Send network client desync log messages to server
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@@ -104,6 +104,7 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
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case PACKET_CLIENT_DESYNC_LOG: return this->Receive_CLIENT_DESYNC_LOG(p);
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case PACKET_SERVER_DESYNC_LOG: return this->Receive_SERVER_DESYNC_LOG(p);
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case PACKET_CLIENT_DESYNC_MSG: return this->Receive_CLIENT_DESYNC_MSG(p);
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case PACKET_SERVER_QUIT: return this->Receive_SERVER_QUIT(p);
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case PACKET_SERVER_ERROR_QUIT: return this->Receive_SERVER_ERROR_QUIT(p);
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case PACKET_SERVER_SHUTDOWN: return this->Receive_SERVER_SHUTDOWN(p);
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@@ -193,6 +194,7 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) { ret
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_DESYNC_LOG(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_DESYNC_LOG); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_DESYNC_LOG(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_DESYNC_LOG); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_DESYNC_MSG(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_DESYNC_LOG); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
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@@ -124,6 +124,7 @@ enum PacketGameType {
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PACKET_SERVER_ERROR_QUIT, ///< A server tells that a client has hit an error and did quit.
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PACKET_CLIENT_DESYNC_LOG, ///< A client reports a desync log
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PACKET_SERVER_DESYNC_LOG, ///< A server reports a desync log
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PACKET_CLIENT_DESYNC_MSG, ///< A client reports a desync message
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PACKET_END, ///< Must ALWAYS be on the end of this list!! (period)
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};
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@@ -447,6 +448,7 @@ protected:
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virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_DESYNC_LOG(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_DESYNC_LOG(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_DESYNC_MSG(Packet *p);
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/**
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* Notification that a client left the game:
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@@ -569,6 +569,18 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncLog(const std::strin
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send an error-packet over the network */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncMessage(const char *msg)
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{
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Packet *p = new Packet(PACKET_CLIENT_DESYNC_MSG);
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p->Send_uint32(_date);
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p->Send_uint16(_date_fract);
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p->Send_uint8(_tick_skip_counter);
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p->Send_string(msg);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Tell the server that we like to change the password of the company.
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* @param password The new password.
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@@ -1438,6 +1450,12 @@ void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const
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MyClient::SendChat(action, type, dest, msg, data);
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}
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void NetworkClientSendDesyncMsg(const char *msg)
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{
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MyClient::SendDesyncMessage(msg);
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}
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/**
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* Set/Reset company password on the client side.
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* @param password Password to be set.
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@@ -92,6 +92,7 @@ public:
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static NetworkRecvStatus SendCommand(const CommandPacket *cp);
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static NetworkRecvStatus SendError(NetworkErrorCode errorno);
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static NetworkRecvStatus SendDesyncLog(const std::string &log);
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static NetworkRecvStatus SendDesyncMessage(const char *msg);
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static NetworkRecvStatus SendQuit();
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static NetworkRecvStatus SendAck();
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@@ -54,6 +54,7 @@ void NetworkClientRequestMove(CompanyID company, const char *pass = "");
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void NetworkClientSendRcon(const char *password, const char *command);
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void NetworkClientSendSettingsPassword(const char *password);
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, NetworkTextMessageData data = NetworkTextMessageData());
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void NetworkClientSendDesyncMsg(const char *msg);
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bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio);
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bool NetworkCompanyIsPassworded(CompanyID company_id);
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bool NetworkMaxCompaniesReached();
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@@ -1286,6 +1286,19 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_LOG(Pack
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_MSG(Packet *p)
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{
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Date date = p->Recv_uint32();
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DateFract date_fract = p->Recv_uint16();
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uint8 tick_skip_counter = p->Recv_uint8();
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std::string msg;
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p->Recv_string(msg);
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DEBUG(desync, 0, "Client-id %d desync msg: %s", this->client_id, msg.c_str());
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extern void LogRemoteDesyncMsg(Date date, DateFract date_fract, uint8 tick_skip_counter, uint32 src_id, std::string msg);
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LogRemoteDesyncMsg(date, date_fract, tick_skip_counter, this->client_id, std::move(msg));
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
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{
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/* The client wants to leave. Display this and report it to the other
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@@ -38,6 +38,7 @@ protected:
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NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_DESYNC_LOG(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_DESYNC_MSG(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
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