void CNetConnection::Resend() { for(CNetChunkResend *pResend = m_Buffer.First(); pResend; pResend = m_Buffer.Next(pResend)) ResendChunk(pResend); }
int CNetConnection::Update() { int64 Now = time_get(); if(State() == NET_CONNSTATE_ERROR && m_TimeoutSituation && (Now-m_LastRecvTime) > time_freq()*g_Config.m_ConnTimeoutProtection) { m_TimeoutSituation = false; SetError("Timeout Protection over"); } if(State() == NET_CONNSTATE_OFFLINE || State() == NET_CONNSTATE_ERROR) return 0; m_TimeoutSituation = false; // check for timeout if(State() != NET_CONNSTATE_OFFLINE && State() != NET_CONNSTATE_CONNECT && (Now-m_LastRecvTime) > time_freq()*g_Config.m_ConnTimeout) { m_State = NET_CONNSTATE_ERROR; SetError("Timeout"); m_TimeoutSituation = true; } // fix resends if(m_Buffer.First()) { CNetChunkResend *pResend = m_Buffer.First(); // check if we have some really old stuff laying around and abort if not acked if(Now-pResend->m_FirstSendTime > time_freq()*g_Config.m_ConnTimeout) { m_State = NET_CONNSTATE_ERROR; char aBuf[512]; str_format(aBuf, sizeof(aBuf), "Too weak connection (not acked for %d seconds)", g_Config.m_ConnTimeout); SetError(aBuf); m_TimeoutSituation = true; } else { // resend packet if we havn't got it acked in 1 second if(Now-pResend->m_LastSendTime > time_freq()) ResendChunk(pResend); } } // send keep alives if nothing has happend for 250ms if(State() == NET_CONNSTATE_ONLINE) { if(time_get()-m_LastSendTime > time_freq()/2) // flush connection after 500ms if needed { int NumFlushedChunks = Flush(); if(NumFlushedChunks && g_Config.m_Debug) dbg_msg("connection", "flushed connection due to timeout. %d chunks.", NumFlushedChunks); } if(time_get()-m_LastSendTime > time_freq()) SendControl(NET_CTRLMSG_KEEPALIVE, 0, 0); } else if(State() == NET_CONNSTATE_CONNECT) { if(time_get()-m_LastSendTime > time_freq()/2) // send a new connect every 500ms SendControl(NET_CTRLMSG_CONNECT, SECURITY_TOKEN_MAGIC, sizeof(SECURITY_TOKEN_MAGIC)); } else if(State() == NET_CONNSTATE_PENDING) { if(time_get()-m_LastSendTime > time_freq()/2) // send a new connect/accept every 500ms SendControl(NET_CTRLMSG_CONNECTACCEPT, SECURITY_TOKEN_MAGIC, sizeof(SECURITY_TOKEN_MAGIC)); } return 0; }
int CNetConnection::Update() { int64 Now = time_get(); if(State() == NET_CONNSTATE_OFFLINE || State() == NET_CONNSTATE_ERROR) return 0; // check for timeout if(State() != NET_CONNSTATE_OFFLINE && State() != NET_CONNSTATE_CONNECT && (Now-m_LastRecvTime) > time_freq()*10) { m_State = NET_CONNSTATE_ERROR; SetError("timeout"); } // fix resends if(m_Buffer.First()) { CNetChunkResend *pResend = m_Buffer.First(); // check if we have some really old stuff laying around and abort if not acked if(Now-pResend->m_FirstSendTime > time_freq()*10) { m_State = NET_CONNSTATE_ERROR; SetError("too weak connection (not acked for 10 seconds)"); } else { // resend packet if we havn't got it acked in 1 second if(Now-pResend->m_LastSendTime > time_freq()) ResendChunk(pResend); } } // send keep alives if nothing has happend for 250ms if(State() == NET_CONNSTATE_ONLINE) { if(time_get()-m_LastSendTime > time_freq()/2) // flush connection after 500ms if needed { int NumFlushedChunks = Flush(); if(NumFlushedChunks && g_Config.m_Debug) dbg_msg("connection", "flushed connection due to timeout. %d chunks.", NumFlushedChunks); } if(time_get()-m_LastSendTime > time_freq()) SendControl(NET_CTRLMSG_KEEPALIVE, 0, 0); } else if(State() == NET_CONNSTATE_CONNECT) { if(time_get()-m_LastSendTime > time_freq()/2) // send a new connect every 500ms SendControl(NET_CTRLMSG_CONNECT, 0, 0); } else if(State() == NET_CONNSTATE_PENDING) { if(time_get()-m_LastSendTime > time_freq()/2) // send a new connect/accept every 500ms SendControl(NET_CTRLMSG_CONNECTACCEPT, 0, 0); } return 0; }