mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-23 12:32:14 +00:00
added sv_minRebootDelayMins to control early server reboots
This commit is contained in:
parent
b49c880fe5
commit
1bd7614d21
2 changed files with 43 additions and 20 deletions
|
@ -1,6 +1,8 @@
|
||||||
|
|
||||||
DD Mmm 17 - 1.49
|
DD Mmm 17 - 1.49
|
||||||
|
|
||||||
|
add: sv_minRebootDelayMins to control early server reboots (default: 1440, minimum: 60)
|
||||||
|
|
||||||
fix: broken rendering when the 2nd stage of a collapsed shader stage pair had non-white colors
|
fix: broken rendering when the 2nd stage of a collapsed shader stage pair had non-white colors
|
||||||
|
|
||||||
fix: shader stages using "wave" were not animated when the server time was too large
|
fix: shader stages using "wave" were not animated when the server time was too large
|
||||||
|
|
|
@ -716,6 +716,18 @@ qbool SV_CheckPaused( void ) {
|
||||||
return qtrue;
|
return qtrue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
static void SV_IntegerOverflowShutDown( const char* msg )
|
||||||
|
{
|
||||||
|
// save the map name in case it gets cleared during the shut down
|
||||||
|
char mapName[MAX_QPATH];
|
||||||
|
Q_strncpyz( mapName, Cvar_VariableString("mapname"), sizeof(mapName) );
|
||||||
|
|
||||||
|
SV_Shutdown( msg );
|
||||||
|
Cbuf_AddText( va("map %s\n", mapName) );
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
==================
|
==================
|
||||||
SV_Frame
|
SV_Frame
|
||||||
|
@ -761,36 +773,45 @@ void SV_Frame( int msec ) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
int activeClients = 0;
|
qbool hasHuman = qfalse;
|
||||||
for (int i=0; i < sv_maxclients->integer ; ++i) {
|
for (int i=0; i < sv_maxclients->integer ; ++i) {
|
||||||
client_t *cl = &svs.clients[i];;
|
client_t *cl = &svs.clients[i];
|
||||||
if ( cl->state >= CS_CONNECTED ) {
|
if ( cl->state >= CS_CONNECTED ) {
|
||||||
qbool isBot = (cl->netchan.remoteAddress.type == NA_BOT) || (cl->gentity && (cl->gentity->r.svFlags & SVF_BOT));
|
const qbool isBot = (cl->netchan.remoteAddress.type == NA_BOT) || (cl->gentity && (cl->gentity->r.svFlags & SVF_BOT));
|
||||||
if (!isBot)
|
if ( !isBot ) {
|
||||||
{
|
hasHuman = qtrue;
|
||||||
++activeClients;
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// if time is about to hit the 32nd bit, kick all clients and clear svs.time
|
// The shader time is stored as a floating-point number.
|
||||||
// rather than checking for negative time wraparound everywhere.
|
// Some mods may still have code like "sin(cg.time / 1000.0f)".
|
||||||
// 2giga-milliseconds = 23 days, so it won't be too often
|
// IEEE 754 floats have a 23-bit mantissa.
|
||||||
//
|
// Rounding errors will start after roughly ((1<<23) / (60*1000)) ~ 139.8 minutes.
|
||||||
// shader startTime is float. And for animation CPMA use sin(cg.time / float).
|
const int minRebootTimeCvar = 60 * 1000 * Cvar_Get( "sv_minRebootDelayMins", "1440", 0 )->integer;
|
||||||
// float have 23-bit integer part. Round error start after 2:20 hours
|
const int minRebootTimeConst = 60 * 60 * 1000; // absolute min. time: 1 hour
|
||||||
// lets check 24 hours work
|
const int maxRebootTime = 0x7FFFFFFF; // absolute max. time: ~ 24.86 days
|
||||||
unsigned timeLimit = activeClients ? 24 * 60 * 60 * 1000 : 10 * 60 * 1000;
|
const int minRebootTime = max( minRebootTimeCvar, minRebootTimeConst );
|
||||||
if ( (unsigned)svs.time >= timeLimit ) {
|
if ( svs.time >= minRebootTime && !hasHuman ) {
|
||||||
SV_Shutdown( "Restarting server due to time wrapping" );
|
SV_IntegerOverflowShutDown( "Restarting server early to avoid time wrapping and/or precision issues" );
|
||||||
Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if ( minRebootTimeCvar < minRebootTimeConst )
|
||||||
|
Cvar_Set( "sv_minRebootDelayMins", va( "%d", minRebootTimeConst / (60 * 1000) ) );
|
||||||
|
|
||||||
|
// If the time is close to hitting the 32nd bit, kick all clients and clear svs.time
|
||||||
|
// rather than checking for negative time wraparound everywhere.
|
||||||
|
// No, resetting the time on map change like ioq3 does is not on the cards. It breaks stuff.
|
||||||
|
if ( svs.time >= maxRebootTime ) {
|
||||||
|
SV_IntegerOverflowShutDown( "Restarting server due to time wrapping" );
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// this can happen considerably earlier when lots of clients play and the map doesn't change
|
// this can happen considerably earlier when lots of clients play and the map doesn't change
|
||||||
if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
|
if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
|
||||||
SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
|
SV_IntegerOverflowShutDown( "Restarting server due to numSnapshotEntities wrapping" );
|
||||||
Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue