- added an earlier attempt to help lagging clients recover when they start to fall behind.
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@ -264,12 +264,12 @@ void ServerInterface::updateSlot(ConnectionSlotEvent *event) {
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}
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// Only call when client has just sent us data
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bool ServerInterface::clientLagCheck(ConnectionSlot* connectionSlot) {
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bool clientLagExceeded = false;
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std::pair<bool,bool> ServerInterface::clientLagCheck(ConnectionSlot* connectionSlot) {
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std::pair<bool,bool> clientLagExceededOrWarned = std::make_pair(false,false);
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static bool alreadyInLagCheck = false;
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if(alreadyInLagCheck == true) {
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return clientLagExceeded;
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return clientLagExceededOrWarned;
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}
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try {
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@ -306,7 +306,7 @@ bool ServerInterface::clientLagCheck(ConnectionSlot* connectionSlot) {
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// New lag check
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if((maxFrameCountLagAllowed > 0 && clientLagCount > maxFrameCountLagAllowed) ||
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(maxClientLagTimeAllowed > 0 && clientLagTime > maxClientLagTimeAllowed)) {
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clientLagExceeded = true;
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clientLagExceededOrWarned.first = true;
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char szBuf[4096]="";
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const char* msgTemplate = "DROPPING %s, exceeded max allowed LAG count of %f [time = %f], clientLag = %f [%f], disconnecting client.";
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@ -332,6 +332,8 @@ bool ServerInterface::clientLagCheck(ConnectionSlot* connectionSlot) {
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clientLagCount > (maxFrameCountLagAllowed * warnFrameCountLagPercent)) ||
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(maxClientLagTimeAllowed > 0 && warnFrameCountLagPercent > 0 &&
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clientLagTime > (maxClientLagTimeAllowed * warnFrameCountLagPercent)) ) {
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clientLagExceededOrWarned.second = true;
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if(connectionSlot->getLagCountWarning() == false) {
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connectionSlot->setLagCountWarning(true);
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@ -363,7 +365,7 @@ bool ServerInterface::clientLagCheck(ConnectionSlot* connectionSlot) {
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}
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alreadyInLagCheck = false;
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return clientLagExceeded;
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return clientLagExceededOrWarned;
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}
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bool ServerInterface::signalClientReceiveCommands(ConnectionSlot* connectionSlot,
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@ -439,14 +441,14 @@ void ServerInterface::update() {
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// Step #2 check all connection slot worker threads for completed status
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std::map<int,bool> slotsCompleted;
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std::map<int,bool> slotsWarnedAndRetried;
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for(bool threadsDone = false; threadsDone == false;) {
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threadsDone = true;
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// Examine all threads for completion of delegation
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for(int i= 0; i< GameConstants::maxPlayers; ++i) {
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ConnectionSlot* connectionSlot = slots[i];
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if(connectionSlot != NULL &&
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mapSlotSignalledList[i] == true &&
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slotsCompleted.find(i) == slotsCompleted.end()) {
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if(connectionSlot != NULL && mapSlotSignalledList[i] == true &&
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slotsCompleted.find(i) == slotsCompleted.end()) {
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try {
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std::vector<std::string> errorList = connectionSlot->getThreadErrorList();
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// Show any collected errors from threads
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@ -474,19 +476,24 @@ void ServerInterface::update() {
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connectionSlot = slots[i];
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// New lag check
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bool clientLagExceeded = false;
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std::pair<bool,bool> clientLagExceededOrWarned = std::make_pair(false,false);
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if( gameHasBeenInitiated == true && connectionSlot != NULL &&
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connectionSlot->isConnected() == true) {
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clientLagExceeded = clientLagCheck(connectionSlot);
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clientLagExceededOrWarned = clientLagCheck(connectionSlot);
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}
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// If the client has exceeded lag and the server wants
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// to pause while they catch up, re-trigger the
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// client reader thread
