Exemplo n.º 1
0
void NET_SV_CheckDeadlock(net_client_t *client)
{
    int nowtime;
    int i;

    // Don't expect game data from clients.

    if (client->drone)
    {
        return;
    }

    nowtime = I_GetTimeMS();

    // If we haven't received anything for a long time, it may be a deadlock.

    if (nowtime - client->last_gamedata_time > 1000)
    {
        NET_Log("server: no gamedata from %s since %d - deadlock?",
                NET_AddrToString(client->addr),
                client->last_gamedata_time);

        // Search the receive window for the first tic we are expecting
        // from this player.

        for (i=0; i<BACKUPTICS; ++i)
        {
            if (!recvwindow[client->player_number][i].active)
            {
                NET_Log("server: deadlock: sending resend request for %d-%d",
                        recvwindow_start + i, recvwindow_start + i + 5);

                // Found a tic we haven't received.  Send a resend request.

                NET_SV_SendResendRequest(client,
                                         recvwindow_start + i,
                                         recvwindow_start + i + 5);

                client->last_gamedata_time = nowtime;
                break;
            }
        }

        // If we sent a resend request to break the deadlock, also trigger a
        // resend of any tics we have sitting in the send queue, in case the
        // client is blocked waiting on tics from us that have been lost.
        // This fixes deadlock with some older clients which do not send
        // resends to break deadlock.
        if (i < BACKUPTICS && client->sendseq > client->acknowledged)
        {
            NET_Log("server: also resending tics %d-%d to break deadlock",
                    client->acknowledged, client->sendseq - 1);
            NET_SV_SendTics(client, client->acknowledged, client->sendseq - 1);
        }
    }
}
Exemplo n.º 2
0
void NET_SV_CheckDeadlock(net_client_t *client)
{
    int nowtime;
    int i;

    // Don't expect game data from clients.

    if (client->drone)
    {
        return;
    }

    nowtime = I_GetTimeMS();

    // If we haven't received anything for a long time, it may be a deadlock.

    if (nowtime - client->last_gamedata_time > 1000)
    {
        // Search the receive window for the first tic we are expecting
        // from this player.

        for (i=0; i<BACKUPTICS; ++i)
        {
            if (!recvwindow[client->player_number][i].active)
            {
                //printf("Possible deadlock: Sending resend request\n");

                // Found a tic we haven't received.  Send a resend request.

                NET_SV_SendResendRequest(client,
                                         recvwindow_start + i,
                                         recvwindow_start + i + 5);

                client->last_gamedata_time = nowtime;
                break;
            }
        }
    }
}
Exemplo n.º 3
0
static void NET_SV_ParseGameData(net_packet_t *packet, net_client_t *client)
{
    net_client_recv_t *recvobj;
    unsigned int seq;
    unsigned int ackseq;
    unsigned int num_tics;
    unsigned int nowtime;
    size_t i;
    int player;
    int resend_start, resend_end;
    int index;

    if (server_state != SERVER_IN_GAME)
    {
        return;
    }

    if (client->drone)
    {
        // Drones do not contribute any game data.
        return;
    }

    player = client->player_number;

    // Read header

    if (!NET_ReadInt8(packet, &ackseq)
     || !NET_ReadInt8(packet, &seq)
     || !NET_ReadInt8(packet, &num_tics))
    {
        return;
    }

    // Get the current time

    nowtime = I_GetTimeMS();

    // Expand 8-bit values to the full sequence number

    ackseq = NET_SV_ExpandTicNum(ackseq);
    seq = NET_SV_ExpandTicNum(seq);

    // Sanity checks

    for (i=0; i<num_tics; ++i)
    {
        net_ticdiff_t diff;
        signed int latency;

        if (!NET_ReadSInt16(packet, &latency)
         || !NET_ReadTiccmdDiff(packet, &diff, sv_settings.lowres_turn))
        {
            return;
        }

        index = seq + i - recvwindow_start;

        if (index < 0 || index >= BACKUPTICS)
        {
            // Not in range of the recv window

            continue;
        }

        recvobj = &recvwindow[index][player];
        recvobj->active = true;
        recvobj->diff = diff;
        recvobj->latency = latency;

        client->last_gamedata_time = nowtime;
    }

    // Higher acknowledgement point?

    if (ackseq > client->acknowledged)
    {
        client->acknowledged = ackseq;
    }

    // Has this been received out of sequence, ie. have we not received
    // all tics before the first tic in this packet?  If so, send a 
    // resend request.

    //printf("SV: %p: %i\n", client, seq);

    resend_end = seq - recvwindow_start;

    if (resend_end <= 0)
        return;

    if (resend_end >= BACKUPTICS)
        resend_end = BACKUPTICS - 1;

    index = resend_end - 1;
    resend_start = resend_end;
    
    while (index >= 0)
    {
        recvobj = &recvwindow[index][player];

        if (recvobj->active)
        {
            // ended our run of unreceived tics

            break;
        }

        if (recvobj->resend_time != 0)
        {
            // Already sent a resend request for this tic

            break;
        }

        resend_start = index;
        --index;
    }

    // Possibly send a resend request

    if (resend_start < resend_end)
    {
            /*
        printf("missed %i-%i before %i, send resend\n",
                        recvwindow_start + resend_start,
                        recvwindow_start + resend_end - 1,
                        seq);
                        */
        NET_SV_SendResendRequest(client, 
                                 recvwindow_start + resend_start, 
                                 recvwindow_start + resend_end - 1);
    }
}
Exemplo n.º 4
0
static void NET_SV_CheckResends(net_client_t *client)
{
    int i;
    int player;
    int resend_start, resend_end;
    unsigned int nowtime;

    nowtime = I_GetTimeMS();

    player = client->player_number;
    resend_start = -1;
    resend_end = -1;

    for (i=0; i<BACKUPTICS; ++i)
    {
        net_client_recv_t *recvobj;
        boolean need_resend;

        recvobj = &recvwindow[i][player];

        // if need_resend is true, this tic needs another retransmit
        // request (300ms timeout)

        need_resend = !recvobj->active
                   && recvobj->resend_time != 0
                   && nowtime > recvobj->resend_time + 300;

        if (need_resend)
        {
            // Start a new run of resend tics?
 
            if (resend_start < 0)
            {
                resend_start = i;
            }
            
            resend_end = i;
        }
        else
        {
            if (resend_start >= 0)
            {
                // End of a run of resend tics

                //printf("SV: resend request timed out: %i-%i\n", resend_start, resend_end);
                NET_SV_SendResendRequest(client, 
                                         recvwindow_start + resend_start,
                                         recvwindow_start + resend_end);

                resend_start = -1;
            }
        }
    }

    if (resend_start >= 0)
    {
        NET_SV_SendResendRequest(client, 
                                 recvwindow_start + resend_start,
                                 recvwindow_start + resend_end);
    }
}