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-rw-r--r--src/engine/e_network_server.c9
-rw-r--r--src/engine/server/es_server.c16
2 files changed, 22 insertions, 3 deletions
diff --git a/src/engine/e_network_server.c b/src/engine/e_network_server.c
index 98d162a5..a22bcbf8 100644
--- a/src/engine/e_network_server.c
+++ b/src/engine/e_network_server.c
@@ -92,7 +92,14 @@ int netserver_close(NETSERVER *s)
 int netserver_drop(NETSERVER *s, int client_id, const char *reason)
 {
 	/* TODO: insert lots of checks here */
-	dbg_msg("net_server", "client dropped. cid=%d reason=\"%s\"", client_id, reason);
+	NETADDR addr;
+	netserver_client_addr(s, client_id, &addr);
+	
+	dbg_msg("net_server", "client dropped. cid=%d ip=%d.%d.%d.%d reason=\"%s\"",
+		client_id,
+		addr.ip[0], addr.ip[1], addr.ip[2], addr.ip[3],
+		reason
+		);
 	conn_disconnect(&s->slots[client_id].conn, reason);
 
 	if(s->del_client)
diff --git a/src/engine/server/es_server.c b/src/engine/server/es_server.c
index 9c4d74c5..5ff58dbe 100644
--- a/src/engine/server/es_server.c
+++ b/src/engine/server/es_server.c
@@ -623,6 +623,8 @@ static void server_send_rcon_line_authed(const char *line, void *user_data)
 static void server_process_client_packet(NETCHUNK *packet)
 {
 	int cid = packet->client_id;
+	NETADDR addr;
+	
 	int sys;
 	int msg = msg_unpack_start(packet->data, packet->data_size, &sys);
 	
@@ -686,7 +688,12 @@ static void server_process_client_packet(NETCHUNK *packet)
 		{
 			if(clients[cid].state == SRVCLIENT_STATE_CONNECTING)
 			{
-				dbg_msg("server", "player is ready. cid=%x", cid);
+				netserver_client_addr(net, cid, &addr);
+				
+				dbg_msg("server", "player is ready. cid=%x ip=%d.%d.%d.%d",
+					cid,
+					addr.ip[0], addr.ip[1], addr.ip[2], addr.ip[3]
+					);
 				clients[cid].state = SRVCLIENT_STATE_READY;
 				mods_connected(cid);
 			}
@@ -695,7 +702,12 @@ static void server_process_client_packet(NETCHUNK *packet)
 		{
 			if(clients[cid].state == SRVCLIENT_STATE_READY)
 			{
-				dbg_msg("server", "player as entered the game. cid=%x", cid);
+				netserver_client_addr(net, cid, &addr);
+				
+				dbg_msg("server", "player has entered the game. cid=%x ip=%d.%d.%d.%d",
+					cid,
+					addr.ip[0], addr.ip[1], addr.ip[2], addr.ip[3]
+					);
 				clients[cid].state = SRVCLIENT_STATE_INGAME;
 				mods_client_enter(cid);
 			}