Rewrite ping timeout

- ALWAYS kick someone who's about to stop the server because they're about to overrun TICQUEUE, even if they're in the joiner grace period
- Reduce the joiner grace period for normal ping limit to 10 seconds (from 30)
- Properly account for ignoring all local players when the host is splitscreen
This commit is contained in:
toaster 2022-10-26 20:27:32 +01:00
parent 33e35b7e13
commit ab68f0dadd

View file

@ -5983,44 +5983,72 @@ boolean TryRunTics(tic_t realtics)
static INT32 pingtimeout[MAXPLAYERS];
#define PINGKICK_TICQUEUE 2
#define PINGKICK_LIMIT 1
static inline void PingUpdate(void)
{
INT32 i;
boolean laggers[MAXPLAYERS];
UINT8 numlaggers = 0;
memset(laggers, 0, sizeof(boolean) * MAXPLAYERS);
UINT8 pingkick[MAXPLAYERS];
UINT8 nonlaggers = 0;
memset(pingkick, 0, sizeof(pingkick));
netbuffer->packettype = PT_PING;
//check for ping limit breakage.
if (cv_maxping.value)
//if (cv_maxping.value) -- always check for TICQUEUE overrun
{
for (i = 1; i < MAXPLAYERS; i++)
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && (realpingtable[i] / pingmeasurecount > (unsigned)cv_maxping.value))
if (!playeringame[i] || P_IsLocalPlayer(&players[i])) // should be P_IsMachineLocalPlayer for DRRR
{
if (players[i].jointime > 30 * TICRATE)
laggers[i] = true;
numlaggers++;
pingtimeout[i] = 0;
continue;
}
if ((maketic + 5) >= nettics[playernode[i]] + (TICQUEUE-(2*TICRATE)))
{
// Anyone who's gobbled most of the TICQUEUE and is likely to halt the server the next few times this runs has to die *right now*. (See also NetUpdate)
pingkick[i] = PINGKICK_TICQUEUE;
}
else if ((cv_maxping.value)
&& (realpingtable[i] / pingmeasurecount > (unsigned)cv_maxping.value))
{
if (players[i].jointime > 10 * TICRATE)
{
pingkick[i] = PINGKICK_LIMIT;
}
}
else
pingtimeout[i] = 0;
{
nonlaggers++;
// you aren't lagging, but you aren't free yet. In case you'll keep spiking, we just make the timer go back down. (Very unstable net must still get kicked).
if (pingtimeout[i] > 0)
pingtimeout[i]--;
}
}
//kick lagging players... unless everyone but the server's ping sucks.
//in that case, it is probably the server's fault.
if (numlaggers < D_NumPlayers() - 1)
// Always kick TICQUEUE-overrunners, too.
{
for (i = 1; i < MAXPLAYERS; i++)
{
if (playeringame[i] && laggers[i])
{
pingtimeout[i]++;
if (pingtimeout[i] > cv_pingtimeout.value) // ok your net has been bad for too long, you deserve to die.
UINT8 minimumkicklevel = (nonlaggers > 0) ? PINGKICK_LIMIT : PINGKICK_TICQUEUE;
for (i = 0; i < MAXPLAYERS; i++)
{
XBOXSTATIC char buf[2];
if (!playeringame[i] || pingkick[i] < minimumkicklevel)
continue;
if (pingkick[i] == PINGKICK_LIMIT)
{
// Don't kick on ping alone if we haven't reached our threshold yet.
if (++pingtimeout[i] < cv_pingtimeout.value)
continue;
}
pingtimeout[i] = 0;
buf[0] = (char)i;
@ -6028,10 +6056,6 @@ static inline void PingUpdate(void)
SendNetXCmd(XD_KICK, &buf, 2);
}
}
else // you aren't lagging, but you aren't free yet. In case you'll keep spiking, we just make the timer go back down. (Very unstable net must still get kicked).
pingtimeout[i] = (pingtimeout[i] == 0 ? 0 : pingtimeout[i]-1);
}
}
}
//make the ping packet and clear server data for next one
@ -6057,6 +6081,9 @@ static inline void PingUpdate(void)
pingmeasurecount = 0; //Reset count
}
#undef PINGKICK_DANGER
#undef PINGKICK_LIMIT
static tic_t gametime = 0;
static void UpdatePingTable(void)
@ -6225,6 +6252,7 @@ FILESTAMP
// Do not make tics while resynching
if (counts != -666)
{
// See also PingUpdate
if (maketic + counts >= firstticstosend + TICQUEUE)
counts = firstticstosend+TICQUEUE-maketic-1;