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(svn r21363) -Add: support for limiting the amount of (accepted) incoming data
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@ -39,7 +39,7 @@ public:
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bool SendPackets(bool closing_down = false);
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bool IsPacketQueueEmpty();
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Packet *ReceivePacket();
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virtual Packet *ReceivePacket();
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bool CanSendReceive();
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@ -62,6 +62,7 @@ ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : Netwo
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{
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this->status = STATUS_INACTIVE;
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this->client_id = _network_client_id++;
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this->receive_limit = _settings_client.network.bytes_per_frame_burst;
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NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
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this->SetInfo(ci);
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ci->client_playas = COMPANY_INACTIVE_CLIENT;
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@ -77,6 +78,19 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
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OrderBackup::ResetUser(this->client_id);
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}
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Packet *ServerNetworkGameSocketHandler::ReceivePacket()
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{
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/* Only allow receiving when we have some buffer free; this value
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* can go negative, but eventually it will become positive again. */
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if (this->receive_limit <= 0) return NULL;
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/* We can receive a packet, so try that and if needed account for
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* the amount of received data. */
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Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
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if (p != NULL) this->receive_limit -= p->size;
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return p;
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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{
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assert(status != NETWORK_RECV_STATUS_OKAY);
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@ -1540,6 +1554,11 @@ void NetworkServer_Tick(bool send_frame)
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/* Now we are done with the frame, inform the clients that they can
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* do their frame! */
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FOR_ALL_CLIENT_SOCKETS(cs) {
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/* We allow a number of bytes per frame, but only to the burst amount
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* to be available for packet receiving at any particular time. */
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cs->receive_limit = min(cs->receive_limit + _settings_client.network.bytes_per_frame,
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_settings_client.network.bytes_per_frame_burst);
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/* Check if the speed of the client is what we can expect from a client */
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if (cs->status == NetworkClientSocket::STATUS_ACTIVE) {
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/* 1 lag-point per day */
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@ -70,10 +70,12 @@ public:
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uint32 last_token_frame; ///< The last frame we received the right token
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ClientStatus status; ///< Status of this client
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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int receive_limit; ///< Amount of bytes that we can receive at this moment
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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virtual Packet *ReceivePacket();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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void GetClientName(char *client_name, size_t size) const;
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@ -141,6 +141,8 @@ struct NetworkSettings {
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uint8 frame_freq; ///< how often do we send commands to the clients
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uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
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uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
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uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
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uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
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uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to join
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bool pause_on_join; ///< pause the game when people join
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uint16 server_port; ///< port the server listens on
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@ -633,6 +633,8 @@ const SettingDesc _settings[] = {
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SDTC_VAR(network.frame_freq, SLE_UINT8,C|S,NO, 0, 0, 100, 0, STR_NULL, NULL),
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SDTC_VAR(network.commands_per_frame, SLE_UINT16, S, NO, 4, 1, 65535, 0, STR_NULL, NULL),
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SDTC_VAR(network.max_commands_in_queue,SLE_UINT16, S, NO, 32, 1, 65535, 0, STR_NULL, NULL),
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SDTC_VAR(network.bytes_per_frame, SLE_UINT16, S, NO, 8, 1, 65535, 0, STR_NULL, NULL),
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SDTC_VAR(network.bytes_per_frame_burst,SLE_UINT16, S, NO, 256, 1, 65535, 0, STR_NULL, NULL),
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SDTC_VAR(network.max_join_time, SLE_UINT16, S, NO, 500, 0, 32000, 0, STR_NULL, NULL),
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SDTC_BOOL(network.pause_on_join, S, NO, true, STR_NULL, NULL),
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SDTC_VAR(network.server_port, SLE_UINT16, S, NO,NETWORK_DEFAULT_PORT,0,65535,0,STR_NULL, NULL),
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