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author | Bjarni Thor <bjarni@bjarnithor.com> | 2020-01-21 15:39:10 +0000 |
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committer | Charles Pigott <charlespigott@googlemail.com> | 2020-02-04 22:17:39 +0000 |
commit | 5880f1479f21157158dbe862e4cb1118e0cfbfae (patch) | |
tree | 83597e5e42c96594646ccc548a915f303488b044 /src/network/network_client.cpp | |
parent | b5d56559d2ec16512dd8a0346406bf36486ebf7c (diff) | |
download | openttd-5880f1479f21157158dbe862e4cb1118e0cfbfae.tar.xz |
Feature #7756: Allow server to supply a reason to kicked/banned clients
This commit adds the missing feature of allowing the server owner to
provide a reason for kicking/banning a client, which the client sees in
a pop-up window after being kicked. The implementation extends the
network protocol by adding a new network action called
NETWORK_ACTION_KICKED that is capable of having an error string, unlike
the other network error packages. Additionally, the kick function
broadcasts a message to all clients about the kicked client and the
reason for the kick.
Diffstat (limited to 'src/network/network_client.cpp')
-rw-r--r-- | src/network/network_client.cpp | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index 08ec7823e..74b802f91 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -687,8 +687,15 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p StringID err = STR_NETWORK_ERROR_LOSTCONNECTION; if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error]; - - ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL); + /* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */ + if (error == NETWORK_ERROR_KICKED && p->CanReadFromPacket(1)) { + char kick_msg[255]; + p->Recv_string(kick_msg, sizeof(kick_msg)); + SetDParamStr(0, kick_msg); + ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL); + } else { + ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL); + } /* Perform an emergency save if we had already entered the game */ if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave(); |