From 13889b6554e029554556af6524c9ec5542c593e2 Mon Sep 17 00:00:00 2001 From: Patric Stout Date: Sat, 27 Feb 2021 10:54:16 +0100 Subject: Fix: [Network] don't show "server doesn't respond" while in queue Send all clients in the queue every game-day a packet that they are still in the queue. --- src/network/network_server.cpp | 20 +++++++++++++++----- src/network/network_server.h | 2 +- 2 files changed, 16 insertions(+), 6 deletions(-) (limited to 'src/network') diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index bef5a5350..9e4d0d88f 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -1873,6 +1873,21 @@ void NetworkServer_Tick(bool send_frame) } break; + case NetworkClientSocket::STATUS_MAP_WAIT: + /* Send every two seconds a packet to the client, to make sure + * he knows the server is still there; just someone else is + * still receiving the map. */ + if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) { + cs->SendWait(); + /* We need to reset the timer, as otherwise we will be + * spamming the client. Strictly speaking this variable + * tracks when we last received a packet from the client, + * but as he is waiting, he will not send us any till we + * start sending him data. */ + cs->last_packet = std::chrono::steady_clock::now(); + } + break; + case NetworkClientSocket::STATUS_MAP: /* Downloading the map... this is the amount of time since starting the saving. */ if (lag > _settings_client.network.max_download_time) { @@ -1902,11 +1917,6 @@ void NetworkServer_Tick(bool send_frame) } break; - case NetworkClientSocket::STATUS_MAP_WAIT: - /* This is an internal state where we do not wait - * on the client to move to a different state. */ - break; - case NetworkClientSocket::STATUS_END: /* Bad server/code. */ NOT_REACHED(); diff --git a/src/network/network_server.h b/src/network/network_server.h index 4e099a7fa..77612fdc8 100644 --- a/src/network/network_server.h +++ b/src/network/network_server.h @@ -43,7 +43,6 @@ protected: NetworkRecvStatus SendCompanyInfo(); NetworkRecvStatus SendNewGRFCheck(); NetworkRecvStatus SendWelcome(); - NetworkRecvStatus SendWait(); NetworkRecvStatus SendNeedGamePassword(); NetworkRecvStatus SendNeedCompanyPassword(); @@ -82,6 +81,7 @@ public: void CheckNextClientToSendMap(NetworkClientSocket *ignore_cs = nullptr); + NetworkRecvStatus SendWait(); NetworkRecvStatus SendMap(); NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno); NetworkRecvStatus SendQuit(ClientID client_id); -- cgit v1.2.3-70-g09d2