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authorrubidium <rubidium@openttd.org>2010-11-30 14:18:20 +0000
committerrubidium <rubidium@openttd.org>2010-11-30 14:18:20 +0000
commit31c8ab0ed895b8a67a0d6720f92b7a0e77956454 (patch)
tree1a089c1e156791a4cd5eeb18c380ef34e692a8ab /src/network/network_server.cpp
parent21cf75951c77e2d73ba2a564e2b7110c5c058747 (diff)
downloadopenttd-31c8ab0ed895b8a67a0d6720f92b7a0e77956454.tar.xz
(svn r21361) -Change: make sure the client is listening, or rather receiving, our frames
Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r--src/network/network_server.cpp31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 442df0b69..aa0cd7944 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -33,6 +33,7 @@
#include "../roadveh.h"
#include "../order_backup.h"
#include "../core/pool_func.hpp"
+#include "../core/random_func.hpp"
#include "../rev.h"
#include "table/strings.h"
@@ -483,6 +484,13 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
p->Send_uint32(_sync_seed_2);
#endif
#endif
+
+ /* If token equals 0, we need to make a new token and send that. */
+ if (this->last_token == 0) {
+ this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
+ p->Send_uint8(this->last_token);
+ }
+
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -982,11 +990,28 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
/* Now he is! Unpause the game */
this->status = STATUS_ACTIVE;
+ this->last_token_frame = _frame_counter;
/* Execute script for, e.g. MOTD */
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
}
+ /* Get, and validate the token. */
+ uint8 token = p->Recv_uint8();
+ if (token == this->last_token) {
+ /* We differentiate between last_token_frame and last_frame so the lag
+ * test uses the actual lag of the client instead of the lag for getting
+ * the token back and forth; after all, the token is only sent every
+ * time we receive a PACKET_CLIENT_ACK, after which we will send a new
+ * token to the client. If the lag would be one day, then we would not
+ * be sending the new token soon enough for the new daily scheduled
+ * PACKET_CLIENT_ACK. This would then register the lag of the client as
+ * two days, even when it's only a single day. */
+ this->last_token_frame = _frame_counter;
+ /* Request a new token. */
+ this->last_token = 0;
+ }
+
/* The client received the frame, make note of it */
this->last_frame = frame;
/* With those 2 values we can calculate the lag realtime */
@@ -1545,6 +1570,12 @@ void NetworkServer_Tick(bool send_frame)
} else {
cs->lag_test = 0;
}
+ if (cs->last_frame_server - cs->last_token_frame >= 5 * DAY_TICKS) {
+ /* This is a bad client! It didn't send the right token back. */
+ IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
+ cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
+ continue;
+ }
} else if (cs->status == NetworkClientSocket::STATUS_PRE_ACTIVE) {
uint lag = NetworkCalculateLag(cs);
if (lag > _settings_client.network.max_join_time) {