(svn r2106) -Fix: improved the network-join algoritm, it is now a bit more stable

-Add: added 'pause_on_join' and 'max_join_time' for MP games, where you 
can auto-pause the game when a client wants to join the game. This to 
avoid connection losses because of big maps (200+ trains). (with tnx to 
#openttdcoop for the ideas and testing)
pull/155/head
truelight 20 years ago
parent 58a72bf483
commit 40a9b91b37

@ -436,6 +436,9 @@ DEF_CONSOLE_CMD(ConStatus)
case STATUS_AUTH:
status = "authorized";
break;
case STATUS_MAP_WAIT:
status = "waiting";
break;
case STATUS_MAP:
status = "loading map";
break;
@ -1061,6 +1064,20 @@ DEF_CONSOLE_CMD(ConSet) {
return NULL;
}
// setting max-join-time
if (strcmp(argv[1],"max_join_time") == 0) {
if (argc == 3 && atoi(argv[2]) != 0) {
_network_max_join_time = atoi(argv[2]);
IConsolePrintF(_iconsole_color_warning, "Max-join-time changed to '%d'", _network_max_join_time);
IConsolePrintF(_iconsole_color_warning, "Changes will take effect immediatly.");
} else {
IConsolePrintF(_iconsole_color_default, "Current max-join-time is '%d'", _network_max_join_time);
IConsolePrint(_iconsole_color_warning, "Usage: set max_join_time <ticks> (default = 500).");
}
return NULL;
}
// setting the server advertising on/off
if (strcmp(argv[1],"server_advertise") == 0) {
if (!_network_server) {
@ -1082,6 +1099,25 @@ DEF_CONSOLE_CMD(ConSet) {
return NULL;
}
// setting the server 'pause on client join' on/off
if (strcmp(argv[1],"pause_on_join") == 0) {
if (!_network_server) {
IConsolePrintF(_iconsole_color_error, "You are not the server");
return NULL;
}
if (argc == 3) {
if (strcmp(argv[2], "on") == 0 || atoi(argv[2]) == 1)
_network_pause_on_join = true;
else
_network_pause_on_join = false;
IConsolePrintF(_iconsole_color_warning, "Pause-on-join changed to '%s'", (_network_pause_on_join)?"on":"off");
} else {
IConsolePrintF(_iconsole_color_default, "Current pause-on-join is '%s'", (_network_pause_on_join)?"on":"off");
IConsolePrint(_iconsole_color_warning, "Usage: set pause_on_join on/off.");
}
return NULL;
}
// setting the server autoclean on/off
if (strcmp(argv[1],"autoclean_companies") == 0) {
if (!_network_server) {
@ -1175,7 +1211,9 @@ DEF_CONSOLE_CMD(ConSet) {
IConsolePrint(_iconsole_color_error, " - autoclean_protected <months>");
IConsolePrint(_iconsole_color_error, " - autoclean_unprotected <months>");
IConsolePrint(_iconsole_color_error, " - company_pw \"<password>\"");
IConsolePrint(_iconsole_color_error, " - max_join_time <frames>");
IConsolePrint(_iconsole_color_error, " - name \"<playername>\"");
IConsolePrint(_iconsole_color_error, " - pause_on_join on/off");
IConsolePrint(_iconsole_color_error, " - rcon_pw \"<password>\"");
IConsolePrint(_iconsole_color_error, " - server_name \"<name>\"");
IConsolePrint(_iconsole_color_error, " - server_advertise on/off");

@ -4,6 +4,7 @@
#include "strings.h"
#include "map.h"
#include "network_data.h"
#include "command.h"
#if defined(WITH_REV)
extern const char _openttd_revision[];
@ -466,6 +467,9 @@ static NetworkClientState *NetworkAllocClient(SOCKET s)
cs->last_frame = 0;
cs->quited = false;
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
if (_network_server) {
ci = DEREF_CLIENT_INFO(cs);
memset(ci, 0, sizeof(*ci));
@ -511,6 +515,12 @@ void NetworkCloseClient(NetworkClientState *cs)
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
}
}
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
}
}
closesocket(cs->socket);

@ -161,6 +161,9 @@ VARDEF char _network_server_name[NETWORK_NAME_LENGTH];
VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH];
VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH];
VARDEF uint16 _network_max_join_time; //! Time a client can max take to join
VARDEF bool _network_pause_on_join; //! Pause the game when a client tries to join (more chance of succeeding join)
VARDEF uint16 _redirect_console_to_client;
VARDEF uint16 _network_sync_freq;

@ -304,6 +304,9 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
sent_packets = 4; // We start with trying 4 packets
cs->status = STATUS_MAP;
/* Mark the start of download */
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
}
if (cs->status == STATUS_MAP) {
@ -759,6 +762,13 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->index);
}
}
if (_network_pause_on_join) {
/* Now pause the game till the client is in sync */
DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
}
} else {
// Wrong status for this packet, give a warning to client, and close connection
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
@ -937,14 +947,27 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
{
uint32 frame = NetworkRecv_uint32(cs, p);
/* The client is trying to catch up with the server */
if (cs->status == STATUS_PRE_ACTIVE) {
/* The client is not yet catched up? */
if (frame + DAY_TICKS < _frame_counter)
return;
/* Now he is! Unpause the game */
cs->status = STATUS_ACTIVE;
if (_network_pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
}
}
// The client received the frame, make note of it
cs->last_frame = NetworkRecv_uint32(cs, p);
cs->last_frame = frame;
// With those 2 values we can calculate the lag realtime
cs->last_frame_server = _frame_counter;
// The client is now really active
if (cs->status == STATUS_PRE_ACTIVE)
cs->status = STATUS_ACTIVE;
}
@ -1527,6 +1550,12 @@ void NetworkServer_Tick(void)
} else {
cs->lag_test = 0;
}
} else if (cs->status == STATUS_PRE_ACTIVE) {
int lag = NetworkCalculateLag(cs);
if (lag > _network_max_join_time) {
IConsolePrintF(_iconsole_color_error,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->index, _network_max_join_time);
NetworkCloseClient(cs);
}
}
@ -1536,7 +1565,7 @@ void NetworkServer_Tick(void)
}
// Do we need to send the new frame-packet?
if (send_frame && cs->status == STATUS_ACTIVE) {
if (send_frame && (cs->status == STATUS_ACTIVE || cs->status == STATUS_PRE_ACTIVE)) {
SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
}
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME

@ -760,6 +760,8 @@ static const SettingDesc misc_settings[] = {
static const SettingDesc network_settings[] = {
{"sync_freq", SDT_UINT16 | SDT_NOSAVE, (void*)100, &_network_sync_freq, NULL},
{"frame_freq", SDT_UINT8 | SDT_NOSAVE, (void*)0, &_network_frame_freq, NULL},
{"max_join_time", SDT_UINT, (void*)500, &_network_max_join_time, NULL},
{"pause_on_join", SDT_BOOL, (void*)false, &_network_pause_on_join, NULL},
{"server_bind_ip", SDT_STRINGBUF | (lengthof(_network_server_bind_ip_host) << 16), "0.0.0.0", &_network_server_bind_ip_host, NULL},
{"server_port", SDT_UINT, (void*)NETWORK_DEFAULT_PORT, &_network_server_port, NULL},
{"server_advertise",SDT_BOOL, (void*)false, &_network_advertise, NULL},

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