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

View File

@@ -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