Files
OpenRA/OpenRA.Mods.Common/ServerTraits/PlayerPinger.cs
2016-09-20 19:06:10 +01:00

96 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Server;
using S = OpenRA.Server.Server;
namespace OpenRA.Mods.Common.Server
{
public class PlayerPinger : ServerTrait, ITick
{
static readonly int PingInterval = 5000; // Ping every 5 seconds
static readonly int ConnReportInterval = 20000; // Report every 20 seconds
static readonly int ConnTimeout = 60000; // Drop unresponsive clients after 60 seconds
// TickTimeout is in microseconds
public int TickTimeout { get { return PingInterval * 100; } }
long lastPing = 0;
long lastConnReport = 0;
bool isInitialPing = true;
public void Tick(S server)
{
if ((Game.RunTime - lastPing > PingInterval) || isInitialPing)
{
isInitialPing = false;
lastPing = Game.RunTime;
// Ignore client timeout in singleplayer games to make debugging easier
if (server.LobbyInfo.IsSinglePlayer && !server.Dedicated)
foreach (var c in server.Conns.ToList())
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
else
{
foreach (var c in server.Conns.ToList())
{
if (c == null || c.Socket == null)
continue;
var client = server.GetClient(c);
if (client == null)
{
server.DropClient(c, -1);
server.SendMessage("A player has been dropped after timing out.");
continue;
}
if (c.TimeSinceLastResponse < ConnTimeout)
{
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
if (!c.TimeoutMessageShown && c.TimeSinceLastResponse > PingInterval * 2)
{
server.SendMessage(client.Name + " is experiencing connection problems.");
c.TimeoutMessageShown = true;
}
}
else
{
server.SendMessage(client.Name + " has been dropped after timing out.");
server.DropClient(c, -1);
}
}
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)
{
if (c == null || c.Socket == null)
continue;
var client = server.GetClient(c);
if (client != null)
server.SendMessage("{0} will be dropped in {1} seconds.".F(client.Name, (ConnTimeout - c.TimeSinceLastResponse) / 1000));
}
}
}
}
}
}
}