# HG changeset patch # User Patric Stout # Date 2021-09-19 20:52:46 # Node ID e1f4fbb88a369cb4aebdc8aeb9bfd01c6e2142d3 # Parent 4cb7d4539cebe1062394956a90026ec5456d8f90 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> diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -281,7 +281,7 @@ NetworkRecvStatus ServerNetworkGameSocke } 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 ServerNetworkGameSocke 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;