Change: reworked the debug levels for network facility (#9251)
It now follows very simple rules: 0 - Fatal, user should know about this 1 - Error, but we are recovering 2 - Warning, wrong but okay if you don't know 3 - Info, information you might care about 4 - 5 - Debug #1 - High level debug messages 6 - Debug #2 - Low level debug messages 7 - Trace information
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@@ -67,7 +67,7 @@ struct UDPSocket {
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std::unique_lock<std::mutex> lock(mutex, std::defer_lock);
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if (!lock.try_lock()) {
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if (++receive_iterations_locked % 32 == 0) {
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DEBUG(net, 0, "[udp] %s background UDP loop processing appears to be blocked. Your OS may be low on UDP send buffers.", name.c_str());
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DEBUG(net, 0, "%s background UDP loop processing appears to be blocked. Your OS may be low on UDP send buffers.", name.c_str());
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}
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return;
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}
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@@ -133,7 +133,7 @@ public:
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void MasterNetworkUDPSocketHandler::Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr)
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{
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_network_advertise_retries = 0;
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DEBUG(net, 2, "[udp] advertising on master server successful (%s)", NetworkAddress::AddressFamilyAsString(client_addr->GetAddress()->ss_family));
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DEBUG(net, 3, "Advertising on master server successful (%s)", NetworkAddress::AddressFamilyAsString(client_addr->GetAddress()->ss_family));
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/* We are advertised, but we don't want to! */
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if (!_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(false);
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@@ -142,7 +142,7 @@ void MasterNetworkUDPSocketHandler::Receive_MASTER_ACK_REGISTER(Packet *p, Netwo
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void MasterNetworkUDPSocketHandler::Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr)
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{
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_session_key = p->Recv_uint64();
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DEBUG(net, 2, "[udp] received new session key from master server (%s)", NetworkAddress::AddressFamilyAsString(client_addr->GetAddress()->ss_family));
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DEBUG(net, 6, "Received new session key from master server (%s)", NetworkAddress::AddressFamilyAsString(client_addr->GetAddress()->ss_family));
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}
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///*** Communication with clients (we are server) ***/
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@@ -175,7 +175,7 @@ void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet *p, Networ
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/* Let the client know that we are here */
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this->SendPacket(&packet, client_addr);
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DEBUG(net, 2, "[udp] queried from %s", client_addr->GetHostname());
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DEBUG(net, 7, "Queried from %s", client_addr->GetHostname());
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}
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void ServerNetworkUDPSocketHandler::Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr)
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@@ -252,7 +252,7 @@ void ServerNetworkUDPSocketHandler::Receive_CLIENT_GET_NEWGRFS(Packet *p, Networ
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uint8 in_reply_count = 0;
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size_t packet_len = 0;
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DEBUG(net, 6, "[udp] newgrf data request from %s", client_addr->GetAddressAsString().c_str());
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DEBUG(net, 7, "NewGRF data request from %s", client_addr->GetAddressAsString().c_str());
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num_grfs = p->Recv_uint8 ();
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if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
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@@ -314,7 +314,7 @@ void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet *p, NetworkAd
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/* Just a fail-safe.. should never happen */
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if (_network_udp_server) return;
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DEBUG(net, 4, "[udp] server response from %s", client_addr->GetAddressAsString().c_str());
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DEBUG(net, 3, "Server response from %s", client_addr->GetAddressAsString().c_str());
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/* Find next item */
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item = NetworkGameListAddItem(client_addr->GetAddressAsString(false));
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@@ -409,7 +409,7 @@ void ClientNetworkUDPSocketHandler::Receive_SERVER_NEWGRFS(Packet *p, NetworkAdd
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uint8 num_grfs;
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uint i;
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DEBUG(net, 6, "[udp] newgrf data reply from %s", client_addr->GetAddressAsString().c_str());
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DEBUG(net, 7, "NewGRF data reply from %s", client_addr->GetAddressAsString().c_str());
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num_grfs = p->Recv_uint8 ();
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if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
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@@ -441,7 +441,7 @@ static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
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for (NetworkAddress &addr : _broadcast_list) {
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Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
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DEBUG(net, 4, "[udp] broadcasting to %s", addr.GetHostname());
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DEBUG(net, 5, "Broadcasting to %s", addr.GetHostname());
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socket->SendPacket(&p, &addr, true, true);
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}
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@@ -461,7 +461,7 @@ void NetworkUDPQueryMasterServer()
