Debug: Detect which frame's state first diverged after a desync
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@@ -522,6 +522,9 @@ char *CrashLog::FillDesyncCrashLog(char *buffer, const char *last, const DesyncE
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flag_check(DesyncExtraInfo::DEIF_STATE, "S"),
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flag_check(DesyncExtraInfo::DEIF_DBL_RAND, "D"));
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}
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if (_network_server && (info.desync_frame_seed || info.desync_frame_state_checksum)) {
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buffer += seprintf(buffer, last, "Desync frame: %08X (seed), %08X (state checksum)\n", info.desync_frame_seed, info.desync_frame_state_checksum);
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}
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extern uint32 _frame_counter;
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@@ -30,6 +30,8 @@ struct DesyncExtraInfo {
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Flags flags = DEIF_NONE;
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const char *client_name = nullptr;
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int client_id = -1;
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uint32 desync_frame_seed = 0;
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uint32 desync_frame_state_checksum = 0;
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FILE **log_file = nullptr; ///< save unclosed log file handle here
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DesyncDeferredSaveInfo *defer_savegame_write = nullptr;
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};
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@@ -74,6 +74,7 @@ static const char* _packet_game_type_names[] {
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"CLIENT_DESYNC_LOG",
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"SERVER_DESYNC_LOG",
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"CLIENT_DESYNC_MSG",
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"CLIENT_DESYNC_SYNC_DATA",
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};
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static_assert(lengthof(_packet_game_type_names) == PACKET_END);
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@@ -175,6 +176,7 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *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_CLIENT_DESYNC_SYNC_DATA: return this->Receive_CLIENT_DESYNC_SYNC_DATA(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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@@ -267,6 +269,7 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { re
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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_CLIENT_DESYNC_SYNC_DATA(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_DESYNC_SYNC_DATA); }
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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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@@ -132,6 +132,7 @@ enum PacketGameType {
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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_CLIENT_DESYNC_SYNC_DATA, ///< A client reports desync sync data
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PACKET_END, ///< Must ALWAYS be on the end of this list!! (period)
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};
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@@ -454,6 +455,7 @@ protected:
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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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virtual NetworkRecvStatus Receive_CLIENT_DESYNC_SYNC_DATA(Packet *p);
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/**
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* Notification that a client left the game:
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@@ -91,6 +91,10 @@ uint32 _last_sync_frame_counter; ///< "
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bool _network_first_time; ///< Whether we have finished joining or not.
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CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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std::vector<NetworkSyncRecord> _network_client_sync_records;
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std::unique_ptr<std::array<NetworkSyncRecord, 1024>> _network_server_sync_records;
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uint32 _network_server_sync_records_next;
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static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
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/** The amount of clients connected */
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@@ -647,6 +651,10 @@ void NetworkClose(bool close_admins)
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_network_company_server_id.clear();
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InitializeNetworkPools(close_admins);
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_network_client_sync_records.clear();
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_network_client_sync_records.shrink_to_fit();
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_network_server_sync_records.reset();
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}
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/* Initializes the network (cleans sockets and stuff) */
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@@ -938,6 +946,10 @@ bool NetworkServerStart()
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_last_sync_frame = 0;
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_network_own_client_id = CLIENT_ID_SERVER;
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_network_server_sync_records.reset(new std::array<NetworkSyncRecord, 1024>());
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_network_server_sync_records->fill({ 0, 0, 0 });
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_network_server_sync_records_next = 0;
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_network_clients_connected = 0;
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_network_company_passworded = 0;
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@@ -1227,6 +1239,9 @@ void NetworkGameLoop()
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#endif
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_sync_state_checksum = _state_checksum.state;
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(*_network_server_sync_records)[_network_server_sync_records_next] = { _frame_counter, _random.state[0], _state_checksum.state };
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_network_server_sync_records_next = (_network_server_sync_records_next + 1) % _network_server_sync_records->size();
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NetworkServer_Tick(send_frame);
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} else {
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/* Client */
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@@ -329,6 +329,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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info.defer_savegame_write = &deferred_save;
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CrashLog::DesyncCrashLog(nullptr, &desync_log, info);
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my_client->SendDesyncLog(desync_log);
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my_client->SendDesyncSyncData();
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my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
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CrashLog::WriteDesyncSavegame(desync_log.c_str(), deferred_save.name_buffer.c_str());
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return false;
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@@ -337,6 +338,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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_last_sync_date_fract = _date_fract;
