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author | Patric Stout <truebrain@openttd.org> | 2021-09-19 22:52:46 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-09-19 21:52:46 +0100 |
commit | d9f8ed7bdf5de55b339636f96d8958d04e6d6c6c (patch) | |
tree | 1ac04d7338172aa5f29fa21b3a4cfa8bfdd33d99 | |
parent | 7e70ead39629c557c4580d1d66be0cdcc37480ec (diff) | |
download | openttd-d9f8ed7bdf5de55b339636f96d8958d04e6d6c6c.tar.xz |
Add: [Network] On join, log the ClientID + IP + Name clearly (#9558)
Additionally, reword the disconnect to match connect / join messages.
Co-authored-by: Berbe <4251220+Berbe@users.noreply.github.com>
-rw-r--r-- | src/network/network_server.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index 993053469..cc2d748d9 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -281,7 +281,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta } NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST); - Debug(net, 3, "Closed client connection {}", this->client_id); + Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id); /* We just lost one client :( */ if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--; @@ -948,6 +948,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet * NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id); InvalidateWindowData(WC_CLIENT_LIST, 0); + Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name); + /* Mark the client as pre-active, and wait for an ACK * so we know it is done loading and in sync with us */ this->status = STATUS_PRE_ACTIVE; |