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Diffstat (limited to 'src/network/network.cpp')
-rw-r--r--src/network/network.cpp34
1 files changed, 17 insertions, 17 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 3b43ddbcd..a87aab88c 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -859,13 +859,13 @@ static void CheckClientAndServerName()
{
static const char *fallback_client_name = "Unnamed Client";
if (StrEmpty(_settings_client.network.client_name) || strcmp(_settings_client.network.client_name, fallback_client_name) == 0) {
- DEBUG(net, 0, "No \"client_name\" has been set, using \"%s\" instead. Please set this now using the \"name <new name>\" command.", fallback_client_name);
+ DEBUG(net, 1, "No \"client_name\" has been set, using \"%s\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name);
strecpy(_settings_client.network.client_name, fallback_client_name, lastof(_settings_client.network.client_name));
}
static const char *fallback_server_name = "Unnamed Server";
if (StrEmpty(_settings_client.network.server_name) || strcmp(_settings_client.network.server_name, fallback_server_name) == 0) {
- DEBUG(net, 0, "No \"server_name\" has been set, using \"%s\" instead. Please set this now using the \"server_name <new name>\" command.", fallback_server_name);
+ DEBUG(net, 1, "No \"server_name\" has been set, using \"%s\" instead. Please set this now using the \"server_name <new name>\" command", fallback_server_name);
strecpy(_settings_client.network.server_name, fallback_server_name, lastof(_settings_client.network.server_name));
}
}
@@ -883,17 +883,17 @@ bool NetworkServerStart()
NetworkDisconnect(false, false);
NetworkInitialize(false);
- DEBUG(net, 1, "starting listeners for clients");
+ DEBUG(net, 5, "Starting listeners for clients");
if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false;
/* Only listen for admins when the password isn't empty. */
if (!StrEmpty(_settings_client.network.admin_password)) {
- DEBUG(net, 1, "starting listeners for admins");
+ DEBUG(net, 5, "Starting listeners for admins");
if (!ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false;
}
/* Try to start UDP-server */
- DEBUG(net, 1, "starting listeners for incoming server queries");
+ DEBUG(net, 5, "Starting listeners for incoming server queries");
NetworkUDPServerListen();
_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
@@ -1044,7 +1044,7 @@ void NetworkGameLoop()
static bool check_sync_state = false;
static uint32 sync_state[2];
if (f == nullptr && next_date == 0) {
- DEBUG(net, 0, "Cannot open commands.log");
+ DEBUG(desync, 0, "Cannot open commands.log");
next_date = 1;
}
@@ -1052,15 +1052,15 @@ void NetworkGameLoop()
if (_date == next_date && _date_fract == next_date_fract) {
if (cp != nullptr) {
NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, nullptr, cp->text, cp->company);
- DEBUG(net, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd));
+ DEBUG(desync, 0, "Injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd));
free(cp);
cp = nullptr;
}
if (check_sync_state) {
if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
- DEBUG(net, 0, "sync check: %08x; %02x; match", _date, _date_fract);
+ DEBUG(desync, 0, "Sync check: %08x; %02x; match", _date, _date_fract);
} else {
- DEBUG(net, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
+ DEBUG(desync, 0, "Sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
_date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
NOT_REACHED();
}
@@ -1101,7 +1101,7 @@ void NetworkGameLoop()
/* Manually insert a pause when joining; this way the client can join at the exact right time. */
int ret = sscanf(p + 6, "%x; %x", &next_date, &next_date_fract);
assert(ret == 2);
- DEBUG(net, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract);
+ DEBUG(desync, 0, "Injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract);
cp = CallocT<CommandPacket>(1);
cp->company = COMPANY_SPECTATOR;
cp->cmd = CMD_PAUSE;
@@ -1117,16 +1117,16 @@ void NetworkGameLoop()
/* A message that is not very important to the log playback, but part of the log. */
#ifndef DEBUG_FAILED_DUMP_COMMANDS
} else if (strncmp(p, "cmdf: ", 6) == 0) {
- DEBUG(net, 0, "Skipping replay of failed command: %s", p + 6);
+ DEBUG(desync, 0, "Skipping replay of failed command: %s", p + 6);
#endif
} else {
/* Can't parse a line; what's wrong here? */
- DEBUG(net, 0, "trying to parse: %s", p);
+ DEBUG(desync, 0, "Trying to parse: %s", p);
NOT_REACHED();
}
}
if (f != nullptr && feof(f)) {
- DEBUG(net, 0, "End of commands.log");
+ DEBUG(desync, 0, "End of commands.log");
fclose(f);
f = nullptr;
}
@@ -1218,7 +1218,7 @@ public:
void OnConnect(SOCKET s) override
{
- DEBUG(net, 0, "Redirecting DEBUG() to %s", this->connection_string.c_str());
+ DEBUG(net, 3, "Redirecting DEBUG() to %s", this->connection_string.c_str());
extern SOCKET _debug_socket;
_debug_socket = s;
@@ -1233,7 +1233,7 @@ void NetworkStartDebugLog(const std::string &connection_string)
/** This tries to launch the network for a given OS */
void NetworkStartUp()
{
- DEBUG(net, 3, "[core] starting network...");
+ DEBUG(net, 3, "Starting network");
/* Network is available */
_network_available = NetworkCoreInitialize();
@@ -1246,7 +1246,7 @@ void NetworkStartUp()
_network_game_info = {};
NetworkInitialize();
- DEBUG(net, 3, "[core] network online, multiplayer available");
+ DEBUG(net, 3, "Network online, multiplayer available");
NetworkFindBroadcastIPs(&_broadcast_list);
}
@@ -1256,7 +1256,7 @@ void NetworkShutDown()
NetworkDisconnect(true);
NetworkUDPClose();
- DEBUG(net, 3, "[core] shutting down network");
+ DEBUG(net, 3, "Shutting down network");
_network_available = false;