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std::lock_guard<std::mutex> lock(_udp_client.mutex);
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_udp_client.socket->SendPacket(&p, &out_addr, true);
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DEBUG(net, 2, "[udp] master server queried at %s", out_addr.GetAddressAsString().c_str());
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DEBUG(net, 6, "Master server queried at %s", out_addr.GetAddressAsString().c_str());
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}
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/** Find all servers */
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@@ -470,7 +470,7 @@ void NetworkUDPSearchGame()
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/* We are still searching.. */
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if (_network_udp_broadcast > 0) return;
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DEBUG(net, 0, "[udp] searching server");
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DEBUG(net, 3, "Searching server");
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NetworkUDPBroadCast(_udp_client.socket);
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_network_udp_broadcast = 300; // Stay searching for 300 ticks
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@@ -481,7 +481,7 @@ void NetworkUDPSearchGame()
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*/
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static void NetworkUDPRemoveAdvertiseThread()
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{
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DEBUG(net, 1, "[udp] removing advertise from master server");
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DEBUG(net, 3, "Removing advertise from master server");
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/* Find somewhere to send */
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NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
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@@ -518,22 +518,22 @@ static void NetworkUDPAdvertiseThread()
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/* Find somewhere to send */
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NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
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DEBUG(net, 1, "[udp] advertising to master server");
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DEBUG(net, 3, "Advertising to master server");
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/* Add a bit more messaging when we cannot get a session key */
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static byte session_key_retries = 0;
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if (_session_key == 0 && session_key_retries++ == 2) {
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DEBUG(net, 0, "[udp] advertising to the master server is failing");
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DEBUG(net, 0, "[udp] we are not receiving the session key from the server");
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DEBUG(net, 0, "[udp] please allow udp packets from %s to you to be delivered", out_addr.GetAddressAsString(false).c_str());
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DEBUG(net, 0, "[udp] please allow udp packets from you to %s to be delivered", out_addr.GetAddressAsString(false).c_str());
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DEBUG(net, 0, "Advertising to the master server is failing");
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DEBUG(net, 0, " we are not receiving the session key from the server");
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DEBUG(net, 0, " please allow udp packets from %s to you to be delivered", out_addr.GetAddressAsString(false).c_str());
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DEBUG(net, 0, " please allow udp packets from you to %s to be delivered", out_addr.GetAddressAsString(false).c_str());
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}
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if (_session_key != 0 && _network_advertise_retries == 0) {
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DEBUG(net, 0, "[udp] advertising to the master server is failing");
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DEBUG(net, 0, "[udp] we are not receiving the acknowledgement from the server");
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DEBUG(net, 0, "[udp] this usually means that the master server cannot reach us");
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DEBUG(net, 0, "[udp] please allow udp and tcp packets to port %u to be delivered", _settings_client.network.server_port);
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DEBUG(net, 0, "[udp] please allow udp and tcp packets from port %u to be delivered", _settings_client.network.server_port);
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DEBUG(net, 0, "Advertising to the master server is failing");
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DEBUG(net, 0, " we are not receiving the acknowledgement from the server");
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DEBUG(net, 0, " this usually means that the master server cannot reach us");
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DEBUG(net, 0, " please allow udp and tcp packets to port %u to be delivered", _settings_client.network.server_port);
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DEBUG(net, 0, " please allow udp and tcp packets from port %u to be delivered", _settings_client.network.server_port);
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}
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/* Send the packet */
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@@ -589,7 +589,7 @@ void NetworkUDPInitialize()
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/* If not closed, then do it. */
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if (_udp_server.socket != nullptr) NetworkUDPClose();
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DEBUG(net, 1, "[udp] initializing listeners");
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DEBUG(net, 3, "Initializing UDP listeners");
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assert(_udp_client.socket == nullptr && _udp_server.socket == nullptr && _udp_master.socket == nullptr);
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std::scoped_lock lock(_udp_client.mutex, _udp_server.mutex, _udp_master.mutex);
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@@ -625,7 +625,7 @@ void NetworkUDPClose()
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_network_udp_server = false;
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_network_udp_broadcast = 0;
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DEBUG(net, 1, "[udp] closed listeners");
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DEBUG(net, 5, "Closed UDP listeners");
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}
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/** Receive the UDP packets. */
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