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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
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1 changed files with 54 additions and 26 deletions
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@ -5983,44 +5983,72 @@ boolean TryRunTics(tic_t realtics)
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static INT32 pingtimeout[MAXPLAYERS];
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#define PINGKICK_TICQUEUE 2
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#define PINGKICK_LIMIT 1
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static inline void PingUpdate(void)
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{
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INT32 i;
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boolean laggers[MAXPLAYERS];
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UINT8 numlaggers = 0;
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memset(laggers, 0, sizeof(boolean) * MAXPLAYERS);
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UINT8 pingkick[MAXPLAYERS];
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UINT8 nonlaggers = 0;
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memset(pingkick, 0, sizeof(pingkick));
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netbuffer->packettype = PT_PING;
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//check for ping limit breakage.
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if (cv_maxping.value)
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//if (cv_maxping.value) -- always check for TICQUEUE overrun
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{
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for (i = 1; i < MAXPLAYERS; i++)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && (realpingtable[i] / pingmeasurecount > (unsigned)cv_maxping.value))
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if (!playeringame[i] || P_IsLocalPlayer(&players[i])) // should be P_IsMachineLocalPlayer for DRRR
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{
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if (players[i].jointime > 30 * TICRATE)
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laggers[i] = true;
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numlaggers++;
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pingtimeout[i] = 0;
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continue;
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}
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if ((maketic + 5) >= nettics[playernode[i]] + (TICQUEUE-(2*TICRATE)))
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{
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// 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)
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pingkick[i] = PINGKICK_TICQUEUE;
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}
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else if ((cv_maxping.value)
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&& (realpingtable[i] / pingmeasurecount > (unsigned)cv_maxping.value))
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{
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if (players[i].jointime > 10 * TICRATE)
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{
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pingkick[i] = PINGKICK_LIMIT;
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}
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}
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else
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pingtimeout[i] = 0;
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{
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nonlaggers++;
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// 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).
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if (pingtimeout[i] > 0)
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pingtimeout[i]--;
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}
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}
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//kick lagging players... unless everyone but the server's ping sucks.
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//in that case, it is probably the server's fault.
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if (numlaggers < D_NumPlayers() - 1)
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// Always kick TICQUEUE-overrunners, too.
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{
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for (i = 1; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && laggers[i])
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{
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pingtimeout[i]++;
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if (pingtimeout[i] > cv_pingtimeout.value) // ok your net has been bad for too long, you deserve to die.
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UINT8 minimumkicklevel = (nonlaggers > 0) ? PINGKICK_LIMIT : PINGKICK_TICQUEUE;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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XBOXSTATIC char buf[2];
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if (!playeringame[i] || pingkick[i] < minimumkicklevel)
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continue;
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if (pingkick[i] == PINGKICK_LIMIT)
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{
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// Don't kick on ping alone if we haven't reached our threshold yet.
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if (++pingtimeout[i] < cv_pingtimeout.value)
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continue;
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}
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pingtimeout[i] = 0;
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buf[0] = (char)i;
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@ -6028,10 +6056,6 @@ static inline void PingUpdate(void)
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SendNetXCmd(XD_KICK, &buf, 2);
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}
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}
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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).
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pingtimeout[i] = (pingtimeout[i] == 0 ? 0 : pingtimeout[i]-1);
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}
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}
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}
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//make the ping packet and clear server data for next one
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@ -6057,6 +6081,9 @@ static inline void PingUpdate(void)
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pingmeasurecount = 0; //Reset count
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}
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#undef PINGKICK_DANGER
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#undef PINGKICK_LIMIT
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static tic_t gametime = 0;
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static void UpdatePingTable(void)
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@ -6225,6 +6252,7 @@ FILESTAMP
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// Do not make tics while resynching
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if (counts != -666)
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{
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// See also PingUpdate
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if (maketic + counts >= firstticstosend + TICQUEUE)
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counts = firstticstosend+TICQUEUE-maketic-1;
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