(svn r21361) -Change: make sure the client is listening, or rather receiving, our frames

This commit is contained in:
rubidium
2010-11-30 14:18:20 +00:00
parent 21cf75951c
commit 31c8ab0ed8
5 changed files with 41 additions and 1 deletions

View File

@@ -33,6 +33,7 @@
#include "../roadveh.h"
#include "../order_backup.h"
#include "../core/pool_func.hpp"
#include "../core/random_func.hpp"
#include "../rev.h"
#include "table/strings.h"
@@ -483,6 +484,13 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
p->Send_uint32(_sync_seed_2);
#endif
#endif
/* If token equals 0, we need to make a new token and send that. */
if (this->last_token == 0) {
this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
p->Send_uint8(this->last_token);
}
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -982,11 +990,28 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
/* Now he is! Unpause the game */
this->status = STATUS_ACTIVE;
this->last_token_frame = _frame_counter;
/* Execute script for, e.g. MOTD */
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
}
/* Get, and validate the token. */
uint8 token = p->Recv_uint8();
if (token == this->last_token) {
/* We differentiate between last_token_frame and last_frame so the lag
* test uses the actual lag of the client instead of the lag for getting
* the token back and forth; after all, the token is only sent every
* time we receive a PACKET_CLIENT_ACK, after which we will send a new
* token to the client. If the lag would be one day, then we would not
* be sending the new token soon enough for the new daily scheduled
* PACKET_CLIENT_ACK. This would then register the lag of the client as
* two days, even when it's only a single day. */
this->last_token_frame = _frame_counter;
/* Request a new token. */
this->last_token = 0;
}
/* The client received the frame, make note of it */
this->last_frame = frame;
/* With those 2 values we can calculate the lag realtime */
@@ -1545,6 +1570,12 @@ void NetworkServer_Tick(bool send_frame)
} else {
cs->lag_test = 0;
}
if (cs->last_frame_server - cs->last_token_frame >= 5 * DAY_TICKS) {
/* This is a bad client! It didn't send the right token back. */
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
continue;
}
} else if (cs->status == NetworkClientSocket::STATUS_PRE_ACTIVE) {
uint lag = NetworkCalculateLag(cs);
if (lag > _settings_client.network.max_join_time) {