Send network client desync log messages to server

This commit is contained in:
Jonathan G Rennison
2021-04-24 01:15:05 +01:00
parent c14dcdadaf
commit 0d262e4d9a
8 changed files with 71 additions and 10 deletions

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@@ -104,6 +104,7 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
case PACKET_CLIENT_DESYNC_LOG: return this->Receive_CLIENT_DESYNC_LOG(p);
case PACKET_SERVER_DESYNC_LOG: return this->Receive_SERVER_DESYNC_LOG(p);
case PACKET_CLIENT_DESYNC_MSG: return this->Receive_CLIENT_DESYNC_MSG(p);
case PACKET_SERVER_QUIT: return this->Receive_SERVER_QUIT(p);
case PACKET_SERVER_ERROR_QUIT: return this->Receive_SERVER_ERROR_QUIT(p);
case PACKET_SERVER_SHUTDOWN: return this->Receive_SERVER_SHUTDOWN(p);
@@ -193,6 +194,7 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) { ret
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_DESYNC_LOG(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_DESYNC_LOG); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_DESYNC_LOG(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_DESYNC_LOG); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_DESYNC_MSG(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_DESYNC_LOG); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }

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@@ -124,6 +124,7 @@ enum PacketGameType {
PACKET_SERVER_ERROR_QUIT, ///< A server tells that a client has hit an error and did quit.
PACKET_CLIENT_DESYNC_LOG, ///< A client reports a desync log
PACKET_SERVER_DESYNC_LOG, ///< A server reports a desync log
PACKET_CLIENT_DESYNC_MSG, ///< A client reports a desync message
PACKET_END, ///< Must ALWAYS be on the end of this list!! (period)
};
@@ -447,6 +448,7 @@ protected:
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_DESYNC_LOG(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_DESYNC_LOG(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_DESYNC_MSG(Packet *p);
/**
* Notification that a client left the game:

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@@ -569,6 +569,18 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncLog(const std::strin
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncMessage(const char *msg)
{
Packet *p = new Packet(PACKET_CLIENT_DESYNC_MSG);
p->Send_uint32(_date);
p->Send_uint16(_date_fract);
p->Send_uint8(_tick_skip_counter);
p->Send_string(msg);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server that we like to change the password of the company.
* @param password The new password.
@@ -1438,6 +1450,12 @@ void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const
MyClient::SendChat(action, type, dest, msg, data);
}
void NetworkClientSendDesyncMsg(const char *msg)
{
MyClient::SendDesyncMessage(msg);
}
/**
* Set/Reset company password on the client side.
* @param password Password to be set.

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@@ -92,6 +92,7 @@ public:
static NetworkRecvStatus SendCommand(const CommandPacket *cp);
static NetworkRecvStatus SendError(NetworkErrorCode errorno);
static NetworkRecvStatus SendDesyncLog(const std::string &log);
static NetworkRecvStatus SendDesyncMessage(const char *msg);
static NetworkRecvStatus SendQuit();
static NetworkRecvStatus SendAck();

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@@ -54,6 +54,7 @@ void NetworkClientRequestMove(CompanyID company, const char *pass = "");
void NetworkClientSendRcon(const char *password, const char *command);
void NetworkClientSendSettingsPassword(const char *password);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, NetworkTextMessageData data = NetworkTextMessageData());
void NetworkClientSendDesyncMsg(const char *msg);
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio);
bool NetworkCompanyIsPassworded(CompanyID company_id);
bool NetworkMaxCompaniesReached();

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@@ -1286,6 +1286,19 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_LOG(Pack
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_MSG(Packet *p)
{
Date date = p->Recv_uint32();
DateFract date_fract = p->Recv_uint16();
uint8 tick_skip_counter = p->Recv_uint8();
std::string msg;
p->Recv_string(msg);
DEBUG(desync, 0, "Client-id %d desync msg: %s", this->client_id, msg.c_str());
extern void LogRemoteDesyncMsg(Date date, DateFract date_fract, uint8 tick_skip_counter, uint32 src_id, std::string msg);
LogRemoteDesyncMsg(date, date_fract, tick_skip_counter, this->client_id, std::move(msg));
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
{
/* The client wants to leave. Display this and report it to the other

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@@ -38,6 +38,7 @@ protected:
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_DESYNC_LOG(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_DESYNC_MSG(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;