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https://github.com/OpenTTD/OpenTTD.git
synced 2025-08-20 13:09:15 +00:00
(svn r23764) -Fix [FS#4955]: make default timeouts for certain states lower and configurable
This commit is contained in:
@@ -670,6 +670,12 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
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case NETWORK_ERROR_TOO_MANY_COMMANDS:
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ShowErrorMessage(STR_NETWORK_ERROR_TOO_MANY_COMMANDS, INVALID_STRING_ID, WL_CRITICAL);
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break;
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case NETWORK_ERROR_TIMEOUT_PASSWORD:
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ShowErrorMessage(STR_NETWORK_ERROR_TIMEOUT_PASSWORD, INVALID_STRING_ID, WL_CRITICAL);
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break;
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case NETWORK_ERROR_TIMEOUT_COMPUTER:
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ShowErrorMessage(STR_NETWORK_ERROR_TIMEOUT_COMPUTER, INVALID_STRING_ID, WL_CRITICAL);
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break;
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default:
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
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}
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@@ -1794,55 +1794,94 @@ void NetworkServer_Tick(bool send_frame)
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_settings_client.network.bytes_per_frame_burst);
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/* Check if the speed of the client is what we can expect from a client */
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if (cs->status == NetworkClientSocket::STATUS_ACTIVE) {
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/* 1 lag-point per day */
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uint lag = NetworkCalculateLag(cs) / DAY_TICKS;
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if (lag > 0) {
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if (lag > 3) {
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/* Client did still not report in after 4 game-day, drop him
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* (that is, the 3 of above, + 1 before any lag is counted) */
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IConsolePrintF(CC_ERROR, cs->last_packet + 3 * DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick ?
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/* A packet was received in the last three game days, so the client is likely lagging behind. */
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"Client #%d is dropped because the client's game state is more than 4 game-days behind" :
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/* No packet was received in the last three game days; sounds like a lost connection. */
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"Client #%d is dropped because the client did not respond for more than 4 game-days",
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cs->client_id);
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cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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uint lag = NetworkCalculateLag(cs);
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switch (cs->status) {
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case NetworkClientSocket::STATUS_ACTIVE:
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/* 1 lag-point per day */
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lag /= DAY_TICKS;
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if (lag > 0) {
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if (lag > 3) {
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/* Client did still not report in after 4 game-day, drop him
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* (that is, the 3 of above, + 1 before any lag is counted) */
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IConsolePrintF(CC_ERROR, cs->last_packet + 3 * DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick ?
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/* A packet was received in the last three game days, so the client is likely lagging behind. */
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"Client #%d is dropped because the client's game state is more than 4 game-days behind" :
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/* No packet was received in the last three game days; sounds like a lost connection. */
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"Client #%d is dropped because the client did not respond for more than 4 game-days",
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cs->client_id);
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cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
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continue;
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}
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/* Report once per time we detect the lag, and only when we
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* received a packet in the last 2000 milliseconds. If we
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* did not receive a packet, then the client is not just
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* slow, but the connection is likely severed. Mentioning
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* frame_freq is not useful in this case. */
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if (cs->lag_test == 0 && cs->last_packet + DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick) {
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IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
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cs->lag_test = 1;
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}
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} else {
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cs->lag_test = 0;
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}
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if (cs->last_frame_server - cs->last_token_frame >= 5 * DAY_TICKS) {
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/* This is a bad client! It didn't send the right token back. */
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IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
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cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
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continue;
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}
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break;
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/* Report once per time we detect the lag, and only when we
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* received a packet in the last 2000 milliseconds. If we
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* did not receive a packet, then the client is not just
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* slow, but the connection is likely severed. Mentioning
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* frame_freq is not useful in this case. */
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if (cs->lag_test == 0 && cs->last_packet + DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick) {
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IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
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cs->lag_test = 1;
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case NetworkClientSocket::STATUS_INACTIVE:
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case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
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case NetworkClientSocket::STATUS_AUTHORIZED:
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/* NewGRF check and authorized states should be handled almost instantly.
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* So give them some lee-way, likewise for the query with inactive. */
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if (lag > 4 * DAY_TICKS) {
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IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, 4 * DAY_TICKS);
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cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
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continue;
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}
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} else {
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cs->lag_test = 0;
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}
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if (cs->last_frame_server - cs->last_token_frame >= 5 * DAY_TICKS) {
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/* This is a bad client! It didn't send the right token back. */
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IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
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cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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continue;
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}
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} else if (cs->status == NetworkClientSocket::STATUS_PRE_ACTIVE) {
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uint lag = NetworkCalculateLag(cs);
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if (lag > _settings_client.network.max_join_time) {
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IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->client_id, _settings_client.network.max_join_time);
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cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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continue;
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}
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} else if (cs->status == NetworkClientSocket::STATUS_INACTIVE) {
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uint lag = NetworkCalculateLag(cs);
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if (lag > 4 * DAY_TICKS) {
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IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, 4 * DAY_TICKS);
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cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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continue;
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}
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break;
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case NetworkClientSocket::STATUS_MAP:
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/* Downloading the map... this is the amount of time since starting the saving. */
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if (lag > _settings_client.network.max_download_time) {
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IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to download the map", cs->client_id, _settings_client.network.max_download_time);
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cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
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continue;
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}
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break;
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case NetworkClientSocket::STATUS_DONE_MAP:
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case NetworkClientSocket::STATUS_PRE_ACTIVE:
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/* The map has been sent, so this is for loading the map and syncing up. */
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if (lag > _settings_client.network.max_join_time) {
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IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->client_id, _settings_client.network.max_join_time);
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cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
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continue;
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}
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break;
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case NetworkClientSocket::STATUS_AUTH_GAME:
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case NetworkClientSocket::STATUS_AUTH_COMPANY:
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/* These don't block? */
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if (lag > _settings_client.network.max_password_time) {
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IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d to enter the password", cs->client_id, _settings_client.network.max_password_time);
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cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
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continue;
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}
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break;
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case NetworkClientSocket::STATUS_MAP_WAIT:
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/* This is an internal state where we do not wait
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* on the client to move to a different state. */
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break;
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case NetworkClientSocket::STATUS_END:
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/* Bad server/code. */
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NOT_REACHED();
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}
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if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
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@@ -122,6 +122,8 @@ enum NetworkErrorCode {
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NETWORK_ERROR_CHEATER,
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NETWORK_ERROR_FULL,
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NETWORK_ERROR_TOO_MANY_COMMANDS,
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NETWORK_ERROR_TIMEOUT_PASSWORD,
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NETWORK_ERROR_TIMEOUT_COMPUTER,
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};
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#endif /* ENABLE_NETWORK */
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