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-rw-r--r--src/network/core/core.h3
-rw-r--r--src/network/core/tcp.cpp4
-rw-r--r--src/network/core/tcp.h2
-rw-r--r--src/network/core/tcp_game.cpp4
-rw-r--r--src/network/core/tcp_game.h2
-rw-r--r--src/network/core/udp.cpp4
-rw-r--r--src/network/core/udp.h2
-rw-r--r--src/network/network.cpp15
-rw-r--r--src/network/network_internal.h2
-rw-r--r--src/network/network_server.cpp20
10 files changed, 27 insertions, 31 deletions
diff --git a/src/network/core/core.h b/src/network/core/core.h
index 4fca89f54..89c316402 100644
--- a/src/network/core/core.h
+++ b/src/network/core/core.h
@@ -50,9 +50,10 @@ public:
/**
* Close the current connection; for TCP this will be mostly equivalent
* to Close(), but for UDP it just means the packet has to be dropped.
+ * @param error Whether we quit under an error condition or not.
* @return new status of the connection.
*/
- virtual NetworkRecvStatus CloseConnection() { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }
+ virtual NetworkRecvStatus CloseConnection(bool error = true) { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }
/**
* Whether the current client connected to the socket has quit.
diff --git a/src/network/core/tcp.cpp b/src/network/core/tcp.cpp
index a80defb4c..dd79edbb5 100644
--- a/src/network/core/tcp.cpp
+++ b/src/network/core/tcp.cpp
@@ -27,10 +27,10 @@ NetworkTCPSocketHandler::~NetworkTCPSocketHandler()
this->sock = INVALID_SOCKET;
}
-NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection()
+NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection(bool error)
{
this->writable = false;
- NetworkSocketHandler::CloseConnection();
+ NetworkSocketHandler::CloseConnection(error);
/* Free all pending and partially received packets */
while (this->packet_queue != NULL) {
diff --git a/src/network/core/tcp.h b/src/network/core/tcp.h
index 7e4964813..1ced4bd6e 100644
--- a/src/network/core/tcp.h
+++ b/src/network/core/tcp.h
@@ -29,7 +29,7 @@ public:
*/
bool IsConnected() const { return this->sock != INVALID_SOCKET; }
- virtual NetworkRecvStatus CloseConnection();
+ virtual NetworkRecvStatus CloseConnection(bool error = true);
void Send_Packet(Packet *packet);
bool Send_Packets();
bool IsPacketQueueEmpty();
diff --git a/src/network/core/tcp_game.cpp b/src/network/core/tcp_game.cpp
index b4bb52190..58447ad68 100644
--- a/src/network/core/tcp_game.cpp
+++ b/src/network/core/tcp_game.cpp
@@ -50,7 +50,7 @@ NetworkClientSocket::~NetworkClientSocket()
* @return the new status
* TODO: needs to be splitted when using client and server socket packets
*/
-NetworkRecvStatus NetworkClientSocket::CloseConnection()
+NetworkRecvStatus NetworkClientSocket::CloseConnection(bool error)
{
/* Clients drop back to the main menu */
if (!_network_server && _networking) {
@@ -62,7 +62,7 @@ NetworkRecvStatus NetworkClientSocket::CloseConnection()
return NETWORK_RECV_STATUS_CONN_LOST;
}
- NetworkCloseClient(this);
+ NetworkCloseClient(this, error);
return NETWORK_RECV_STATUS_OKAY;
}
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h
index 1d29b5a02..69412fcd2 100644
--- a/src/network/core/tcp_game.h
+++ b/src/network/core/tcp_game.h
@@ -96,7 +96,7 @@ public:
CommandPacket *command_queue; ///< The command-queue awaiting delivery
- NetworkRecvStatus CloseConnection();
+ NetworkRecvStatus CloseConnection(bool error = true);
NetworkClientSocket(ClientID client_id = INVALID_CLIENT_ID);
~NetworkClientSocket();
diff --git a/src/network/core/udp.cpp b/src/network/core/udp.cpp
index fec5bfb59..9dbf8dea4 100644
--- a/src/network/core/udp.cpp
+++ b/src/network/core/udp.cpp
@@ -62,9 +62,9 @@ void NetworkUDPSocketHandler::Close()
this->sockets.Clear();
}
-NetworkRecvStatus NetworkUDPSocketHandler::CloseConnection()
+NetworkRecvStatus NetworkUDPSocketHandler::CloseConnection(bool error)
{
- NetworkSocketHandler::CloseConnection();
+ NetworkSocketHandler::CloseConnection(error);
return NETWORK_RECV_STATUS_OKAY;
}
diff --git a/src/network/core/udp.h b/src/network/core/udp.h
index 6f68c213d..226cbb0df 100644
--- a/src/network/core/udp.h
+++ b/src/network/core/udp.h
@@ -110,7 +110,7 @@ protected:
/** The opened sockets. */
SocketList sockets;
- NetworkRecvStatus CloseConnection();
+ NetworkRecvStatus CloseConnection(bool error = true);
/* Declare all possible packets here. If it can be received by the
* a specific handler, it has to be implemented. */
