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authorrubidium <rubidium@openttd.org>2010-11-19 15:55:53 +0000
committerrubidium <rubidium@openttd.org>2010-11-19 15:55:53 +0000
commit874abb29659ada0972add6aff0601666ff1b8cec (patch)
treeb7c05b6494fa20311e0bd4a104a80cd6879b0bf7
parent999246f63eb1d83a25363e27ea26c1cb640e3c93 (diff)
downloadopenttd-874abb29659ada0972add6aff0601666ff1b8cec.tar.xz
(svn r21256) -Fix [FS#4189]: Clients weren't always notified when the connection was lost
-rw-r--r--src/lang/english.txt3
-rw-r--r--src/network/network_client.cpp36
-rw-r--r--src/network/network_client.h1
3 files changed, 40 insertions, 0 deletions
diff --git a/src/lang/english.txt b/src/lang/english.txt
index ca26d695c..a69163560 100644
--- a/src/lang/english.txt
+++ b/src/lang/english.txt
@@ -1788,6 +1788,9 @@ STR_NETWORK_ERROR_CLIENT_SERVER_FULL :server full
STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS :was sending too many commands
############ End of leave-in-this-order
+STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION :{WHITE}Possible connection loss
+STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION :{WHITE}The last {NUM} second{P "" s} no data has arrived from the server
+
# Network related errors
STR_NETWORK_SERVER_MESSAGE :*** {1:RAW_STRING}
############ Leave those lines in this order!!
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index 9b9b55d97..0882c644b 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -27,6 +27,7 @@
#include "../company_gui.h"
#include "../core/random_func.hpp"
#include "../date_func.h"
+#include "../gui.h"
#include "../rev.h"
#include "network.h"
#include "network_base.h"
@@ -140,6 +141,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/*static */ void ClientNetworkGameSocketHandler::Send()
{
my_client->Send_Packets();
+ my_client->CheckConnection();
}
/**
@@ -1032,6 +1034,40 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_UPDATE)
return NETWORK_RECV_STATUS_OKAY;
}
+/**
+ * Check the connection's state, i.e. is the connection still up?
+ */
+void ClientNetworkGameSocketHandler::CheckConnection()
+{
+ /* Only once we're authorized we can expect a steady stream of packets. */
+ if (this->status < STATUS_AUTHORIZED) return;
+
+ /* It might... sometimes occur that the realtime ticker overflows. */
+ if (_realtime_tick < this->last_packet) this->last_packet = _realtime_tick;
+
+ /* Lag is in milliseconds; 2 seconds are roughly the server's
+ * "you're slow" threshold (1 game day). */
+ uint lag = (_realtime_tick - this->last_packet) / 1000;
+ if (lag < 2) return;
+
+ /* 10 seconds are (way) more than 4 game days after which
+ * the server will forcefully disconnect you. */
+ if (lag > 10) {
+ this->NetworkGameSocketHandler::CloseConnection();
+ _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
+ return;
+ }
+
+ /* Prevent showing the lag message every tick; just update it when needed. */
+ static uint last_lag = 0;
+ if (last_lag == lag) return;
+
+ last_lag = lag;
+ SetDParam(0, lag);
+ ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
+}
+
+
/* Is called after a client is connected to the server */
void NetworkClient_Connected()
{
diff --git a/src/network/network_client.h b/src/network/network_client.h
index f47fe0b65..597aec193 100644
--- a/src/network/network_client.h
+++ b/src/network/network_client.h
@@ -73,6 +73,7 @@ protected:
static NetworkRecvStatus SendNewGRFsOk();
static NetworkRecvStatus SendGetMap();
static NetworkRecvStatus SendMapOk();
+ void CheckConnection();
public:
ClientNetworkGameSocketHandler(SOCKET s);
~ClientNetworkGameSocketHandler();