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if(clientLagExceeded == true && gameSettings.getNetworkPauseGameForLaggedClients() == true) {
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if((clientLagExceededOrWarned.first == true && gameSettings.getNetworkPauseGameForLaggedClients() == true) ||
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(clientLagExceededOrWarned.second == true && slotsWarnedAndRetried[i] == false)) {
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bool socketTriggered = (connectionSlot != NULL && connectionSlot->getSocket() != NULL ? socketTriggeredList[connectionSlot->getSocket()->getSocketId()] : false);
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ConnectionSlotEvent &event = eventList[i];
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signalClientReceiveCommands(connectionSlot,i,socketTriggered,event);
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sleep(0);
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if(gameSettings.getNetworkPauseGameForLaggedClients() == false) {
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slotsWarnedAndRetried[i] = true;
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}
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}
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else {
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slotsCompleted[i] = true;
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@ -510,9 +517,9 @@ void ServerInterface::update() {
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if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
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if(connectionSlot->getPendingNetworkCommandList().size() > 0) {
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// New lag check
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bool clientLagExceeded = clientLagCheck(connectionSlot);
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if(clientLagExceeded) {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] slotIndex = %d, clientLagExceeded = %d\n",__FILE__,__FUNCTION__,__LINE__,i,clientLagExceeded);
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std::pair<bool,bool> clientLagExceededOrWarned = clientLagCheck(connectionSlot);
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if(clientLagExceededOrWarned.first == true) {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] slotIndex = %d, clientLagExceeded = %d, warned = %d\n",__FILE__,__FUNCTION__,__LINE__,i,clientLagExceededOrWarned.first,clientLagExceededOrWarned.second);
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}
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else {
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vector<NetworkCommand> vctPendingNetworkCommandList = connectionSlot->getPendingNetworkCommandList();
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@ -983,12 +990,12 @@ void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int
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ConnectionSlot* connectionSlot = slots[i];
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// New lag check
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bool clientLagExceeded = false;
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std::pair<bool,bool> clientLagExceededOrWarned = std::make_pair(false,false);
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if( gameHasBeenInitiated == true && connectionSlot != NULL &&
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connectionSlot->isConnected() == true) {
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clientLagExceeded = clientLagCheck(connectionSlot);
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clientLagExceededOrWarned = clientLagCheck(connectionSlot);
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}
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if(clientLagExceeded == false) {
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if(clientLagExceededOrWarned.first == false) {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] networkMessage = %p\n",__FILE__,__FUNCTION__,__LINE__,networkMessage);
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ConnectionSlotEvent &event = eventList[i];
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@ -1057,12 +1064,12 @@ void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int
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if(i != excludeSlot && connectionSlot != NULL) {
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// New lag check
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bool clientLagExceeded = false;
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std::pair<bool,bool> clientLagExceededOrWarned = std::make_pair(false,false);
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if( gameHasBeenInitiated == true && connectionSlot != NULL &&
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connectionSlot->isConnected() == true) {
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clientLagExceeded = clientLagCheck(connectionSlot);
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clientLagExceededOrWarned = clientLagCheck(connectionSlot);
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}
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if(clientLagExceeded == false) {
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if(clientLagExceededOrWarned.first == false) {
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if(connectionSlot->isConnected()) {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] before sendMessage\n",__FILE__,__FUNCTION__,__LINE__);
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connectionSlot->sendMessage(networkMessage);
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@ -80,7 +80,7 @@ public:
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virtual void slotUpdateTask(ConnectionSlotEvent *event);
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bool hasClientConnection();
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int getCurrentFrameCount() const { return currentFrameCount; }
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bool clientLagCheck(ConnectionSlot* connectionSlot);
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std::pair<bool,bool> clientLagCheck(ConnectionSlot* connectionSlot);
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bool signalClientReceiveCommands(ConnectionSlot* connectionSlot,
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int slotIndex,
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