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mirror of https://github.com/OpenTTD/OpenTTD synced 2026-01-17 17:32:45 +01:00

Codefix: add missing tracing debug messages for Coordinator/Stun/Turn

This commit is contained in:
Rubidium
2025-12-24 14:48:01 +01:00
committed by rubidium42
parent cb06ca69e8
commit 900192e2cd
3 changed files with 19 additions and 2 deletions

View File

@@ -128,6 +128,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet &p)
{
NetworkCoordinatorErrorType error = (NetworkCoordinatorErrorType)p.Recv_uint8();
std::string detail = p.Recv_string(NETWORK_ERROR_DETAIL_LENGTH);
Debug(net, 9, "Coordinator::Receive_GC_ERROR({}, {})", error, detail);
switch (error) {
case NETWORK_COORDINATOR_ERROR_UNKNOWN:
@@ -182,6 +183,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet &p)
_settings_client.network.server_invite_code = p.Recv_string(NETWORK_INVITE_CODE_LENGTH);
_settings_client.network.server_invite_code_secret = p.Recv_string(NETWORK_INVITE_CODE_SECRET_LENGTH);
_network_server_connection_type = (ConnectionType)p.Recv_uint8();
Debug(net, 9, "Coordinator::Receive_GC_REGISTER_ACK({}, {})", _settings_client.network.server_invite_code, _network_server_connection_type);
if (_network_server_connection_type == CONNECTION_TYPE_ISOLATED) {
ShowErrorMessage(
@@ -236,6 +238,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet &p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet &p)
{
uint8_t servers = p.Recv_uint16();
Debug(net, 9, "Coordinator::Receive_GC_LISTING({})", servers);
/* End of list; we can now remove all expired items from the list. */
if (servers == 0) {
@@ -269,6 +272,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet &p)
{
std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
std::string invite_code = p.Recv_string(NETWORK_INVITE_CODE_LENGTH);
Debug(net, 9, "Coordinator::Receive_GC_CONNECTING({}, {})", token, invite_code);
/* Find the connecter based on the invite code. */
auto connecter_pre_it = this->connecter_pre.find(invite_code);
@@ -287,6 +291,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet &p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet &p)
{
std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
Debug(net, 9, "Coordinator::Receive_GC_CONNECT_FAILED({})", token);
this->CloseToken(token);
return true;
@@ -298,6 +303,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet &p)
uint8_t tracking_number = p.Recv_uint8();
std::string hostname = p.Recv_string(NETWORK_HOSTNAME_LENGTH);
uint16_t port = p.Recv_uint16();
Debug(net, 9, "Coordinator::Receive_GC_DIRECT_CONNECT({}, {}, {}, {})", token, tracking_number, hostname, port);
/* Ensure all other pending connection attempts are killed. */
if (this->game_connecter != nullptr) {
@@ -312,6 +318,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet &p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet &p)
{
std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
Debug(net, 9, "Coordinator::Receive_GC_STUN_REQUEST({})", token);
this->stun_handlers[token][AF_INET6] = ClientNetworkStunSocketHandler::Stun(token, AF_INET6);
this->stun_handlers[token][AF_INET] = ClientNetworkStunSocketHandler::Stun(token, AF_INET);
@@ -357,6 +364,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_NEWGRF_LOOKUP(Packet &p)
this->newgrf_lookup_table_cursor = p.Recv_uint32();
uint16_t newgrfs = p.Recv_uint16();
Debug(net, 9, "Coordinator::Receive_GC_NEWGRF_LOOKUP({}, {})", this->newgrf_lookup_table_cursor, newgrfs);
for (; newgrfs> 0; newgrfs--) {
uint32_t index = p.Recv_uint32();
DeserializeGRFIdentifierWithName(p, this->newgrf_lookup_table[index]);
@@ -370,6 +378,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet &p)
uint8_t tracking_number = p.Recv_uint8();
