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

pull/155/head
rubidium 14 years ago
parent dafbfe0345
commit 4c76d8eaf6

@ -304,6 +304,7 @@ protected:
* uint32 Frame counter max (how far may the client walk before the server?)
* uint32 General seed 1 (dependant on compile settings, not default).
* uint32 General seed 2 (dependant on compile settings, not default).
* uint8 Random token to validate the client is actually listening (only occasionally present).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
@ -318,6 +319,7 @@ protected:
/**
* Tell the server we are done with this frame:
* uint32 Current frame counter of the client.
* uint8 The random token that the server sent in the PACKET_SERVER_FRAME packet.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);

@ -349,6 +349,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
Packet *p = new Packet(PACKET_CLIENT_ACK);
p->Send_uint32(_frame_counter);
p->Send_uint8 (my_client->token);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -798,7 +799,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
/* Test if the server supports this option
* and if we are at the frame the server is */
if (p->pos < p->size) {
if (p->pos + 1 < p->size) {
_sync_frame = _frame_counter_server;
_sync_seed_1 = p->Recv_uint32();
#ifdef NETWORK_SEND_DOUBLE_SEED
@ -806,6 +807,9 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
#endif
}
#endif
/* Receive the token. */
if (p->pos != p->size) this->token = p->Recv_uint8();
DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
/* Let the server know that we received this frame correctly

@ -21,6 +21,7 @@ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public Netw
private:
FILE *download_file; ///< Handle used for downloading the savegame.
char *download_filename; ///< File name of the downloading savegame, so we open the right one.
byte token; ///< The token we need to send back to the server to prove we're the right client.
/** Status of the connection with the server. */
enum ServerStatus {

@ -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) {

@ -66,6 +66,8 @@ public:
};
byte lag_test; ///< Byte used for lag-testing the client
byte last_token; ///< The last random token we did send to verify the client is listening
uint32 last_token_frame; ///< The last frame we received the right token
ClientStatus status; ///< Status of this client
CommandQueue outgoing_queue; ///< The command-queue awaiting delivery

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