Add client desync log to server desync log output
This commit is contained in:
@@ -610,7 +610,7 @@ bool CrashLog::MakeCrashLog() const
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* information like paths to the console.
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* @return true when everything is made successfully.
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*/
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bool CrashLog::MakeDesyncCrashLog() const
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bool CrashLog::MakeDesyncCrashLog(const std::string *log_in, std::string *log_out) const
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{
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char filename[MAX_PATH];
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char buffer[65536 * 2];
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@@ -624,7 +624,14 @@ bool CrashLog::MakeDesyncCrashLog() const
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strftime(name_buffer_date, lastof(name_buffer) - name_buffer_date, "%Y%m%dT%H%M%SZ", gmtime(&cur_time));
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printf("Desync encountered (%s), generating desync log...\n", mode);
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this->FillDesyncCrashLog(buffer, lastof(buffer));
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char *b = this->FillDesyncCrashLog(buffer, lastof(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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if (bret) {
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@@ -128,7 +128,7 @@ public:
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bool WriteScreenshot(char *filename, const char *filename_last, const char *name = "crash") const;
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bool MakeCrashLog() const;
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bool MakeDesyncCrashLog() const;
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bool MakeDesyncCrashLog(const std::string *log_in, std::string *log_out) const;
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bool MakeCrashSavegameAndScreenshot() const;
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/**
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@@ -138,7 +138,7 @@ public:
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*/
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static void InitialiseCrashLog();
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static void DesyncCrashLog();
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static void DesyncCrashLog(const std::string *log_in, std::string *log_out);
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static void SetErrorMessage(const char *message);
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static void AfterCrashLogCleanup();
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@@ -62,6 +62,9 @@ typedef unsigned long in_addr_t;
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# define ioctlsocket ioctl
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# define closesocket close
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# define GET_LAST_ERROR() (errno)
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# define SD_RECEIVE SHUT_RD
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# define SD_SEND SHUT_WR
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# define SD_BOTH SHUT_RDWR
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/* Need this for FIONREAD on solaris */
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# define BSD_COMP
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@@ -102,6 +105,9 @@ typedef unsigned long in_addr_t;
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# define ioctlsocket ioctl
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# define closesocket close
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# define GET_LAST_ERROR() (sock_errno())
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# define SD_RECEIVE SHUT_RD
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# define SD_SEND SHUT_WR
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# define SD_BOTH SHUT_RDWR
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/* Includes needed for OS/2 systems */
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# include <types.h>
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@@ -166,6 +172,21 @@ static inline bool SetNonBlocking(SOCKET d)
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return ioctlsocket(d, FIONBIO, &nonblocking) == 0;
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}
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/**
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* Try to set the socket into blocking mode.
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* @param d The socket to set the blocking more for.
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* @return True if setting the blocking mode succeeded, otherwise false.
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*/
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static inline bool SetBlocking(SOCKET d)
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{
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#ifdef _WIN32
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u_long nonblocking = 0;
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#else
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int nonblocking = 0;
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#endif
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return ioctlsocket(d, FIONBIO, &nonblocking) == 0;
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}
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/**
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* Try to set the socket to not delay sending.
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* @param d The socket to disable the delaying for.
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@@ -179,6 +200,32 @@ static inline bool SetNoDelay(SOCKET d)
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return setsockopt(d, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b)) == 0;
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}
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/**
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* Try to shutdown the socket in one or both directions.
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* @param d The socket to disable the delaying for.
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* @param read Whether to shutdown the read direction.
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* @param write Whether to shutdown the write direction.
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* @param linger_timeout The socket linger timeout.
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* @return True if successful
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*/
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static inline bool ShutdownSocket(SOCKET d, bool read, bool write, uint linger_timeout)
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{
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if (!read && !write) return true;
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#ifdef _WIN32
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LINGER ln = { 1U, (uint16) linger_timeout };
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#else
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struct linger ln = { 1, (int) linger_timeout };
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#endif
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setsockopt(d, SOL_SOCKET, SO_LINGER, (const char*)&ln, sizeof(ln));
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int how = SD_BOTH;
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if (!read) how = SD_SEND;
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if (!write) how = SD_RECEIVE;
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return shutdown(d, how) == 0;
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}
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/* Make sure these structures have the size we expect them to be */
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assert_compile(sizeof(in_addr) == 4); ///< IPv4 addresses should be 4 bytes.
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assert_compile(sizeof(in6_addr) == 16); ///< IPv6 addresses should be 16 bytes.
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@@ -99,6 +99,7 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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case PACKET_CLIENT_SET_NAME: return this->Receive_CLIENT_SET_NAME(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_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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@@ -185,6 +186,7 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
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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_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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@@ -121,6 +121,7 @@ enum PacketGameType {
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PACKET_SERVER_QUIT, ///< A server tells that a client has quit.
