Fix: Game can no longer drop you in a single player game.
This commit is contained in:
@@ -34,37 +34,46 @@ namespace OpenRA.Mods.Common.Server
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{
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{
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isInitialPing = false;
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isInitialPing = false;
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lastPing = Game.RunTime;
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lastPing = Game.RunTime;
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foreach (var c in server.Conns.ToList())
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if (server.LobbyInfo.IsSinglePlayer && server.Conns.Any() && server.GetClient(server.Conns.First()).IpAddress == "127.0.0.1")
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{
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{
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if (c.TimeSinceLastResponse < ConnTimeout)
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foreach (var c in server.Conns.ToList())
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{
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server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
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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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else
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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.TimeSinceLastResponse < ConnTimeout)
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{
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{
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server.SendMessage(server.GetClient(c).Name + " is experiencing connection problems.");
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server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
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c.TimeoutMessageShown = true;
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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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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.DropClient(c, -1);
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}
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}
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}
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}
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else
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if (Game.RunTime - lastConnReport > ConnReportInterval)
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{
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{
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server.SendMessage(server.GetClient(c).Name + " has been dropped after timing out.");
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lastConnReport = Game.RunTime;
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server.DropClient(c, -1);
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var timeouts = server.Conns
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.Where(c => c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
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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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}
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}
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}
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}
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}
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if (Game.RunTime - lastConnReport > ConnReportInterval)
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{
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lastConnReport = Game.RunTime;
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var timeouts = server.Conns
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.Where(c => c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
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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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}
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}
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}
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}
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}
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}
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