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Add a minimum delay between connections
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bfb2467796
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3 changed files with 24 additions and 1 deletions
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@ -85,6 +85,10 @@ tic_t jointimeout = (10*TICRATE);
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static boolean sendingsavegame[MAXNETNODES]; // Are we sending the savegame?
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static tic_t freezetimeout[MAXNETNODES]; // Until when can this node freeze the server before getting a timeout?
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// Incremented by cv_joindelay when a client joins, decremented each tic.
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// If higher than cv_joindelay * 2 (3 joins in a short timespan), joins are temporarily disabled.
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static tic_t joindelay = 0;
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UINT16 pingmeasurecount = 1;
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UINT32 realpingtable[MAXPLAYERS]; //the base table of ping where an average will be sent to everyone.
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UINT32 playerpingtable[MAXPLAYERS]; //table of player latency values.
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@ -3077,6 +3081,8 @@ consvar_t cv_allownewplayer = {"allowjoin", "On", CV_NETVAR, CV_OnOff, NULL, 0,
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consvar_t cv_joinnextround = {"joinnextround", "Off", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; /// \todo not done
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static CV_PossibleValue_t maxplayers_cons_t[] = {{2, "MIN"}, {32, "MAX"}, {0, NULL}};
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consvar_t cv_maxplayers = {"maxplayers", "8", CV_SAVE, maxplayers_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t joindelay_cons_t[] = {{1, "MIN"}, {3600, "MAX"}, {0, "Off"}, {0, NULL}};
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consvar_t cv_joindelay = {"joindelay", "10", CV_SAVE, joindelay_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t rejointimeout_cons_t[] = {{1, "MIN"}, {60 * FRACUNIT, "MAX"}, {0, "Off"}, {0, NULL}};
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consvar_t cv_rejointimeout = {"rejointimeout", "Off", CV_SAVE|CV_FLOAT, rejointimeout_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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@ -3164,6 +3170,8 @@ void SV_ResetServer(void)
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neededtic = maketic;
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tictoclear = maketic;
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joindelay = 0;
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for (i = 0; i < MAXNETNODES; i++)
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ResetNode(i);
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@ -3613,6 +3621,9 @@ static void HandleConnect(SINT8 node)
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SV_SendRefuse(node, M_GetText("No players from\nthis node."));
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else if (luafiletransfers)
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SV_SendRefuse(node, M_GetText("The server is broadcasting a file\nrequested by a Lua script.\nPlease wait a bit and then\ntry rejoining."));
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else if (netgame && joindelay > 2 * (tic_t)cv_joindelay.value * TICRATE)
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SV_SendRefuse(node, va(M_GetText("Too many people are connecting.\nPlease wait %d seconds and then\ntry rejoining."),
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(joindelay - 2 * cv_joindelay.value * TICRATE) / TICRATE));
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else
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{
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#ifndef NONET
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@ -3670,6 +3681,7 @@ static void HandleConnect(SINT8 node)
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DEBFILE("send savegame\n");
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}
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SV_AddWaitingPlayers(names[0], names[1]);
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joindelay += cv_joindelay.value * TICRATE;
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player_joining = true;
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}
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#else
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@ -5038,12 +5050,21 @@ void NetUpdate(void)
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hu_resynching = true;
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}
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}
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Net_AckTicker();
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// Handle timeouts to prevent definitive freezes from happenning
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if (server)
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{
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for (i = 1; i < MAXNETNODES; i++)
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if (nodeingame[i] && freezetimeout[i] < I_GetTime())
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Net_ConnectionTimeout(i);
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// In case the cvar value was lowered
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if (joindelay)
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joindelay = min(joindelay - 1, 3 * cv_joindelay.value * TICRATE);
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}
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nowtime /= NEWTICRATERATIO;
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if (nowtime > resptime)
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{
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@ -5051,6 +5072,7 @@ void NetUpdate(void)
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M_Ticker();
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CON_Ticker();
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}
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SV_FileSendTicker();
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}
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@ -515,7 +515,7 @@ extern UINT32 realpingtable[MAXPLAYERS];
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extern UINT32 playerpingtable[MAXPLAYERS];
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extern tic_t servermaxping;
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extern consvar_t cv_allownewplayer, cv_joinnextround, cv_maxplayers, cv_rejointimeout;
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extern consvar_t cv_allownewplayer, cv_joinnextround, cv_maxplayers, cv_joindelay, cv_rejointimeout;
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extern consvar_t cv_resynchattempts, cv_blamecfail;
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extern consvar_t cv_maxsend, cv_noticedownload, cv_downloadspeed;
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@ -573,6 +573,7 @@ void D_RegisterServerCommands(void)
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// d_clisrv
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CV_RegisterVar(&cv_maxplayers);
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CV_RegisterVar(&cv_joindelay);
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CV_RegisterVar(&cv_rejointimeout);
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CV_RegisterVar(&cv_resynchattempts);
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CV_RegisterVar(&cv_maxsend);
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