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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_END, ///< Must ALWAYS be on the end of this list!! (period)
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};
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@@ -426,6 +427,7 @@ protected:
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* @param p The packet that was just received.
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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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/**
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* Notification that a client left the game:
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@@ -174,16 +174,22 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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*/
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if (this->sock == INVALID_SOCKET) return status;
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DEBUG(net, 1, "Closed client connection %d", this->client_id);
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DEBUG(net, 1, "Shutting down client connection %d", this->client_id);
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SetBlocking(this->sock);
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this->SendPackets(true);
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ShutdownSocket(this->sock, false, true, 2);
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/* Wait a number of ticks so our leave message can reach the server.
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* This is especially needed for Windows servers as they seem to get
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* the "socket is closed" message before receiving our leave message,
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* which would trigger the server to close the connection as well. */
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CSleep(3 * MILLISECONDS_PER_TICK);
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DEBUG(net, 1, "Shutdown client connection %d", this->client_id);
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delete this->GetInfo();
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delete this;
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@@ -223,6 +229,8 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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SendError(errorno);
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}
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this->SendPackets();
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ClientNetworkEmergencySave();
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_switch_mode = SM_MENU;
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@@ -281,9 +289,11 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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NetworkError(STR_NETWORK_ERROR_DESYNC);
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DEBUG(desync, 1, "sync_err: date{%08x; %02x; %02x}", _date, _date_fract, _tick_skip_counter);
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DEBUG(net, 0, "Sync error detected!");
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my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
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CrashLog::DesyncCrashLog();
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std::string desync_log;
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CrashLog::DesyncCrashLog(nullptr, &desync_log);
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my_client->SendDesyncLog(desync_log);
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my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
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return false;
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}
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@@ -469,6 +479,22 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
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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::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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size_t size = min<size_t>(log.size() - offset, SHRT_MAX - 2);
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Packet *p = new Packet(PACKET_CLIENT_DESYNC_LOG);
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p->Send_uint16(size);
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p->Send_binary(log.data() + offset, size);
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my_client->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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/**
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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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@@ -86,6 +86,7 @@ public:
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static NetworkRecvStatus SendJoin();
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static NetworkRecvStatus SendCommand(const CommandPacket *cp);
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static NetworkRecvStatus SendError(NetworkErrorCode errorno);
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static NetworkRecvStatus SendDesyncLog(const std::string &log);
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static NetworkRecvStatus SendQuit();
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static NetworkRecvStatus SendAck();
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@@ -1171,7 +1171,7 @@ 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();
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CrashLog::DesyncCrashLog(&(this->desync_log), nullptr);
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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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@@ -1180,6 +1180,16 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_LOG(Packet *p)
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{
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uint size = p->Recv_uint16();
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this->desync_log.resize(this->desync_log.size() + size);
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p->Recv_binary(const_cast<char *>(this->desync_log.data() + this->desync_log.size() - size), size);
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DEBUG(net, 2, "Received %u bytes of client desync log", size);
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this->receive_limit += p->size;
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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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@@ -38,6 +38,7 @@ protected:
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NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override;
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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_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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@@ -75,6 +76,8 @@ public:
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struct PacketWriter *savegame; ///< Writer used to write the savegame.
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NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
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std::string desync_log;
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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@@ -516,8 +516,8 @@ void CDECL HandleCrash(int signum, siginfo_t *si, void *context)
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}
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}
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/* static */ void CrashLog::DesyncCrashLog()
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/* static */ void CrashLog::DesyncCrashLog(const std::string *log_in, std::string *log_out)
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{
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CrashLogOSX log(CrashLogOSX::DesyncTag{});
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log.MakeDesyncCrashLog();
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log.MakeDesyncCrashLog(log_in, log_out);
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}
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@@ -620,8 +620,8 @@ static void CDECL HandleCrash(int signum)
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}
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}
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/* static */ void CrashLog::DesyncCrashLog()
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/* static */ void CrashLog::DesyncCrashLog(const std::string *log_in, std::string *log_out)
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{
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CrashLogUnix log(CrashLogUnix::DesyncTag{});
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log.MakeDesyncCrashLog();
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log.MakeDesyncCrashLog(log_in, log_out);
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}
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@@ -612,10 +612,10 @@ static void CDECL CustomAbort(int signal)
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SetUnhandledExceptionFilter(ExceptionHandler);
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}
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/* static */ void CrashLog::DesyncCrashLog()
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/* static */ void CrashLog::DesyncCrashLog(const std::string *log_in, std::string *log_out)
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{
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CrashLogWindows log(nullptr);
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log.MakeDesyncCrashLog();
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log.MakeDesyncCrashLog(log_in, log_out);
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}
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/* The crash log GUI */
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