* Tell the client another client quit with an error. * @param client_id The client that quit. * @param errorno The reason the client quit. */
| 725 | * @param errorno The reason the client quit. |
| 726 | */ |
| 727 | NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno) |
| 728 | { |
| 729 | Debug(net, 9, "client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id, client_id, errorno); |
| 730 | |
| 731 | auto p = std::make_unique<Packet>(this, PACKET_SERVER_ERROR_QUIT); |
| 732 | |
| 733 | p->Send_uint32(client_id); |
| 734 | p->Send_uint8 (errorno); |
| 735 | |
| 736 | this->SendPacket(std::move(p)); |
| 737 | return NETWORK_RECV_STATUS_OKAY; |
| 738 | } |
| 739 | |
| 740 | /** |
| 741 | * Tell the client another client quit. |
no test coverage detected