Debug: Detect which frame's state first diverged after a desync

This commit is contained in:
Jonathan G Rennison
2022-11-13 01:07:53 +00:00
parent 7582993d00
commit 5e00d535bc
10 changed files with 97 additions and 0 deletions

View File

@@ -329,6 +329,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
info.defer_savegame_write = &deferred_save;
CrashLog::DesyncCrashLog(nullptr, &desync_log, info);
my_client->SendDesyncLog(desync_log);
my_client->SendDesyncSyncData();
my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
CrashLog::WriteDesyncSavegame(desync_log.c_str(), deferred_save.name_buffer.c_str());
return false;
@@ -337,6 +338,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
_last_sync_date_fract = _date_fract;
_last_sync_tick_skip_counter = _tick_skip_counter;
_last_sync_frame_counter = _sync_frame;
_network_client_sync_records.clear();
/* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same
@@ -353,6 +355,10 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
}
}
if (_network_client_sync_records.size() <= 256) {
_network_client_sync_records.push_back({ _frame_counter, _random.state[0], _state_checksum.state });
}
return true;
}
@@ -570,6 +576,22 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncMessage(const char *
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncSyncData()
{
if (_network_client_sync_records.empty()) return NETWORK_RECV_STATUS_OKAY;
Packet *p = new Packet(PACKET_CLIENT_DESYNC_SYNC_DATA, SHRT_MAX);
p->Send_uint32(_network_client_sync_records[0].frame);
p->Send_uint32((uint)_network_client_sync_records.size());
for (uint i = 0; i < (uint)_network_client_sync_records.size(); i++) {
p->Send_uint32(_network_client_sync_records[i].seed_1);
p->Send_uint64(_network_client_sync_records[i].state_checksum);
}
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.