Files
OpenRA/OpenRA.Mods.Common/ServerTraits/PlayerPinger.cs
2024-10-04 15:11:27 +03:00

110 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Collections.Generic;
using System.Linq;
using OpenRA.Server;
using S = OpenRA.Server.Server;
namespace OpenRA.Mods.Common.Server
{
public class PlayerPinger : ServerTrait, ITick
{
[FluentReference]
const string PlayerDropped = "notification-player-dropped";
[FluentReference("player")]
const string ConnectionProblems = "notification-connection-problems";
[FluentReference("player")]
const string Timeout = "notification-timeout-dropped";
[FluentReference("player", "timeout")]
const string TimeoutIn = "notification-timeout-dropped-in";
const int PingInterval = 5000; // Ping every 5 seconds
const int ConnReportInterval = 20000; // Report every 20 seconds
const int ConnTimeout = 60000; // Drop unresponsive clients after 60 seconds
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
var nonBotClientCount = 0;
lock (server.LobbyInfo)
nonBotClientCount = server.LobbyInfo.NonBotClients.Count();
if (nonBotClientCount >= 2 || server.Type == ServerType.Dedicated)
{
foreach (var c in server.Conns.ToList())
{
if (!c.Validated)
continue;
var client = server.GetClient(c);
if (client == null)
{
server.DropClient(c);
server.SendLocalizedMessage(PlayerDropped);
continue;
}
if (c.TimeSinceLastResponse < ConnTimeout)
{
if (!c.TimeoutMessageShown && c.TimeSinceLastResponse > PingInterval * 2)
{
server.SendLocalizedMessage(ConnectionProblems, FluentBundle.Arguments("player", client.Name));
c.TimeoutMessageShown = true;
}
}
else
{
server.SendLocalizedMessage(Timeout, FluentBundle.Arguments("player", client.Name));
server.DropClient(c);
}
}
if (Game.RunTime - lastConnReport > ConnReportInterval)
{
lastConnReport = Game.RunTime;
var timeouts = server.Conns
.Where(c => c.Validated && c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
.OrderBy(c => c.TimeSinceLastResponse);
foreach (var c in timeouts)
{
var client = server.GetClient(c);
if (client != null)
{
var timeout = (ConnTimeout - c.TimeSinceLastResponse) / 1000;
server.SendLocalizedMessage(TimeoutIn, new Dictionary<string, object>()
{
{ "player", client.Name },
{ "timeout", timeout }
});
}
}
}
}
}
}
}
}