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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
Only send live checks when the connection has been silent for a while.
Also: * Made the timeout configurable * Removed the stale randomcharacters config option * Switched to time_t for time values, even though it doesn't really matter that much * Halved the keepAliveTimer frequency
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501d153894
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@ -9,9 +9,6 @@ verbosity=1
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[login]
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# must be kept in sync with loginInfo.php
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port=8001
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# enables two randomly generated characters in the
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# character selection menu for convenience
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randomcharacters=true
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# will all custom names be approved instantly?
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acceptallcustomnames=true
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# how often should everything be flushed to the database?
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@ -25,6 +22,9 @@ ip=127.0.0.1
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# distance at which other players and NPCs become visible
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playerdistance=20000
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npcdistance=16000
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# time, in milliseconds, to wait before kicking a non-responsive client
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# default is 1 minute
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timeout=60000
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# little message players see when they enter the game
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motd=Welcome to OpenFusion!
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# NPC json data
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@ -172,15 +172,15 @@ public:
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};
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class CNServer;
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typedef void (*TimerHandler)(CNServer* serv, uint64_t time);
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typedef void (*TimerHandler)(CNServer* serv, time_t time);
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// timer struct
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struct TimerEvent {
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TimerHandler handlr;
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uint64_t delta; // time to be added to the current time on reset
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uint64_t scheduledEvent; // time to call handlr()
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time_t delta; // time to be added to the current time on reset
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time_t scheduledEvent; // time to call handlr()
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TimerEvent(TimerHandler h, uint64_t d): handlr(h), delta(d) {
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TimerEvent(TimerHandler h, time_t d): handlr(h), delta(d) {
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scheduledEvent = 0;
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}
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};
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@ -16,7 +16,7 @@ std::list<TimerEvent> CNShardServer::Timers;
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CNShardServer::CNShardServer(uint16_t p) {
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port = p;
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pHandler = &CNShardServer::handlePacket;
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REGISTER_SHARD_TIMER(keepAliveTimer, 2000);
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REGISTER_SHARD_TIMER(keepAliveTimer, 4000);
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REGISTER_SHARD_TIMER(periodicSaveTimer, settings::DBSAVEINTERVAL*1000);
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init();
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}
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@ -28,24 +28,26 @@ void CNShardServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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ShardPackets[data->type](sock, data);
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else if (settings::VERBOSITY > 0)
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std::cerr << "OpenFusion: SHARD UNIMPLM ERR. PacketType: " << Defines::p2str(CL2FE, data->type) << " (" << data->type << ")" << std::endl;
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PlayerManager::players[sock].lastHeartbeat = getTime();
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}
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void CNShardServer::keepAliveTimer(CNServer* serv, uint64_t currTime) {
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void CNShardServer::keepAliveTimer(CNServer* serv, time_t currTime) {
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auto cachedPlayers = PlayerManager::players;
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for (auto& pair : cachedPlayers) {
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if (pair.second.lastHeartbeat != 0 && currTime - pair.second.lastHeartbeat > 60000) { // if the client hadn't responded in 60 seconds, its a dead connection so throw it out
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if (pair.second.lastHeartbeat != 0 && currTime - pair.second.lastHeartbeat > settings::TIMEOUT) {
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// if the client hasn't responded in 60 seconds, its a dead connection so throw it out
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pair.first->kill();
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continue;
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} else if (pair.second.lastHeartbeat != 0 && currTime - pair.second.lastHeartbeat > settings::TIMEOUT/2) {
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// if the player hasn't responded in 30 seconds, send a live check
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INITSTRUCT(sP_FE2CL_REQ_LIVE_CHECK, data);
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pair.first->sendPacket((void*)&data, P_FE2CL_REQ_LIVE_CHECK, sizeof(sP_FE2CL_REQ_LIVE_CHECK));
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}
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// passed the heartbeat, send another
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INITSTRUCT(sP_FE2CL_REQ_LIVE_CHECK, data);
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pair.first->sendPacket((void*)&data, P_FE2CL_REQ_LIVE_CHECK, sizeof(sP_FE2CL_REQ_LIVE_CHECK));
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}
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}
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void CNShardServer::periodicSaveTimer(CNServer* serv, uint64_t currTime) {
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void CNShardServer::periodicSaveTimer(CNServer* serv, time_t currTime) {
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auto cachedPlayers = PlayerManager::players;
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for (auto& pair : cachedPlayers) {
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@ -73,7 +75,7 @@ void CNShardServer::killConnection(CNSocket* cns) {
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}
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void CNShardServer::onStep() {
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uint64_t currTime = getTime();
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time_t currTime = getTime();
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for (TimerEvent& event : Timers) {
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if (event.scheduledEvent == 0) {
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@ -12,8 +12,8 @@ class CNShardServer : public CNServer {
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private:
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static void handlePacket(CNSocket* sock, CNPacketData* data);
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static void keepAliveTimer(CNServer*, uint64_t);
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static void periodicSaveTimer(CNServer* serv, uint64_t currTime);
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static void keepAliveTimer(CNServer*, time_t);
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static void periodicSaveTimer(CNServer* serv, time_t currTime);
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public:
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static std::map<uint32_t, PacketHandler> ShardPackets;
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@ -14,7 +14,7 @@ struct PlayerView {
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std::list<CNSocket*> viewable;
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std::list<int32_t> viewableNPCs;
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Player *plr;
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uint64_t lastHeartbeat;
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time_t lastHeartbeat;
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};
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@ -11,6 +11,7 @@ int settings::DBSAVEINTERVAL = 240;
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int settings::SHARDPORT = 8002;
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std::string settings::SHARDSERVERIP = "127.0.0.1";
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time_t settings::TIMEOUT = 60000;
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int settings::PLAYERDISTANCE = 20000;
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int settings::NPCDISTANCE = 16000;
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@ -43,6 +44,7 @@ void settings::init() {
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SHARDPORT = reader.GetInteger("shard", "port", SHARDPORT);
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SHARDSERVERIP = reader.Get("shard", "ip", "127.0.0.1");
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DBSAVEINTERVAL = reader.GetInteger("login", "dbsaveinterval", DBSAVEINTERVAL);
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TIMEOUT = reader.GetInteger("shard", "timeout", TIMEOUT);
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PLAYERDISTANCE = reader.GetInteger("shard", "playerdistance", PLAYERDISTANCE);
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NPCDISTANCE = reader.GetInteger("shard", "npcdistance", NPCDISTANCE);
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SPAWN_X = reader.GetInteger("shard", "spawnx", SPAWN_X);
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@ -7,6 +7,7 @@ namespace settings {
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extern int DBSAVEINTERVAL;
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extern int SHARDPORT;
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extern std::string SHARDSERVERIP;
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extern time_t TIMEOUT;
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extern int PLAYERDISTANCE;
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extern int NPCDISTANCE;
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extern int SPAWN_X;
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