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https://github.com/JGRennison/OpenTTD-patches.git
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Fix: [Network] State conditions for sending client info/quit packets (#8959)
Use status >= STATUS_AUTHORIZED as the state criteria for all cases where updates about other clients are sent. This avoids the case where a client is informed that another client has joined but not informed when it later quits, resulting in stale entries in the client list window.
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@ -456,7 +456,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
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}
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
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if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
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/* Some errors we filter to a more general error. Clients don't have to know the real
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* reason a joining failed. */
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if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
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@ -549,7 +549,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
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/* Transmit info about all the active clients */
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs != this && new_cs->status > STATUS_AUTHORIZED) {
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if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
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this->SendClientInfo(new_cs->GetInfo());
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}
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}
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@ -1068,7 +1068,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
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this->last_frame_server = _frame_counter;
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status > STATUS_AUTHORIZED) {
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if (new_cs->status >= STATUS_AUTHORIZED) {
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new_cs->SendClientInfo(this->GetInfo());
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new_cs->SendJoin(this->client_id);
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}
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@ -1178,7 +1178,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status > STATUS_AUTHORIZED) {
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if (new_cs->status >= STATUS_AUTHORIZED) {
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new_cs->SendErrorQuit(this->client_id, errorno);
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}
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}
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@ -1204,7 +1204,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
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if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
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new_cs->SendQuit(this->client_id);
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}
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}
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@ -1607,7 +1607,9 @@ void NetworkUpdateClientInfo(ClientID client_id)
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DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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cs->SendClientInfo(ci);
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if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
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cs->SendClientInfo(ci);
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}
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}
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NetworkAdminClientUpdate(ci);
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