Fix: [Network] clients leaving because of broken connections was not broadcasted (#9238)
The code mixed up "client has quit but we already told everyone" with "client lost connection, handle this". Split up those two signals: - CLIENT_QUIT means we told everyone and the connection is now dead - CONNECTION_LIST means we should tell everyone we lost a client
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@@ -20,16 +20,17 @@ void NetworkCoreShutdown();
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/** Status of a network client; reasons why a client has quit */
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enum NetworkRecvStatus {
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NETWORK_RECV_STATUS_OKAY, ///< Everything is okay
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NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur
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NETWORK_RECV_STATUS_NEWGRF_MISMATCH, ///< We did not have the required NewGRFs
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NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame
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NETWORK_RECV_STATUS_CONN_LOST, ///< The connection is 'just' lost
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NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
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NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error
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NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full
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NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us
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NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done querying the server
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NETWORK_RECV_STATUS_OKAY, ///< Everything is okay.
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NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur.
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NETWORK_RECV_STATUS_NEWGRF_MISMATCH, ///< We did not have the required NewGRFs.
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NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame.
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NETWORK_RECV_STATUS_CLIENT_QUIT, ///< The connection is lost gracefully. Other clients are already informed of this leaving client.
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NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet.
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NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error.
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NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full.
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NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us.
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NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done querying the server.
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NETWORK_RECV_STATUS_CONNECTION_LOST, ///< The connection is lost unexpectedly.
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};
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/** Forward declaration due to circular dependencies */
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@@ -41,7 +41,7 @@ NetworkAdminSocketHandler::~NetworkAdminSocketHandler()
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NetworkRecvStatus NetworkAdminSocketHandler::CloseConnection(bool error)
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{
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delete this;
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return NETWORK_RECV_STATUS_CONN_LOST;
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return NETWORK_RECV_STATUS_CLIENT_QUIT;
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}
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/**
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@@ -48,10 +48,10 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
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_networking = false;
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_CONN_LOST;
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return NETWORK_RECV_STATUS_CLIENT_QUIT;
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}
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return this->CloseConnection(error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
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return this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);
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}
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