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-rw-r--r--src/network/core/tcp.h2
-rw-r--r--src/network/network_server.cpp19
-rw-r--r--src/network/network_server.h2
3 files changed, 22 insertions, 1 deletions
diff --git a/src/network/core/tcp.h b/src/network/core/tcp.h
index 899eba771..0f6eb8f5d 100644
--- a/src/network/core/tcp.h
+++ b/src/network/core/tcp.h
@@ -39,7 +39,7 @@ public:
bool SendPackets(bool closing_down = false);
bool IsPacketQueueEmpty();
- Packet *ReceivePacket();
+ virtual Packet *ReceivePacket();
bool CanSendReceive();
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index aa0cd7944..5437cd006 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -62,6 +62,7 @@ ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : Netwo
{
this->status = STATUS_INACTIVE;
this->client_id = _network_client_id++;
+ this->receive_limit = _settings_client.network.bytes_per_frame_burst;
NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
this->SetInfo(ci);
ci->client_playas = COMPANY_INACTIVE_CLIENT;
@@ -77,6 +78,19 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
OrderBackup::ResetUser(this->client_id);
}
+Packet *ServerNetworkGameSocketHandler::ReceivePacket()
+{
+ /* Only allow receiving when we have some buffer free; this value
+ * can go negative, but eventually it will become positive again. */
+ if (this->receive_limit <= 0) return NULL;
+
+ /* We can receive a packet, so try that and if needed account for
+ * the amount of received data. */
+ Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
+ if (p != NULL) this->receive_limit -= p->size;
+ return p;
+}
+
NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
@@ -1540,6 +1554,11 @@ void NetworkServer_Tick(bool send_frame)
/* Now we are done with the frame, inform the clients that they can
* do their frame! */
FOR_ALL_CLIENT_SOCKETS(cs) {
+ /* We allow a number of bytes per frame, but only to the burst amount
+ * to be available for packet receiving at any particular time. */
+ cs->receive_limit = min(cs->receive_limit + _settings_client.network.bytes_per_frame,
+ _settings_client.network.bytes_per_frame_burst);
+
/* Check if the speed of the client is what we can expect from a client */
if (cs->status == NetworkClientSocket::STATUS_ACTIVE) {
/* 1 lag-point per day */
diff --git a/src/network/network_server.h b/src/network/network_server.h
index 0185d69bd..89d94a3cc 100644
--- a/src/network/network_server.h
+++ b/src/network/network_server.h
@@ -70,10 +70,12 @@ public:
uint32 last_token_frame; ///< The last frame we received the right token
ClientStatus status; ///< Status of this client
CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
+ int receive_limit; ///< Amount of bytes that we can receive at this moment
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();
+ virtual Packet *ReceivePacket();
NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
void GetClientName(char *client_name, size_t size) const;