Replace server Select loop with individual client threads.

This guarantees that any unexpected blocking calls due to network
issues cannot stall the main server thread.
This commit is contained in:
Paul Chote
2021-05-25 22:04:47 +01:00
committed by reaperrr
parent 6535411744
commit 2a26ddc622
4 changed files with 292 additions and 257 deletions

View File

@@ -41,13 +41,16 @@ namespace OpenRA.Mods.Common.Server
nonBotClientCount = server.LobbyInfo.NonBotClients.Count();
if (nonBotClientCount < 2 && server.Type != ServerType.Dedicated)
{
foreach (var c in server.Conns.ToList())
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
if (c.Validated)
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
}
else
{
foreach (var c in server.Conns.ToList())
{
if (c == null || c.Socket == null)
if (!c.Validated)
continue;
var client = server.GetClient(c);
@@ -79,14 +82,11 @@ namespace OpenRA.Mods.Common.Server
lastConnReport = Game.RunTime;
var timeouts = server.Conns
.Where(c => c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
.Where(c => c.Validated && c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
.OrderBy(c => c.TimeSinceLastResponse);
foreach (var c in timeouts)
{
if (c == null || c.Socket == null)
continue;
var client = server.GetClient(c);
if (client != null)
server.SendMessage($"{client.Name} will be dropped in {(ConnTimeout - c.TimeSinceLastResponse) / 1000} seconds.");