Fix bad behavor while pinging Clients
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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.Common.Server
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{
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static readonly int PingInterval = 5000; // Ping every 5 seconds
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static readonly int ConnReportInterval = 20000; // Report every 20 seconds
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static readonly int ConnTimeout = 90000; // Drop unresponsive clients after 90 seconds
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static readonly int ConnTimeout = 60000; // Drop unresponsive clients after 60 seconds
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// TickTimeout is in microseconds
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public int TickTimeout { get { return PingInterval * 100; } }
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@@ -43,18 +43,30 @@ namespace OpenRA.Mods.Common.Server
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{
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foreach (var c in server.Conns.ToList())
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{
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if (c == null || c.socket == null)
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continue;
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var client = server.GetClient(c);
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if (client == null)
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{
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server.DropClient(c, -1);
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server.SendMessage("A player has been dropped after timing out.");
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continue;
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}
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if (c.TimeSinceLastResponse < ConnTimeout)
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{
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server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
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if (!c.TimeoutMessageShown && c.TimeSinceLastResponse > PingInterval * 2)
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{
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server.SendMessage(server.GetClient(c).Name + " is experiencing connection problems.");
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server.SendMessage(client.Name + " is experiencing connection problems.");
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c.TimeoutMessageShown = true;
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}
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}
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else
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{
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server.SendMessage(server.GetClient(c).Name + " has been dropped after timing out.");
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server.SendMessage(client.Name + " has been dropped after timing out.");
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server.DropClient(c, -1);
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}
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}
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@@ -68,8 +80,15 @@ namespace OpenRA.Mods.Common.Server
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.OrderBy(c => c.TimeSinceLastResponse);
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foreach (var c in timeouts)
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server.SendMessage("{0} will be dropped in {1} seconds.".F(
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server.GetClient(c).Name, (ConnTimeout - c.TimeSinceLastResponse) / 1000));
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{
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if (c == null || c.socket == null)
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continue;
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var client = server.GetClient(c);
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if (client != null)
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server.SendMessage("{0} will be dropped in {1} seconds.".F(client.Name, (ConnTimeout - c.TimeSinceLastResponse) / 1000));
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}
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}
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}
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}
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