- added an earlier attempt to help lagging clients recover when they start to fall behind.

This commit is contained in:
Mark Vejvoda 2010-07-29 05:51:50 +00:00
parent 8feaebb503
commit a8a3275036
2 changed files with 28 additions and 21 deletions

View File

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

View File

@ -80,7 +80,7 @@ public:
virtual void slotUpdateTask(ConnectionSlotEvent *event);
bool hasClientConnection();
int getCurrentFrameCount() const { return currentFrameCount; }
bool clientLagCheck(ConnectionSlot* connectionSlot);
std::pair<bool,bool> clientLagCheck(ConnectionSlot* connectionSlot);
bool signalClientReceiveCommands(ConnectionSlot* connectionSlot,
int slotIndex,