- added optional server game pause if client lags
This commit is contained in:
parent
1b5b663331
commit
2015843d69
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@ -42,6 +42,8 @@ bool enabledThreadedClientCommandBroadcast = false;
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int maxFrameCountLagAllowed = 20;
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// 65% of max we warn all users about the lagged client
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double warnFrameCountLagPercent = 0.65;
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// Should we wait for lagged clients instead of disconnect them?
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bool pauseGameForLaggedClients = false;
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ServerInterface::ServerInterface(){
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gameHasBeenInitiated = false;
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@ -51,7 +53,8 @@ ServerInterface::ServerInterface(){
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enabledThreadedClientCommandBroadcast = Config::getInstance().getBool("EnableThreadedClientCommandBroadcast","false");
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maxFrameCountLagAllowed = Config::getInstance().getInt("MaxFrameCountLagAllowed",intToStr(maxFrameCountLagAllowed).c_str());
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warnFrameCountLagPercent = Config::getInstance().getFloat("WarnFrameCountLagPercent",doubleToStr(warnFrameCountLagPercent).c_str());
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] enabledThreadedClientCommandBroadcast = %d, maxFrameCountLagAllowed = %d\n",__FILE__,__FUNCTION__,__LINE__,enabledThreadedClientCommandBroadcast,maxFrameCountLagAllowed);
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pauseGameForLaggedClients = Config::getInstance().getFloat("PauseGameForLaggedClients",boolToStr(pauseGameForLaggedClients).c_str());
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] enabledThreadedClientCommandBroadcast = %d, maxFrameCountLagAllowed = %d, pauseGameForLaggedClients = %d\n",__FILE__,__FUNCTION__,__LINE__,enabledThreadedClientCommandBroadcast,maxFrameCountLagAllowed,pauseGameForLaggedClients);
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for(int i= 0; i<GameConstants::maxPlayers; ++i){
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slots[i]= NULL;
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@ -223,17 +226,24 @@ bool ServerInterface::clientLagCheck(ConnectionSlot* connectionSlot) {
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if(maxFrameCountLagAllowed > 0 && clientLagCount > maxFrameCountLagAllowed) {
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clientLagExceeded = true;
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char szBuf[4096]="";
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const char* msgTemplate = "%s exceeded max allowed LAG count of %d, clientLag = %d, disconnecting client.";
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if(pauseGameForLaggedClients == true) {
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msgTemplate = "%s exceeded max allowed LAG count of %d, clientLag = %d, pausing game to wait for client to catch up...";
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}
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#ifdef WIN32
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_snprintf(szBuf,4095,"%s exceeded max allowed LAG count of %d, clientLag = %d, disconnecting client.",Config::getInstance().getString("NetPlayerName",Socket::getHostName().c_str()).c_str(),maxFrameCountLagAllowed,clientLagCount);
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_snprintf(szBuf,4095,msgTemplate,Config::getInstance().getString("NetPlayerName",Socket::getHostName().c_str()).c_str(),maxFrameCountLagAllowed,clientLagCount);
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#else
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snprintf(szBuf,4095,"%s exceeded max allowed LAG count of %d, clientLag = %d, disconnecting client.",Config::getInstance().getString("NetPlayerName",Socket::getHostName().c_str()).c_str(),maxFrameCountLagAllowed,clientLagCount);
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snprintf(szBuf,4095,msgTemplate,Config::getInstance().getString("NetPlayerName",Socket::getHostName().c_str()).c_str(),maxFrameCountLagAllowed,clientLagCount);
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#endif
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,szBuf);
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string sMsg = szBuf;
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sendTextMessage(sMsg,-1);
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connectionSlot->close();
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if(pauseGameForLaggedClients == true) {
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connectionSlot->close();
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}
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}
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// New lag check warning
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else if(maxFrameCountLagAllowed > 0 && warnFrameCountLagPercent > 0 &&
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@ -261,37 +271,53 @@ bool ServerInterface::clientLagCheck(ConnectionSlot* connectionSlot) {
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return clientLagExceeded;
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}
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void ServerInterface::signalClientReceiveCommands(ConnectionSlot* connectionSlot,
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int slotIndex,
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bool socketTriggered,
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ConnectionSlotEvent &event) {
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//bool socketTriggered = (connectionSlot != NULL && connectionSlot->getSocket() != NULL ? socketTriggeredList[connectionSlot->getSocket()->getSocketId()] : false);
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//ConnectionSlotEvent &event = eventList[i];
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event.eventType = eReceiveSocketData;
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event.networkMessage = NULL;
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event.connectionSlot = connectionSlot;
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event.socketTriggered = socketTriggered;
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event.triggerId = slotIndex;
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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// Step #1 tell all connection slot worker threads to receive socket data
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if(connectionSlot != NULL) {
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connectionSlot->signalUpdate(&event);
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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}
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}
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void ServerInterface::updateSocketTriggeredList(std::map<PLATFORM_SOCKET,bool> &socketTriggeredList) {
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//update all slots
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for(int i= 0; i < GameConstants::maxPlayers; ++i) {
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ConnectionSlot* connectionSlot= slots[i];
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if(connectionSlot != NULL && connectionSlot->getSocket() != NULL &&
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slots[i]->getSocket()->getSocketId() > 0) {
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socketTriggeredList[connectionSlot->getSocket()->getSocketId()] = false;
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}
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}
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}
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void ServerInterface::update() {
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//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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std::map<PLATFORM_SOCKET,bool> socketTriggeredList;
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//update all slots
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for(int i= 0; i < GameConstants::maxPlayers; ++i) {
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ConnectionSlot* connectionSlot= slots[i];
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if(connectionSlot != NULL && connectionSlot->getSocket() != NULL &&
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slots[i]->getSocket()->getSocketId() > 0) {
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socketTriggeredList[connectionSlot->getSocket()->getSocketId()] = false;
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}
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}
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//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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//chatText.clear();
