Core/NetPlay: Add debugging messages
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@ -20,6 +20,7 @@
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#include "Common/CommonTypes.h"
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#include "Common/ENetUtil.h"
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#include "Common/FileUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/MD5.h"
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#include "Common/MsgHandler.h"
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#include "Common/QoSSession.h"
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@ -258,6 +259,8 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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MessageId mid;
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packet >> mid;
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INFO_LOG(NETPLAY, "Got server message: %x", mid);
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switch (mid)
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{
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case NP_MSG_PLAYER_JOIN:
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@ -267,6 +270,9 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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packet >> player.name;
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packet >> player.revision;
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INFO_LOG(NETPLAY, "Player %s (%d) using %s joined", player.name.c_str(), player.pid,
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player.revision.c_str());
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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m_players[player.pid] = player;
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@ -281,6 +287,8 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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PlayerId pid;
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packet >> pid;
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INFO_LOG(NETPLAY, "Player %s (%d) left", m_players.find(pid)->second.name.c_str(), pid);
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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m_players.erase(m_players.find(pid));
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@ -300,6 +308,8 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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// don't need lock to read in this thread
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const Player& player = m_players[pid];
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INFO_LOG(NETPLAY, "Player %s (%d) wrote: %s", player.name.c_str(), player.pid, msg.c_str());
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// add to gui
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std::ostringstream ss;
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ss << player.name << '[' << (char)(pid + '0') << "]: " << msg;
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@ -382,6 +392,8 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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packet >> m_selected_game;
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}
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INFO_LOG(NETPLAY, "Game changed to %s", m_selected_game.c_str());
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// update gui
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m_dialog->OnMsgChangeGame(m_selected_game);
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@ -421,6 +433,8 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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packet >> m_current_game;
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packet >> g_NetPlaySettings.m_CPUthread;
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INFO_LOG(NETPLAY, "Start of game %s", m_selected_game.c_str());
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{
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std::underlying_type_t<PowerPC::CPUCore> core;
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if (packet >> core)
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@ -461,6 +475,8 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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case NP_MSG_STOP_GAME:
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case NP_MSG_DISABLE_GAME:
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{
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INFO_LOG(NETPLAY, "Game stopped");
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StopGame();
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m_dialog->OnMsgStopGame();
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}
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@ -509,6 +525,9 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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if (it != m_players.end())
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player = it->second.name;
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}
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INFO_LOG(NETPLAY, "Player %s (%d) desynced!", player.c_str(), pid_to_blame);
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m_dialog->OnDesync(frame, player);
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}
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break;
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@ -500,6 +500,8 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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MessageId mid;
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packet >> mid;
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INFO_LOG(NETPLAY, "Got client message: %x", mid);
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// don't need lock because this is the only thread that modifies the players
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// only need locks for writes to m_players in this thread
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