Merge branch 'master' into jgrpp-beta
# Conflicts: # .github/workflows/ci-build.yml # src/lang/german.txt # src/lang/romanian.txt # src/lang/slovak.txt # src/lang/turkish.txt # src/network/core/address.cpp # src/network/core/tcp.h # src/network/core/udp.cpp # src/network/network.cpp # src/network/network_client.cpp # src/network/network_server.cpp # src/network/network_server.h # src/network/network_udp.cpp # src/openttd.cpp # src/saveload/newgrf_sl.cpp # src/tree_cmd.cpp # src/video/video_driver.hpp # src/window.cpp # src/window_gui.h
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@@ -190,7 +190,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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if (this->sock == INVALID_SOCKET) return status;
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if (this->status == STATUS_CLOSING) return status;
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DEBUG(net, 1, "Shutting down client connection %d", this->client_id);
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DEBUG(net, 3, "Shutting down client connection %d", this->client_id);
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SetBlocking(this->sock);
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@@ -350,7 +350,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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_sync_frame = 0;
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} else if (_sync_frame < _frame_counter) {
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DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
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DEBUG(net, 1, "Missed frame for sync-test: %d / %d", _sync_frame, _frame_counter);
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_sync_frame = 0;
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}
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}
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@@ -542,7 +542,7 @@ 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 char *msg, NetworkTextMessageData data)
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{
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if (!my_client) return NETWORK_RECV_STATUS_CONN_LOST;
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if (!my_client) return NETWORK_RECV_STATUS_CLIENT_QUIT;
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Packet *p = new Packet(PACKET_CLIENT_CHAT, SHRT_MAX);
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p->Send_uint8 (action);
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@@ -799,7 +799,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
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p->Recv_string(name, sizeof(name));
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if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
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/* The server validates the name when receiving it from clients, so when it is wrong
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* here something went really wrong. In the best case the packet got malformed on its
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* way too us, in the worst case the server is broken or compromised. */
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@@ -1131,13 +1131,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p
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/* Receive the token. */
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if (p->CanReadFromPacket(sizeof(uint8))) this->token = p->Recv_uint8();
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DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
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DEBUG(net, 7, "Received FRAME %d", _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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last_ack_frame = _frame_counter + DAY_TICKS;
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DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
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DEBUG(net, 7, "Sent ACK at %d", _frame_counter);
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SendAck();
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}
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@@ -1272,7 +1272,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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delete ci;
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} else {
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DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
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DEBUG(net, 1, "Unknown client (%d) is leaving the game", client_id);
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}
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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@@ -1352,7 +1352,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
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if (client_id == 0) {
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/* definitely an invalid client id, debug message and do nothing. */
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DEBUG(net, 0, "[move] received invalid client index = 0");
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DEBUG(net, 1, "Received invalid client index = 0");
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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