Send server desync log to client

This commit is contained in:
Jonathan G Rennison
2019-08-21 19:15:02 +01:00
parent 459a49cb24
commit 6ce7f22fe6
8 changed files with 92 additions and 11 deletions

View File

@@ -323,7 +323,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->writable) {
if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
if (cs->status == STATUS_CLOSE_PENDING) {
SendPacketsState send_state = cs->SendPackets(true);
if (send_state == SPS_CLOSED) {
cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
} else if (send_state != SPS_PARTLY_SENT && send_state != SPS_NONE_SENT) {
ShutdownSocket(cs->sock, true, false, 2);
}
} else if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
/* This client is in the middle of a map-send, call the function for that */
cs->SendMap();
}
@@ -464,6 +471,20 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::SendDesyncLog(const std::string &log)
{
for (size_t offset = 0; offset < log.size();) {
Packet *p = new Packet(PACKET_SERVER_DESYNC_LOG);
size_t size = min<size_t>(log.size() - offset, SHRT_MAX - 2 - p->size);
p->Send_uint16(size);
p->Send_binary(log.data() + offset, size);
this->SendPacket(p);
offset += size;
}
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the check for the NewGRFs. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{
@@ -1214,15 +1235,22 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
NetworkAdminClientError(this->client_id, errorno);
if (errorno == NETWORK_ERROR_DESYNC) {
CrashLog::DesyncCrashLog(&(this->desync_log), nullptr, DesyncExtraInfo{});
std::string server_desync_log;
CrashLog::DesyncCrashLog(&(this->desync_log), &server_desync_log, DesyncExtraInfo{});
this->SendDesyncLog(server_desync_log);
// decrease the sync frequency for this point onwards
_settings_client.network.sync_freq = min<uint16>(_settings_client.network.sync_freq, 16);
// have the server and all clients run some sanity checks
NetworkSendCommand(0, 0, 0, CMD_DESYNC_CHECK, nullptr, nullptr, _local_company, 0);
}
SendPacketsState send_state = this->SendPackets(true);
if (send_state != SPS_CLOSED) {
this->status = STATUS_CLOSE_PENDING;
return NETWORK_RECV_STATUS_OKAY;
}
}
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
@@ -1956,6 +1984,7 @@ void NetworkServer_Tick(bool send_frame)
break;
case NetworkClientSocket::STATUS_MAP_WAIT:
case NetworkClientSocket::STATUS_CLOSE_PENDING:
/* This is an internal state where we do not wait
* on the client to move to a different state. */
break;
@@ -1965,7 +1994,7 @@ void NetworkServer_Tick(bool send_frame)
NOT_REACHED();
}
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE && cs->status != NetworkClientSocket::STATUS_CLOSE_PENDING) {
/* Check if we can send command, and if we have anything in the queue */
NetworkHandleCommandQueue(cs);
@@ -2027,7 +2056,8 @@ void NetworkServerShowStatusToConsole()
"loading map",
"map done",
"ready",
"active"
"active",
"close pending"
};
assert_compile(lengthof(stat_str) == NetworkClientSocket::STATUS_END);