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_last_sync_tick_skip_counter = _tick_skip_counter;
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_last_sync_frame_counter = _sync_frame;
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_network_client_sync_records.clear();
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/* If this is the first time we have a sync-frame, we
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* need to let the server know that we are ready and at the same
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@@ -353,6 +355,10 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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}
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}
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if (_network_client_sync_records.size() <= 256) {
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_network_client_sync_records.push_back({ _frame_counter, _random.state[0], _state_checksum.state });
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}
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return true;
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}
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@@ -570,6 +576,22 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncMessage(const char *
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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::SendDesyncSyncData()
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{
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if (_network_client_sync_records.empty()) return NETWORK_RECV_STATUS_OKAY;
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Packet *p = new Packet(PACKET_CLIENT_DESYNC_SYNC_DATA, SHRT_MAX);
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p->Send_uint32(_network_client_sync_records[0].frame);
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p->Send_uint32((uint)_network_client_sync_records.size());
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for (uint i = 0; i < (uint)_network_client_sync_records.size(); i++) {
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p->Send_uint32(_network_client_sync_records[i].seed_1);
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p->Send_uint64(_network_client_sync_records[i].state_checksum);
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}
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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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@@ -95,6 +95,7 @@ public:
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static NetworkRecvStatus SendError(NetworkErrorCode errorno, NetworkRecvStatus recvstatus = NETWORK_RECV_STATUS_OKAY);
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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 SendDesyncSyncData();
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static NetworkRecvStatus SendQuit();
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static NetworkRecvStatus SendAck();
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@@ -101,6 +101,16 @@ extern uint8 _network_reconnect;
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extern CompanyMask _network_company_passworded;
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/* Sync debugging */
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struct NetworkSyncRecord {
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uint32 frame;
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uint32 seed_1;
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uint64 state_checksum;
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};
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extern std::vector<NetworkSyncRecord> _network_client_sync_records;
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extern std::unique_ptr<std::array<NetworkSyncRecord, 1024>> _network_server_sync_records;
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extern uint32 _network_server_sync_records_next;
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void NetworkQueryServer(const std::string &connection_string);
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void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
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@@ -1202,6 +1202,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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DesyncExtraInfo info;
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info.client_name = client_name;
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info.client_id = this->client_id;
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info.desync_frame_seed = this->desync_frame_seed;
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info.desync_frame_state_checksum = this->desync_frame_state_checksum;
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CrashLog::DesyncCrashLog(&(this->desync_log), &server_desync_log, info);
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this->SendDesyncLog(server_desync_log);
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@@ -1243,6 +1245,39 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_MSG(Pack
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_SYNC_DATA(Packet *p)
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{
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uint32 frame = p->Recv_uint32();
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uint32 count = p->Recv_uint32();
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DEBUG(net, 2, "Received desync sync data: %u frames from %08X", count, frame);
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uint server_idx = UINT32_MAX;
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for (uint i = 0; i < _network_server_sync_records->size(); i++) {
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if ((*_network_server_sync_records)[i].frame == frame) {
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server_idx = i;
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break;
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}
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}
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if (server_idx == UINT32_MAX) return NETWORK_RECV_STATUS_OKAY;
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for (uint i = 0; i < count; i++) {
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uint32 seed_1 = p->Recv_uint32();
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uint64 state_checksum = p->Recv_uint64();
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const NetworkSyncRecord &record = (*_network_server_sync_records)[server_idx];
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if (record.frame != frame) break;
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if (record.seed_1 != seed_1 && this->desync_frame_seed == 0) this->desync_frame_seed = frame;
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if (record.state_checksum != state_checksum && this->desync_frame_state_checksum == 0) this->desync_frame_state_checksum = frame;
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frame++;
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server_idx = (server_idx + 1) % _network_server_sync_records->size();
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}
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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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@@ -39,6 +39,7 @@ protected:
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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_DESYNC_SYNC_DATA(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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@@ -86,6 +87,9 @@ public:
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std::string desync_log;
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uint desync_frame_seed = 0;
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uint desync_frame_state_checksum = 0;
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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