(svn r23764) -Fix [FS#4955]: make default timeouts for certain states lower and configurable

pull/155/head
rubidium 13 years ago
parent de4ecdb876
commit f6329bf87e

@ -1799,6 +1799,8 @@ STR_NETWORK_ERROR_SERVER_BANNED :{WHITE}You are
STR_NETWORK_ERROR_KICKED :{WHITE}You were kicked out of the game
STR_NETWORK_ERROR_CHEATER :{WHITE}Cheating is not allowed on this server
STR_NETWORK_ERROR_TOO_MANY_COMMANDS :{WHITE}You were sending too many commands to the server
STR_NETWORK_ERROR_TIMEOUT_PASSWORD :{WHITE}You took too long to enter the password
STR_NETWORK_ERROR_TIMEOUT_COMPUTER :{WHITE}Your computer took too long to join
############ Leave those lines in this order!!
STR_NETWORK_ERROR_CLIENT_GENERAL :general error

@ -670,6 +670,12 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
case NETWORK_ERROR_TOO_MANY_COMMANDS:
ShowErrorMessage(STR_NETWORK_ERROR_TOO_MANY_COMMANDS, INVALID_STRING_ID, WL_CRITICAL);
break;
case NETWORK_ERROR_TIMEOUT_PASSWORD:
ShowErrorMessage(STR_NETWORK_ERROR_TIMEOUT_PASSWORD, INVALID_STRING_ID, WL_CRITICAL);
break;
case NETWORK_ERROR_TIMEOUT_COMPUTER:
ShowErrorMessage(STR_NETWORK_ERROR_TIMEOUT_COMPUTER, INVALID_STRING_ID, WL_CRITICAL);
break;
default:
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
}

@ -1794,55 +1794,94 @@ void NetworkServer_Tick(bool send_frame)
_settings_client.network.bytes_per_frame_burst);
/* Check if the speed of the client is what we can expect from a client */
if (cs->status == NetworkClientSocket::STATUS_ACTIVE) {
/* 1 lag-point per day */
uint lag = NetworkCalculateLag(cs) / DAY_TICKS;
if (lag > 0) {
if (lag > 3) {
/* Client did still not report in after 4 game-day, drop him
* (that is, the 3 of above, + 1 before any lag is counted) */
IConsolePrintF(CC_ERROR, cs->last_packet + 3 * DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick ?
/* A packet was received in the last three game days, so the client is likely lagging behind. */
"Client #%d is dropped because the client's game state is more than 4 game-days behind" :
/* No packet was received in the last three game days; sounds like a lost connection. */
"Client #%d is dropped because the client did not respond for more than 4 game-days",
cs->client_id);
cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
uint lag = NetworkCalculateLag(cs);
switch (cs->status) {
case NetworkClientSocket::STATUS_ACTIVE:
/* 1 lag-point per day */
lag /= DAY_TICKS;
if (lag > 0) {
if (lag > 3) {
/* Client did still not report in after 4 game-day, drop him
* (that is, the 3 of above, + 1 before any lag is counted) */
IConsolePrintF(CC_ERROR, cs->last_packet + 3 * DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick ?
/* A packet was received in the last three game days, so the client is likely lagging behind. */
"Client #%d is dropped because the client's game state is more than 4 game-days behind" :
/* No packet was received in the last three game days; sounds like a lost connection. */
"Client #%d is dropped because the client did not respond for more than 4 game-days",
cs->client_id);
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
/* Report once per time we detect the lag, and only when we
* received a packet in the last 2000 milliseconds. If we
* did not receive a packet, then the client is not just
* slow, but the connection is likely severed. Mentioning
* frame_freq is not useful in this case. */
if (cs->lag_test == 0 && cs->last_packet + DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick) {
IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
cs->lag_test = 1;
}
} 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->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
break;
/* Report once per time we detect the lag, and only when we
* received a packet in the last 2000 milliseconds. If we
* did not receive a packet, then the client is not just
* slow, but the connection is likely severed. Mentioning
* frame_freq is not useful in this case. */
if (cs->lag_test == 0 && cs->last_packet + DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick) {
IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
cs->lag_test = 1;
case NetworkClientSocket::STATUS_INACTIVE:
case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
case NetworkClientSocket::STATUS_AUTHORIZED:
/* NewGRF check and authorized states should be handled almost instantly.
* So give them some lee-way, likewise for the query with inactive. */
if (lag > 4 * DAY_TICKS) {
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);
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
} 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) {
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);
cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
continue;
}
} else if (cs->status == NetworkClientSocket::STATUS_INACTIVE) {
uint lag = NetworkCalculateLag(cs);
if (lag > 4 * DAY_TICKS) {
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);
cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
continue;
}
break;
case NetworkClientSocket::STATUS_MAP:
/* Downloading the map... this is the amount of time since starting the saving. */
if (lag > _settings_client.network.max_download_time) {
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);
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
break;
case NetworkClientSocket::STATUS_DONE_MAP:
case NetworkClientSocket::STATUS_PRE_ACTIVE:
/* The map has been sent, so this is for loading the map and syncing up. */
if (lag > _settings_client.network.max_join_time) {
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);
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
break;
case NetworkClientSocket::STATUS_AUTH_GAME:
case NetworkClientSocket::STATUS_AUTH_COMPANY:
/* These don't block? */
if (lag > _settings_client.network.max_password_time) {
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);
cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
continue;
}
break;
case NetworkClientSocket::STATUS_MAP_WAIT:
/* This is an internal state where we do not wait
* on the client to move to a different state. */
break;
case NetworkClientSocket::STATUS_END:
/* Bad server/code. */
NOT_REACHED();
}
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {

@ -122,6 +122,8 @@ enum NetworkErrorCode {
NETWORK_ERROR_CHEATER,
NETWORK_ERROR_FULL,
NETWORK_ERROR_TOO_MANY_COMMANDS,
NETWORK_ERROR_TIMEOUT_PASSWORD,
NETWORK_ERROR_TIMEOUT_COMPUTER,
};
#endif /* ENABLE_NETWORK */

@ -173,6 +173,8 @@ struct NetworkSettings {
uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to join
uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
bool pause_on_join; ///< pause the game when people join
uint16 server_port; ///< port the server listens on
uint16 server_admin_port; ///< port the server listens on for the admin network

@ -2653,6 +2653,26 @@ def = 500
min = 0
max = 32000
[SDTC_VAR]
ifdef = ENABLE_NETWORK
var = network.max_download_time
type = SLE_UINT16
flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
guiflags = SGF_NETWORK_ONLY
def = 1000
min = 0
max = 32000
[SDTC_VAR]
ifdef = ENABLE_NETWORK
var = network.max_password_time
type = SLE_UINT16
flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
guiflags = SGF_NETWORK_ONLY
def = 2000
min = 0
max = 32000
[SDTC_BOOL]
ifdef = ENABLE_NETWORK
var = network.pause_on_join

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