diff options
Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r-- | src/network/network_server.cpp | 31 |
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) { |