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Fix: [Network] clients leaving because of broken connections was not broadcasted (#9238)
The code mixed up "client has quit but we already told everyone" with "client lost connection, handle this". Split up those two signals: - CLIENT_QUIT means we told everyone and the connection is now dead - CONNECTION_LIST means we should tell everyone we lost a client
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@ -20,16 +20,17 @@ void NetworkCoreShutdown();
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/** Status of a network client; reasons why a client has quit */
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enum NetworkRecvStatus {
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NETWORK_RECV_STATUS_OKAY, ///< Everything is okay
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NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur
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NETWORK_RECV_STATUS_NEWGRF_MISMATCH, ///< We did not have the required NewGRFs
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NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame
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NETWORK_RECV_STATUS_CONN_LOST, ///< The connection is 'just' lost
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NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
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NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error
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NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full
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NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us
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NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done querying the server
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NETWORK_RECV_STATUS_OKAY, ///< Everything is okay.
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NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur.
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NETWORK_RECV_STATUS_NEWGRF_MISMATCH, ///< We did not have the required NewGRFs.
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NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame.
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NETWORK_RECV_STATUS_CLIENT_QUIT, ///< The connection is lost gracefully. Other clients are already informed of this leaving client.
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NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet.
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NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error.
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NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full.
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NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us.
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NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done querying the server.
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NETWORK_RECV_STATUS_CONNECTION_LOST, ///< The connection is lost unexpectedly.
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};
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/** Forward declaration due to circular dependencies */
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@ -41,7 +41,7 @@ NetworkAdminSocketHandler::~NetworkAdminSocketHandler()
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NetworkRecvStatus NetworkAdminSocketHandler::CloseConnection(bool error)
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{
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delete this;
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return NETWORK_RECV_STATUS_CONN_LOST;
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return NETWORK_RECV_STATUS_CLIENT_QUIT;
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}
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/**
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@ -48,10 +48,10 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
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_networking = false;
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_CONN_LOST;
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return NETWORK_RECV_STATUS_CLIENT_QUIT;
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}
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return this->CloseConnection(error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
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return this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);
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}
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@ -585,13 +585,13 @@ void NetworkClose(bool close_admins)
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}
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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cs->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
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}
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ServerNetworkGameSocketHandler::CloseListeners();
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ServerNetworkAdminSocketHandler::CloseListeners();
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} else if (MyClient::my_client != nullptr) {
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MyClient::SendQuit();
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MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
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}
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TCPConnecter::KillAll();
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@ -656,7 +656,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
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p->Recv_string(name, sizeof(name));
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if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
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/* The server validates the name when receiving it from clients, so when it is wrong
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* here something went really wrong. In the best case the packet got malformed on its
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* way too us, in the worst case the server is broken or compromised. */
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@ -256,7 +256,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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*/
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if (this->sock == INVALID_SOCKET) return status;
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if (status != NETWORK_RECV_STATUS_CONN_LOST && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
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if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
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/* We did not receive a leave message from this client... */
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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@ -893,7 +893,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
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p->Recv_string(name, sizeof(name));
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playas = (Owner)p->Recv_uint8();
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
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/* join another company does not affect these values */
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switch (playas) {
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@ -1077,7 +1077,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
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CommandPacket cp;
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const char *err = this->ReceiveCommand(p, &cp);
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
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NetworkClientInfo *ci = this->GetInfo();
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@ -1136,7 +1136,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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/* The client was never joined.. thank the client for the packet, but ignore it */
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if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
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}
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this->GetClientName(client_name, lastof(client_name));
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@ -1156,7 +1156,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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NetworkAdminClientError(this->client_id, errorno);
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
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@ -1167,7 +1167,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
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/* The client was never joined.. thank the client for the packet, but ignore it */
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if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
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}
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this->GetClientName(client_name, lastof(client_name));
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@ -1182,7 +1182,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
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NetworkAdminClientQuit(this->client_id);
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
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@ -1412,7 +1412,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
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p->Recv_string(client_name, sizeof(client_name));
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ci = this->GetInfo();
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
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if (ci != nullptr) {
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if (!NetworkIsValidClientName(client_name)) {
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