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-rw-r--r--src/network/network_server.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 993053469..cc2d748d9 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -281,7 +281,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
}
NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
- Debug(net, 3, "Closed client connection {}", this->client_id);
+ Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
/* We just lost one client :( */
if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
@@ -948,6 +948,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
InvalidateWindowData(WC_CLIENT_LIST, 0);
+ Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
+
/* Mark the client as pre-active, and wait for an ACK
* so we know it is done loading and in sync with us */
this->status = STATUS_PRE_ACTIVE;