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-rw-r--r--src/network/network_admin.cpp5
-rw-r--r--src/network/network_server.cpp20
2 files changed, 12 insertions, 13 deletions
diff --git a/src/network/network_admin.cpp b/src/network/network_admin.cpp
index a5726093c..3bda0ae84 100644
--- a/src/network/network_admin.cpp
+++ b/src/network/network_admin.cpp
@@ -208,9 +208,12 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientJoin(ClientID clien
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientInfo(const NetworkClientSocket *cs)
{
+ /* Only send data when we're a proper client, not just someone trying to query the server. */
+ const NetworkClientInfo *ci = cs->GetInfo();
+ if (ci == NULL) return NETWORK_RECV_STATUS_OKAY;
+
Packet *p = new Packet(ADMIN_PACKET_SERVER_CLIENT_INFO);
- const NetworkClientInfo *ci = cs->GetInfo();
p->Send_uint32(ci->client_id);
p->Send_string(const_cast<NetworkAddress &>(cs->client_address).GetHostname());
p->Send_string(ci->client_name);
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index cc3fd09d0..c2db408fa 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -161,12 +161,6 @@ ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : Netwo
* each Socket will be associated with at most one Info object. As
* such if the Socket was allocated the Info object can as well. */
assert_compile(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
- assert(NetworkClientInfo::CanAllocateItem());
-
- NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
- this->SetInfo(ci);
- ci->client_playas = COMPANY_INACTIVE_CLIENT;
- ci->join_date = _date;
}
/**
@@ -794,7 +788,6 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
}
char name[NETWORK_CLIENT_NAME_LENGTH];
- NetworkClientInfo *ci;
CompanyID playas;
NetworkLanguage client_lang;
char client_revision[NETWORK_REVISION_LENGTH];
@@ -840,8 +833,10 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
return this->SendError(NETWORK_ERROR_NAME_IN_USE);
}
- ci = this->GetInfo();
-
+ assert(NetworkClientInfo::CanAllocateItem());
+ NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
+ this->SetInfo(ci);
+ ci->join_date = _date;
strecpy(ci->client_name, name, lastof(ci->client_name));
ci->client_playas = playas;
ci->client_lang = client_lang;
@@ -1221,7 +1216,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
ci_to = NULL;
FOR_ALL_CLIENT_SOCKETS(cs) {
ci = cs->GetInfo();
- if (ci->client_playas == (CompanyID)dest) {
+ if (ci != NULL && ci->client_playas == (CompanyID)dest) {
cs->SendChat(action, from_id, false, msg, data);
if (cs->client_id == from_id) show_local = false;
ci_to = ci; // Remember a client that is in the company for company-name
@@ -1834,8 +1829,9 @@ void NetworkServerShowStatusToConsole()
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
- uint lag = NetworkCalculateLag(cs);
NetworkClientInfo *ci = cs->GetInfo();
+ if (ci == NULL) continue;
+ uint lag = NetworkCalculateLag(cs);
const char *status;
status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
@@ -1967,7 +1963,7 @@ void ServerNetworkGameSocketHandler::GetClientName(char *client_name, size_t siz
{
const NetworkClientInfo *ci = this->GetInfo();
- if (StrEmpty(ci->client_name)) {
+ if (ci == NULL || StrEmpty(ci->client_name)) {
snprintf(client_name, size, "Client #%4d", this->client_id);
} else {
ttd_strlcpy(client_name, ci->client_name, size);