std::string ticket = p.Recv_string(NETWORK_TOKEN_LENGTH);
std::string connection_string = p.Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
Debug(net, 9, "Coordinator::Receive_GC_TURN_CONNECT({}, {}, {}, {})", token, tracking_number, ticket, connection_string);
/* Ensure all other pending connection attempts are killed. */
if (this->game_connecter != nullptr) {
@@ -469,6 +478,7 @@ void ClientNetworkCoordinatorSocketHandler::Register()
p->Send_string(_settings_client.network.server_invite_code_secret);
}
Debug(net, 9, "Coordinator::SendRegister({}, {}, {})", _settings_client.network.server_game_type, _settings_client.network.server_port, _settings_client.network.server_invite_code);
this->SendPacket(std::move(p));
}
@@ -483,6 +493,7 @@ void ClientNetworkCoordinatorSocketHandler::SendServerUpdate()
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
SerializeNetworkGameInfo(*p, GetCurrentNetworkServerGameInfo(), this->next_update.time_since_epoch() != std::chrono::nanoseconds::zero());
Debug(net, 9, "Coordinator::SendServerUpdate()");
this->SendPacket(std::move(p));
this->next_update = std::chrono::steady_clock::now() + NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES;
@@ -503,6 +514,7 @@ void ClientNetworkCoordinatorSocketHandler::GetListing()
p->Send_string(_openttd_revision);
p->Send_uint32(this->newgrf_lookup_table_cursor);
Debug(net, 9, "Coordinator::SendGetListing({}, {})", _openttd_revision, this->newgrf_lookup_table_cursor);
this->SendPacket(std::move(p));
}
@@ -533,6 +545,7 @@ void ClientNetworkCoordinatorSocketHandler::ConnectToServer(std::string_view inv
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(invite_code);
Debug(net, 9, "Coordinator::SendConnectToClient({})", invite_code);
this->SendPacket(std::move(p));
}
@@ -551,6 +564,7 @@ void ClientNetworkCoordinatorSocketHandler::ConnectFailure(std::string_view toke
p->Send_string(token);
p->Send_uint8(tracking_number);
Debug(net, 9, "Coordinator::SendConnectFailure({}, {})", token, tracking_number);
this->SendPacket(std::move(p));
/* We do not close the associated connecter here yet, as the
@@ -580,6 +594,7 @@ void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(std::string_view toke
auto p = std::make_unique<Packet>(this, PACKET_COORDINATOR_CLIENT_CONNECTED);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(token);
Debug(net, 9, "Coordinator::SendConnectSuccess({})", token);
this->SendPacket(std::move(p));
/* Find the connecter; it can happen it no longer exist, in cases where
@@ -610,6 +625,7 @@ void ClientNetworkCoordinatorSocketHandler::StunResult(std::string_view token, u
p->Send_string(token);
p->Send_uint8(family);
p->Send_bool(result);
Debug(net, 9, "Coordinator::SendStunResult({}, {}, {})", token, family, result);
this->SendPacket(std::move(p));
}

View File

@@ -97,6 +97,7 @@ std::unique_ptr<ClientNetworkStunSocketHandler> ClientNetworkStunSocketHandler::
p->Send_string(token);
p->Send_uint8(family);
Debug(net, 9, "Stun::SendStun({}, {})", token, family);
stun_handler->SendPacket(std::move(p));
return stun_handler;

View File

@@ -57,9 +57,8 @@ bool ClientNetworkTurnSocketHandler::Receive_TURN_ERROR(Packet &)
bool ClientNetworkTurnSocketHandler::Receive_TURN_CONNECTED(Packet &p)
{
Debug(net, 9, "Receive_TURN_CONNECTED()");
std::string hostname = p.Recv_string(NETWORK_HOSTNAME_LENGTH);
Debug(net, 9, "Turn::Receive_TURN_CONNECTED({})", hostname);
/* Act like we no longer have a socket, as we are handing it over to the
* game handler. */
@@ -101,6 +100,7 @@ void ClientNetworkTurnSocketHandler::Connect()
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(ticket);
Debug(net, 9, "Turn::SendTurn({})", ticket);
turn_handler->SendPacket(std::move(p));
return turn_handler;