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Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r--src/network/network_server.cpp71
1 files changed, 56 insertions, 15 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 5f7601fb7..b5189da0e 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -63,6 +63,51 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
OrderBackup::ResetUser(this->client_id);
}
+NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
+{
+ assert(status != NETWORK_RECV_STATUS_OKAY);
+ /*
+ * Sending a message just before leaving the game calls cs->Send_Packets.
+ * This might invoke this function, which means that when we close the
+ * connection after cs->Send_Packets we will close an already closed
+ * connection. This handles that case gracefully without having to make
+ * that code any more complex or more aware of the validity of the socket.
+ */
+ if (this->sock == INVALID_SOCKET) return status;
+
+ if (status != NETWORK_RECV_STATUS_CONN_LOST && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
+ /* We did not receive a leave message from this client... */
+ char client_name[NETWORK_CLIENT_NAME_LENGTH];
+ NetworkClientSocket *new_cs;
+
+ NetworkGetClientName(client_name, sizeof(client_name), this);
+
+ NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
+
+ /* Inform other clients of this... strange leaving ;) */
+ FOR_ALL_CLIENT_SOCKETS(new_cs) {
+ if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
+ SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, this->client_id, NETWORK_ERROR_CONNECTION_LOST);
+ }
+ }
+ }
+
+ DEBUG(net, 1, "Closed client connection %d", this->client_id);
+
+ /* We just lost one client :( */
+ if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
+ extern byte _network_clients_connected;
+ _network_clients_connected--;
+
+ SetWindowDirty(WC_CLIENT_LIST, 0);
+
+ this->Send_Packets(true);
+
+ delete this->GetInfo();
+ delete this;
+
+ return status;
+}
static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
@@ -205,7 +250,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw
}
/* The client made a mistake, so drop his connection now! */
- return NetworkCloseClient(cs, NETWORK_RECV_STATUS_SERVER_ERROR);
+ return cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHECK_NEWGRFS)(NetworkClientSocket *cs)
@@ -245,7 +290,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_GAME_PASSWORD)(NetworkClientSoc
*/
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
- if (cs->status >= STATUS_AUTH_GAME) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
+ if (cs->status >= STATUS_AUTH_GAME) return cs->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
cs->status = STATUS_AUTH_GAME;
@@ -265,7 +310,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_COMPANY_PASSWORD)(NetworkClient
*/
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
- if (cs->status >= STATUS_AUTH_COMPANY) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
+ if (cs->status >= STATUS_AUTH_COMPANY) return cs->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
cs->status = STATUS_AUTH_COMPANY;
@@ -289,7 +334,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
NetworkClientSocket *new_cs;
/* Invalid packet when status is AUTH or higher */
- if (cs->status >= STATUS_AUTHORIZED) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
+ if (cs->status >= STATUS_AUTHORIZED) return cs->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
cs->status = STATUS_AUTHORIZED;
_network_game_info.clients_on++;
@@ -991,8 +1036,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
- this->CloseConnection();
- return NETWORK_RECV_STATUS_CONN_LOST;
+ return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
NetworkGetClientName(client_name, sizeof(client_name), this);
@@ -1010,8 +1054,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
}
}
- this->CloseConnection(false);
- return NETWORK_RECV_STATUS_CONN_LOST;
+ return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
@@ -1023,8 +1066,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
- this->CloseConnection();
- return NETWORK_RECV_STATUS_CONN_LOST;
+ return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
NetworkGetClientName(client_name, sizeof(client_name), this);
@@ -1037,8 +1079,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
}
}
- this->CloseConnection(false);
- return NETWORK_RECV_STATUS_CONN_LOST;
+ return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
@@ -1579,7 +1620,7 @@ void NetworkServer_Tick(bool send_frame)
/* Client did still not report in after 4 game-day, drop him
* (that is, the 3 of above, + 1 before any lag is counted) */
IConsolePrintF(CC_ERROR,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->client_id);
- NetworkCloseClient(cs, NETWORK_RECV_STATUS_SERVER_ERROR);
+ cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
continue;
}
@@ -1595,13 +1636,13 @@ void NetworkServer_Tick(bool send_frame)
uint lag = NetworkCalculateLag(cs);
if (lag > _settings_client.network.max_join_time) {
IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->client_id, _settings_client.network.max_join_time);
- NetworkCloseClient(cs, NETWORK_RECV_STATUS_SERVER_ERROR);
+ cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
}
} else if (cs->status == STATUS_INACTIVE) {
uint lag = NetworkCalculateLag(cs);
if (lag > 4 * DAY_TICKS) {
IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, 4 * DAY_TICKS);
- NetworkCloseClient(cs, NETWORK_RECV_STATUS_SERVER_ERROR);
+ cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
}
}