompanyID)p->Recv_uint8();
|
||||
|
||||
Debug(net, 9, "Client::Receive_SERVER_MOVE(): client_id={}, comapny_id={}", client_id, company_id);
|
||||
|
||||
if (client_id == 0) {
|
||||
/* definitely an invalid client id, debug message and do nothing. */
|
||||
Debug(net, 1, "Received invalid client index = 0");
|
||||
@@ -1118,6 +1204,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(P
|
||||
_network_server_name = p->Recv_string(NETWORK_NAME_LENGTH);
|
||||
SetWindowClassesDirty(WC_CLIENT_LIST);
|
||||
|
||||
Debug(net, 9, "Client::Receive_SERVER_CONFIG_UPDATE(): max_companies={}", _network_server_max_companies);
|
||||
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
@@ -1129,6 +1217,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(
|
||||
_network_company_passworded = p->Recv_uint16();
|
||||
SetWindowClassesDirty(WC_COMPANY);
|
||||
|
||||
Debug(net, 9, "Client::Receive_SERVER_COMPANY_UPDATE()");
|
||||
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
@@ -1168,6 +1258,9 @@ void NetworkClient_Connected()
|
||||
_frame_counter = 0;
|
||||
_frame_counter_server = 0;
|
||||
last_ack_frame = 0;
|
||||
|
||||
Debug(net, 9, "Client::NetworkClient_Connected()");
|
||||
|
||||
/* Request the game-info */
|
||||
MyClient::SendJoin();
|
||||
}
|
||||
|
Reference in New Issue
Block a user