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>
pull/332/head
Patric Stout 3 years ago committed by GitHub
parent 7e70ead396
commit d9f8ed7bdf
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@ -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;

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