Fix: report reuse of invite-code and switch to local game-type (#9487)

This prevents two servers battling for the same invite-code. Now
the last one wins.
pull/332/head
Patric Stout 3 years ago committed by GitHub
parent b531a0c1cf
commit 6acf204d14
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -2285,6 +2285,7 @@ STR_NETWORK_MESSAGE_SERVER_REBOOT :{WHITE}The serv
STR_NETWORK_MESSAGE_KICKED :*** {RAW_STRING} was kicked. Reason: ({RAW_STRING})
STR_NETWORK_ERROR_COORDINATOR_REGISTRATION_FAILED :{WHITE}Server registration failed
STR_NETWORK_ERROR_COORDINATOR_REUSE_OF_INVITE_CODE :{WHITE}Another server with the same invite-code registered itself. Switching to "local" game-type.
STR_NETWORK_ERROR_COORDINATOR_ISOLATED :{WHITE}Your server doesn't allow remote connections
STR_NETWORK_ERROR_COORDINATOR_ISOLATED_DETAIL :{WHITE}Other players won't be able to connect to your server

@ -50,7 +50,7 @@ static const uint16 COMPAT_MTU = 1460; ///< Numbe
static const byte NETWORK_GAME_ADMIN_VERSION = 1; ///< What version of the admin network do we use?
static const byte NETWORK_GAME_INFO_VERSION = 6; ///< What version of game-info do we use?
static const byte NETWORK_COMPANY_INFO_VERSION = 6; ///< What version of company info is this?
static const byte NETWORK_COORDINATOR_VERSION = 5; ///< What version of game-coordinator-protocol do we use?
static const byte NETWORK_COORDINATOR_VERSION = 6; ///< What version of game-coordinator-protocol do we use?
static const uint NETWORK_NAME_LENGTH = 80; ///< The maximum length of the server name and map name, in bytes including '\0'
static const uint NETWORK_COMPANY_NAME_LENGTH = 128; ///< The maximum length of the company name, in bytes including '\0'

@ -61,9 +61,10 @@ enum ConnectionType {
* The type of error from the Game Coordinator.
*/
enum NetworkCoordinatorErrorType {
NETWORK_COORDINATOR_ERROR_UNKNOWN, ///< There was an unknown error.
NETWORK_COORDINATOR_ERROR_REGISTRATION_FAILED, ///< Your request for registration failed.
NETWORK_COORDINATOR_ERROR_INVALID_INVITE_CODE, ///< The invite code given is invalid.
NETWORK_COORDINATOR_ERROR_UNKNOWN, ///< There was an unknown error.
NETWORK_COORDINATOR_ERROR_REGISTRATION_FAILED, ///< Your request for registration failed.
NETWORK_COORDINATOR_ERROR_INVALID_INVITE_CODE, ///< The invite code given is invalid.
NETWORK_COORDINATOR_ERROR_REUSE_OF_INVITE_CODE, ///< The invite code is used by another (newer) server.
};
/** Base socket handler for all Game Coordinator TCP sockets. */

@ -135,7 +135,6 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
return false;
case NETWORK_COORDINATOR_ERROR_REGISTRATION_FAILED:
SetDParamStr(0, detail);
ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_REGISTRATION_FAILED, STR_JUST_RAW_STRING, WL_ERROR);
/* To prevent that we constantly try to reconnect, switch to local game. */
@ -159,6 +158,15 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
return true;
}
case NETWORK_COORDINATOR_ERROR_REUSE_OF_INVITE_CODE:
ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_REUSE_OF_INVITE_CODE, STR_JUST_RAW_STRING, WL_ERROR);
/* To prevent that we constantly battle for the same invite-code, switch to local game. */
_settings_client.network.server_game_type = SERVER_GAME_TYPE_LOCAL;
this->CloseConnection();
return false;
default:
Debug(net, 0, "Invalid error type {} received from Game Coordinator", error);
this->CloseConnection();

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