Merge pull request #7066 from WolfGaming/FixTimeoutInSinglePlayer

Fix: Game can no longer drop you in a single player game.
This commit is contained in:
Matthias Mailänder
2014-12-14 10:50:36 +01:00
3 changed files with 35 additions and 25 deletions

View File

@@ -34,37 +34,45 @@ namespace OpenRA.Mods.Common.Server
{
isInitialPing = false;
lastPing = Game.RunTime;
foreach (var c in server.Conns.ToList())
{
if (c.TimeSinceLastResponse < ConnTimeout)
{
// Ignore client timeout in singleplayer games to make debugging easier
if (server.LobbyInfo.IsSinglePlayer && !server.Settings.Dedicated)
foreach (var c in server.Conns.ToList())
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
if (!c.TimeoutMessageShown && c.TimeSinceLastResponse > PingInterval * 2)
else
{
foreach (var c in server.Conns.ToList())
{
if (c.TimeSinceLastResponse < ConnTimeout)
{
server.SendMessage(server.GetClient(c).Name + " is experiencing connection problems.");
c.TimeoutMessageShown = true;
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
if (!c.TimeoutMessageShown && c.TimeSinceLastResponse > PingInterval * 2)
{
server.SendMessage(server.GetClient(c).Name + " is experiencing connection problems.");
c.TimeoutMessageShown = true;
}
}
else
{
server.SendMessage(server.GetClient(c).Name + " has been dropped after timing out.");
server.DropClient(c, -1);
}
}
else
if (Game.RunTime - lastConnReport > ConnReportInterval)
{
server.SendMessage(server.GetClient(c).Name + " has been dropped after timing out.");
server.DropClient(c, -1);
lastConnReport = Game.RunTime;
var timeouts = server.Conns
.Where(c => c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
.OrderBy(c => c.TimeSinceLastResponse);
foreach (var c in timeouts)
server.SendMessage("{0} will be dropped in {1} seconds.".F(
server.GetClient(c).Name, (ConnTimeout - c.TimeSinceLastResponse) / 1000));
}
}
}
if (Game.RunTime - lastConnReport > ConnReportInterval)
{
lastConnReport = Game.RunTime;
var timeouts = server.Conns
.Where(c => c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
.OrderBy(c => c.TimeSinceLastResponse);
foreach (var c in timeouts)
server.SendMessage("{0} will be dropped in {1} seconds.".F(
server.GetClient(c).Name, (ConnTimeout - c.TimeSinceLastResponse) / 1000));
}
}
}
}