Network: Log received packets at log level net=3
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@@ -68,6 +68,8 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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this->last_packet = std::chrono::steady_clock::now();
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DEBUG(net, 3, "[tcp/game] received packet type %d from client %d, %s", type, this->client_id, this->GetDebugInfo().c_str());
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switch (this->HasClientQuit() ? PACKET_END : type) {
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case PACKET_SERVER_FULL: return this->Receive_SERVER_FULL(p);
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case PACKET_SERVER_BANNED: return this->Receive_SERVER_BANNED(p);
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@@ -207,3 +209,5 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p) { ret
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
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std::string NetworkGameSocketHandler::GetDebugInfo() const { return ""; }
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@@ -581,6 +581,8 @@ public:
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const char *ReceiveCommand(Packet *p, CommandPacket *cp);
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void SendCommand(Packet *p, const CommandPacket *cp);
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virtual std::string GetDebugInfo() const;
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};
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#endif /* NETWORK_CORE_TCP_GAME_H */
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@@ -1359,6 +1359,11 @@ void ClientNetworkGameSocketHandler::CheckConnection()
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ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
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}
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std::string ClientNetworkGameSocketHandler::GetDebugInfo() const
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{
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return stdstr_fmt("status: %d", this->status);
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}
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/** Is called after a client is connected to the server */
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void NetworkClient_Connected()
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@@ -86,6 +86,8 @@ public:
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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void ClientError(NetworkRecvStatus res);
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std::string GetDebugInfo() const override;
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static NetworkRecvStatus SendCompanyInformationQuery();
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static NetworkRecvStatus SendJoin();
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@@ -132,7 +132,7 @@ struct PacketWriter : SaveFilter {
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for (auto &p : this->packets) {
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if (p->GetPacketType() == PACKET_SERVER_MAP_DONE) last_packet = true;
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socket->SendPacket(std::move(p));
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}
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this->prepend_packets.clear();
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this->packets.clear();
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@@ -1588,6 +1588,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
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return NETWORK_RECV_STATUS_OKAY;
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}
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std::string ServerNetworkGameSocketHandler::GetDebugInfo() const
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{
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return stdstr_fmt("status: %d", this->status);
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}
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/**
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* Package some generic company information into a packet.
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* @param p The packet that will contain the data.
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@@ -113,6 +113,8 @@ public:
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NetworkRecvStatus SendConfigUpdate();
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NetworkRecvStatus SendSettingsAccessUpdate(bool ok);
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std::string GetDebugInfo() const override;
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static void Send();
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static void AcceptConnection(SOCKET s, const NetworkAddress &address);
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static bool AllowConnection();
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