diff options
Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r-- | src/network/network_server.cpp | 71 |
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); } } |