|
|
|
@ -1522,14 +1522,23 @@ void NetworkServer_Tick(bool send_frame)
|
|
|
|
|
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,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->client_id);
|
|
|
|
|
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);
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Report once per time we detect the lag */
|
|
|
|
|
if (cs->lag_test == 0) {
|
|
|
|
|
IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->client_id);
|
|
|
|
|
/* 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 {
|
|
|
|
|