From d9f8ed7bdf5de55b339636f96d8958d04e6d6c6c Mon Sep 17 00:00:00 2001 From: Patric Stout Date: Sun, 19 Sep 2021 22:52:46 +0200 Subject: Add: [Network] On join, log the ClientID + IP + Name clearly (#9558) Additionally, reword the disconnect to match connect / join messages. Co-authored-by: Berbe <4251220+Berbe@users.noreply.github.com> --- src/network/network_server.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'src') 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; -- cgit v1.2.3-54-g00ecf