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 09ae9b7ae..cff0f456c 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -278,7 +278,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
/* We just want to close the connection.. */
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->NetworkSocketHandler::CloseConnection();
- NetworkCloseClient(cs);
+ NetworkCloseClient(cs, true);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
@@ -291,6 +291,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
default: errorno = NETWORK_ERROR_GENERAL; break;
}
+
/* This means we fucked up and the server closed the connection */
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
@@ -298,7 +299,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
}
_switch_mode = SM_MENU;
- NetworkCloseClient(cs);
+ NetworkCloseClient(cs, true);
_networking = false;
}
@@ -437,7 +438,7 @@ static NetworkClientSocket *NetworkAllocClient(SOCKET s)
}
/* Close a connection */
-void NetworkCloseClient(NetworkClientSocket *cs)
+void NetworkCloseClient(NetworkClientSocket *cs, bool error)
{
/*
* Sending a message just before leaving the game calls cs->Send_Packets.
@@ -448,9 +449,7 @@ void NetworkCloseClient(NetworkClientSocket *cs)
*/
if (cs->sock == INVALID_SOCKET) return;
- DEBUG(net, 1, "Closed client connection %d", cs->client_id);
-
- if (!cs->HasClientQuit() && _network_server && cs->status > STATUS_INACTIVE) {
+ if (error && !cs->HasClientQuit() && _network_server && cs->status > STATUS_INACTIVE) {
/* We did not receive a leave message from this client... */
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
@@ -467,6 +466,8 @@ void NetworkCloseClient(NetworkClientSocket *cs)
}
}
+ DEBUG(net, 1, "Closed client connection %d", cs->client_id);
+
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
if (cs->status == STATUS_PRE_ACTIVE && (_pause_mode & PM_PAUSED_JOIN)) {
DoCommandP(0, PM_PAUSED_JOIN, 0, CMD_PAUSE);
@@ -579,7 +580,7 @@ static void NetworkClose()
SEND_COMMAND(PACKET_CLIENT_QUIT)();
cs->Send_Packets();
}
- NetworkCloseClient(cs);
+ NetworkCloseClient(cs, false);
}
if (_network_server) {
diff --git a/src/network/network_internal.h b/src/network/network_internal.h
index 2f743775d..091b32782 100644
--- a/src/network/network_internal.h
+++ b/src/network/network_internal.h
@@ -148,7 +148,7 @@ void NetworkExecuteLocalCommandQueue();
void NetworkFreeLocalCommandQueue();
/* from network.c */
-void NetworkCloseClient(NetworkClientSocket *cs);
+void NetworkCloseClient(NetworkClientSocket *cs, bool error);
void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
void NetworkGetClientName(char *clientname, size_t size, const NetworkClientSocket *cs);
uint NetworkCalculateLag(const NetworkClientSocket *cs);
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 1ed4031ce..889885482 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -167,13 +167,13 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw
DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", cs->client_id, str);
}
- cs->CloseConnection();
+ cs->CloseConnection(false);
/* Make sure the data get's there before we close the connection */
cs->Send_Packets();
/* The client made a mistake, so drop his connection now! */
- NetworkCloseClient(cs);
+ NetworkCloseClient(cs, false);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHECK_NEWGRFS)(NetworkClientSocket *cs)
@@ -963,7 +963,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
}
}
- cs->CloseConnection();
+ cs->CloseConnection(false);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
@@ -989,13 +989,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
}
}
- /* First tell we already closed the connection...
- * ... then start the generic code to close the actual connection.
- * This to make sure the 'connection lost' message is only shown
- * when the connection got really lost and not when the client
- * told us it was going to disconnect. */
- cs->NetworkSocketHandler::CloseConnection();
- cs->CloseConnection();
+ cs->CloseConnection(false);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
@@ -1610,7 +1604,7 @@ 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);
+ NetworkCloseClient(cs, true);
continue;
}
@@ -1626,13 +1620,13 @@ void NetworkServer_Tick(bool send_frame)
int 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);
+ NetworkCloseClient(cs, true);
}
} else if (cs->status == STATUS_INACTIVE) {
int 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);
+ NetworkCloseClient(cs, true);
}
}