diff options
Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r-- | src/network/network_server.cpp | 17 |
1 files changed, 13 insertions, 4 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index 513758811..42de4cd2f 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -1522,14 +1522,23 @@ void NetworkServer_Tick(bool send_frame) if (lag > 3) { /* Client did still not report in after 4 game-day, drop him * (that is, the 3 of above, + 1 before any lag is counted) */ - IConsolePrintF(CC_ERROR,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->client_id); + IConsolePrintF(CC_ERROR, cs->last_packet + 3 * DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick ? + /* A packet was received in the last three game days, so the client is likely lagging behind. */ + "Client #%d is dropped because the client's game state is more than 4 game-days behind" : + /* No packet was received in the last three game days; sounds like a lost connection. */ + "Client #%d is dropped because the client did not respond for more than 4 game-days", + cs->client_id); cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR); continue; } - /* Report once per time we detect the lag */ - if (cs->lag_test == 0) { - IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->client_id); + /* Report once per time we detect the lag, and only when we + * received a packet in the last 2000 milliseconds. If we + * did not receive a packet, then the client is not just + * slow, but the connection is likely severed. Mentioning + * frame_freq is not useful in this case. */ + if (cs->lag_test == 0 && cs->last_packet + DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick) { + IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id); cs->lag_test = 1; } } else { |