Send server desync log to client
This commit is contained in:
@@ -509,7 +509,7 @@ char *CrashLog::FillDesyncCrashLog(char *buffer, const char *last, const DesyncE
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* @param filename_last The last position in the filename buffer.
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* @return true when the crash log was successfully written.
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*/
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bool CrashLog::WriteCrashLog(const char *buffer, char *filename, const char *filename_last, const char *name) const
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bool CrashLog::WriteCrashLog(const char *buffer, char *filename, const char *filename_last, const char *name, FILE **crashlog_file) const
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{
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seprintf(filename, filename_last, "%s%s.log", _personal_dir, name);
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@@ -519,7 +519,11 @@ bool CrashLog::WriteCrashLog(const char *buffer, char *filename, const char *fil
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size_t len = strlen(buffer);
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size_t written = fwrite(buffer, 1, len, file);
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if (crashlog_file) {
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*crashlog_file = file;
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} else {
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FioFCloseFile(file);
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}
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return len == written;
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}
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@@ -653,14 +657,14 @@ bool CrashLog::MakeDesyncCrashLog(const std::string *log_in, std::string *log_ou
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printf("Desync encountered (%s), generating desync log...\n", mode);
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char *b = this->FillDesyncCrashLog(buffer, lastof(buffer), info);
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if (log_out) log_out->assign(buffer);
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if (log_in && !log_in->empty()) {
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b = strecpy(b, "\n", lastof(buffer), true);
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b = strecpy(b, log_in->c_str(), lastof(buffer), true);
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}
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if (log_out) log_out->assign(buffer);
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bool bret = this->WriteCrashLog(buffer, filename, lastof(filename), name_buffer);
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bool bret = this->WriteCrashLog(buffer, filename, lastof(filename), name_buffer, info.log_file);
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if (bret) {
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printf("Desync log written to %s. Please add this file to any bug reports.\n\n", filename);
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} else {
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@@ -25,6 +25,7 @@ struct DesyncExtraInfo {
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};
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Flags flags = DEIF_NONE;
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FILE **log_file = nullptr; ///< save unclosed log file handle here
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};
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DECLARE_ENUM_AS_BIT_SET(DesyncExtraInfo::Flags)
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@@ -128,7 +129,7 @@ public:
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char *FillCrashLog(char *buffer, const char *last) const;
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char *FillDesyncCrashLog(char *buffer, const char *last, const DesyncExtraInfo &info) const;
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bool WriteCrashLog(const char *buffer, char *filename, const char *filename_last, const char *name = "crash") const;
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bool WriteCrashLog(const char *buffer, char *filename, const char *filename_last, const char *name = "crash", FILE **crashlog_file = nullptr) const;
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/**
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* Write the (crash) dump to a file.
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@@ -41,6 +41,8 @@ NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s) : info(nullptr), cl
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*/
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NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
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{
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if (this->ignore_close) return NETWORK_RECV_STATUS_CONN_LOST;
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/* Clients drop back to the main menu */
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if (!_network_server && _networking) {
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extern void ClientNetworkEmergencySave(); // from network_client.cpp
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@@ -102,6 +104,7 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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case PACKET_CLIENT_QUIT: return this->Receive_CLIENT_QUIT(p);
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case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(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_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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@@ -191,6 +194,7 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p) {
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
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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_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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@@ -124,6 +124,7 @@ enum PacketGameType {
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PACKET_CLIENT_ERROR, ///< A client reports an error to the server.
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PACKET_SERVER_ERROR_QUIT, ///< A server tells that a client has hit an error and did quit.
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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_END, ///< Must ALWAYS be on the end of this list!! (period)
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};
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@@ -160,6 +161,7 @@ private:
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NetworkClientInfo *info; ///< Client info related to this socket
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protected:
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bool ignore_close = false;
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NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);
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/**
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@@ -445,6 +447,7 @@ protected:
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*/
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virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
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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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/**
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* Notification that a client left the game:
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@@ -33,6 +33,7 @@
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#include "../thread.h"
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#include "../crashlog.h"
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#include "../core/checksum_func.hpp"
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#include "../fileio_func.h"
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#include "table/strings.h"
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@@ -162,6 +163,15 @@ ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
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_network_settings_access = false;
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delete this->savegame;
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if (this->desync_log_file) {
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if (!this->server_desync_log.empty()) {
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fwrite("\n", 1, 1, this->desync_log_file);
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fwrite(this->server_desync_log.data(), 1, this->server_desync_log.size(), this->desync_log_file);
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}
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FioFCloseFile(this->desync_log_file);
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this->desync_log_file = nullptr;
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}
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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@@ -175,6 +185,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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* that code any more complex or more aware of the validity of the socket.