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//chatSender.clear();
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//chatTeamIndex= -1;
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//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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updateSocketTriggeredList(socketTriggeredList);
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if(gameHasBeenInitiated == false || socketTriggeredList.size() > 0) {
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//if(gameHasBeenInitiated) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] socketTriggeredList.size() = %d\n",__FILE__,__FUNCTION__,socketTriggeredList.size());
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std::map<int,ConnectionSlotEvent> eventList;
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bool hasData = Socket::hasDataToRead(socketTriggeredList);
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if(hasData) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] hasData == true\n",__FILE__,__FUNCTION__);
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if(gameHasBeenInitiated == false || hasData == true) {
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//update all slots
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// Step #1 tell all connection slot worker threads to receive socket data
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bool checkForNewClients = true;
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for(int i= 0; i<GameConstants::maxPlayers; ++i) {
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ConnectionSlot* connectionSlot = slots[i];
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@ -300,60 +326,7 @@ void ServerInterface::update() {
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bool socketTriggered = (connectionSlot != NULL && connectionSlot->getSocket() != NULL ? socketTriggeredList[connectionSlot->getSocket()->getSocketId()] : false);
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ConnectionSlotEvent &event = eventList[i];
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event.eventType = eReceiveSocketData;
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event.networkMessage = NULL;
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event.connectionSlot = connectionSlot;
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event.socketTriggered = socketTriggered;
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event.triggerId = i;
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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// Step #1 tell all connection slot worker threads to receive socket data
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if(connectionSlot != NULL) {
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connectionSlot->signalUpdate(&event);
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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}
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//updateSlot(event);
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/*
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if(connectionSlot != NULL &&
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(gameHasBeenInitiated == false || (connectionSlot->getSocket() != NULL && socketTriggeredList[connectionSlot->getSocket()->getSocketId()] == true))) {
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if(connectionSlot->isConnected() == false ||
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(socketTriggeredList[connectionSlot->getSocket()->getSocketId()] == true)) {
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if(gameHasBeenInitiated) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] socketTriggeredList[i] = %i\n",__FILE__,__FUNCTION__,(socketTriggeredList[connectionSlot->getSocket()->getSocketId()] ? 1 : 0));
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if(connectionSlot->isConnected()) {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] about to call slots[i]->update() for slot = %d socketId = %d\n",
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__FILE__,__FUNCTION__,i,connectionSlot->getSocket()->getSocketId());
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}
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else {
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if(gameHasBeenInitiated) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] slot = %d getSocket() == NULL\n",__FILE__,__FUNCTION__,i);
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}
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connectionSlot->update(checkForNewClients);
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// This means no clients are trying to connect at the moment
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if(connectionSlot != NULL && connectionSlot->getSocket() == NULL) {
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checkForNewClients = false;
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}
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if(connectionSlot != NULL &&
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connectionSlot->getChatText().empty() == false) {
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chatText = connectionSlot->getChatText();
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chatSender = connectionSlot->getChatSender();
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chatTeamIndex = connectionSlot->getChatTeamIndex();
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] #1 about to broadcast nmtText chatText [%s] chatSender [%s] chatTeamIndex = %d for SlotIndex# %d\n",__FILE__,__FUNCTION__,__LINE__,chatText.c_str(),chatSender.c_str(),chatTeamIndex,i);
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NetworkMessageText networkMessageText(chatText,chatSender,chatTeamIndex);
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broadcastMessage(&networkMessageText, i);
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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break;
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}
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}
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}
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*/
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signalClientReceiveCommands(connectionSlot,i,socketTriggered,event);
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}
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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@ -380,7 +353,19 @@ void ServerInterface::update() {
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break;
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}
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else {
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slotsCompleted[i] = true;
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// New lag check
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bool clientLagExceeded = clientLagCheck(connectionSlot);
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// If the client has exceeded lag and the server wants
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// to pause while they catch up, re-trigger the
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// client reader thread
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if(clientLagExceeded == true && pauseGameForLaggedClients == true) {
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bool socketTriggered = (connectionSlot != NULL && connectionSlot->getSocket() != NULL ? socketTriggeredList[connectionSlot->getSocket()->getSocketId()] : false);
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ConnectionSlotEvent &event = eventList[i];
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signalClientReceiveCommands(connectionSlot,i,socketTriggered,event);
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}
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else {
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slotsCompleted[i] = true;
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}
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}
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}
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}
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@ -82,6 +82,12 @@ public:
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int getCurrentFrameCount() const { return currentFrameCount; }
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bool clientLagCheck(ConnectionSlot* connectionSlot);
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void signalClientReceiveCommands(ConnectionSlot* connectionSlot,
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int slotIndex,
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bool socketTriggered,
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ConnectionSlotEvent &event);
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void updateSocketTriggeredList(std::map<PLATFORM_SOCKET,bool> &socketTriggeredList);
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public:
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Mutex * getServerSynchAccessor() { return &serverSynchAccessor; }
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