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*/
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if (this->sock == INVALID_SOCKET) return status;
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if (this->status == STATUS_CLOSING) return status;
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DEBUG(net, 1, "Shutting down client connection %d", this->client_id);
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@@ -192,6 +203,12 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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DEBUG(net, 1, "Shutdown client connection %d", this->client_id);
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if (status == NETWORK_RECV_STATUS_DESYNC) {
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this->status = STATUS_CLOSING;
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this->ignore_close = true;
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this->ReceivePackets();
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}
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delete this->GetInfo();
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delete this;
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@@ -302,6 +319,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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DEBUG(net, 0, "Sync error detected!");
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std::string desync_log;
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info.log_file = &(my_client->desync_log_file);
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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->ClientError(NETWORK_RECV_STATUS_DESYNC);
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@@ -968,6 +986,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
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{
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if (this->status == STATUS_CLOSING) return NETWORK_RECV_STATUS_OKAY;
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if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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_frame_counter_server = p->Recv_uint32();
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@@ -1002,6 +1021,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
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{
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if (this->status == STATUS_CLOSING) return NETWORK_RECV_STATUS_OKAY;
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if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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_sync_frame = p->Recv_uint32();
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@@ -1016,6 +1036,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
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{
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if (this->status == STATUS_CLOSING) return NETWORK_RECV_STATUS_OKAY;
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if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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CommandPacket cp;
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@@ -1035,6 +1056,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
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{
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if (this->status == STATUS_CLOSING) return NETWORK_RECV_STATUS_OKAY;
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if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
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@@ -1092,6 +1114,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Pack
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if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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ClientID client_id = (ClientID)p->Recv_uint32();
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if (client_id == _network_own_client_id) return NETWORK_RECV_STATUS_OKAY; // do not try to clear our own client info
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci != nullptr) {
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@@ -1104,6 +1127,15 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Pack
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_DESYNC_LOG(Packet *p)
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{
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uint size = p->Recv_uint16();
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this->server_desync_log.resize(this->server_desync_log.size() + size);
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p->Recv_binary(const_cast<char *>(this->server_desync_log.data() + this->server_desync_log.size() - size), size);
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DEBUG(net, 2, "Received %u bytes of server desync log", size);
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
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{
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if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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@@ -32,11 +32,15 @@ private:
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STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map.
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STATUS_MAP, ///< The client is downloading the map.
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STATUS_ACTIVE, ///< The client is active within in the game.
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STATUS_CLOSING, ///< The client connection is in the process of being closed.
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STATUS_END, ///< Must ALWAYS be on the end of this list!! (period)
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};
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ServerStatus status; ///< Status of the connection with the server.
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FILE *desync_log_file = nullptr;
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std::string server_desync_log;
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protected:
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friend void NetworkExecuteLocalCommandQueue();
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friend void NetworkClose(bool close_admins);
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@@ -63,6 +67,7 @@ protected:
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NetworkRecvStatus Receive_SERVER_CHAT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_DESYNC_LOG(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_RCON(Packet *p) override;
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@@ -323,7 +323,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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if (cs->writable) {
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if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
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if (cs->status == STATUS_CLOSE_PENDING) {
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SendPacketsState send_state = cs->SendPackets(true);
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if (send_state == SPS_CLOSED) {
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cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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} else if (send_state != SPS_PARTLY_SENT && send_state != SPS_NONE_SENT) {
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ShutdownSocket(cs->sock, true, false, 2);
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}
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} else if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
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/* This client is in the middle of a map-send, call the function for that */
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cs->SendMap();
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}
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@@ -464,6 +471,20 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
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return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendDesyncLog(const std::string &log)
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{
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for (size_t offset = 0; offset < log.size();) {
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Packet *p = new Packet(PACKET_SERVER_DESYNC_LOG);
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size_t size = min<size_t>(log.size() - offset, SHRT_MAX - 2 - p->size);
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p->Send_uint16(size);
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p->Send_binary(log.data() + offset, size);
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this->SendPacket(p);
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offset += size;
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}
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send the check for the NewGRFs. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
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{
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@@ -1214,15 +1235,22 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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NetworkAdminClientError(this->client_id, errorno);
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if (errorno == NETWORK_ERROR_DESYNC) {
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CrashLog::DesyncCrashLog(&(this->desync_log), nullptr, DesyncExtraInfo{});
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std::string server_desync_log;
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CrashLog::DesyncCrashLog(&(this->desync_log), &server_desync_log, DesyncExtraInfo{});
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this->SendDesyncLog(server_desync_log);
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// decrease the sync frequency for this point onwards
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_settings_client.network.sync_freq = min<uint16>(_settings_client.network.sync_freq, 16);
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// have the server and all clients run some sanity checks
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NetworkSendCommand(0, 0, 0, CMD_DESYNC_CHECK, nullptr, nullptr, _local_company, 0);
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}
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SendPacketsState send_state = this->SendPackets(true);
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if (send_state != SPS_CLOSED) {
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this->status = STATUS_CLOSE_PENDING;
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return NETWORK_RECV_STATUS_OKAY;
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}
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}
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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@@ -1956,6 +1984,7 @@ void NetworkServer_Tick(bool send_frame)
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break;
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case NetworkClientSocket::STATUS_MAP_WAIT:
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case NetworkClientSocket::STATUS_CLOSE_PENDING:
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/* This is an internal state where we do not wait
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* on the client to move to a different state. */
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break;
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@@ -1965,7 +1994,7 @@ void NetworkServer_Tick(bool send_frame)
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NOT_REACHED();
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}
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if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
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if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE && cs->status != NetworkClientSocket::STATUS_CLOSE_PENDING) {
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/* Check if we can send command, and if we have anything in the queue */
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NetworkHandleCommandQueue(cs);
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@@ -2027,7 +2056,8 @@ void NetworkServerShowStatusToConsole()
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"loading map",
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"map done",
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"ready",
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"active"
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"active",
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"close pending"
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};
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assert_compile(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
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@@ -64,6 +64,7 @@ public:
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STATUS_DONE_MAP, ///< The client has downloaded the map.
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STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames.
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STATUS_ACTIVE, ///< The client is active within in the game.
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STATUS_CLOSE_PENDING, ///< The client connection is pending closure.
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STATUS_END, ///< Must ALWAYS be on the end of this list!! (period).
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};
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@@ -100,6 +101,7 @@ public:
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NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
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NetworkRecvStatus SendError(NetworkErrorCode error);
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NetworkRecvStatus SendDesyncLog(const std::string &log);
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NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, NetworkTextMessageData data);
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NetworkRecvStatus SendJoin(ClientID client_id);
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NetworkRecvStatus SendFrame();
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