Rewrite ping timeout

- Reduce the joiner grace period for normal ping limit to 10 seconds (from 30)
- Properly account for ignoring all local players when the host is splitscreen

# Conflicts:
#	src/d_clisrv.c
This commit is contained in:
toaster 2022-10-26 20:27:32 +01:00
parent 3b212a1138
commit c77147fd1c

View file

@ -5529,56 +5529,64 @@ boolean TryRunTics(tic_t realtics)
static INT32 pingtimeout[MAXPLAYERS];
#define PINGKICK_TICQUEUE 2
#define PINGKICK_LIMIT 1
static inline void PingUpdate(void)
{
INT32 i;
boolean laggers[MAXPLAYERS];
UINT8 numlaggers = 0;
memset(laggers, 0, sizeof(boolean) * MAXPLAYERS);
boolean pingkick[MAXPLAYERS];
UINT8 nonlaggers = 0;
memset(pingkick, 0, sizeof(pingkick));
netbuffer->packettype = PT_PING;
//check for ping limit breakage.
if (cv_maxping.value)
{
for (i = 1; i < MAXPLAYERS; i++)
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i]
&& (realpingtable[i] / pingmeasurecount > (unsigned)cv_maxping.value))
if (!playeringame[i] || P_IsMachineLocalPlayer(&players[i]))
{
if (players[i].jointime > 30 * TICRATE)
laggers[i] = true;
numlaggers++;
pingtimeout[i] = 0;
continue;
}
if ((cv_maxping.value)
&& (realpingtable[i] / pingmeasurecount > (unsigned)cv_maxping.value))
{
if (players[i].jointime > 10 * TICRATE)
{
pingkick[i] = true;
}
}
else
pingtimeout[i] = 0;
{
nonlaggers++;
// you aren't lagging, but you aren't free yet. In case you'll keep spiking, we just make the timer go back down. (Very unstable net must still get kicked).
if (pingtimeout[i] > 0)
pingtimeout[i]--;
}
}
//kick lagging players... unless everyone but the server's ping sucks.
//in that case, it is probably the server's fault.
if (numlaggers < D_NumPlayers() - 1)
if (nonlaggers > 0)
{
for (i = 1; i < MAXPLAYERS; i++)
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && laggers[i])
{
pingtimeout[i]++;
XBOXSTATIC char buf[2];
// ok your net has been bad for too long, you deserve to die.
if (pingtimeout[i] > cv_pingtimeout.value)
{
pingtimeout[i] = 0;
SendKick(i, KICK_MSG_PING_HIGH);
}
}
/*
you aren't lagging,
but you aren't free yet.
In case you'll keep spiking,
we just make the timer go back down. (Very unstable net must still get kicked).
*/
else
pingtimeout[i] = (pingtimeout[i] == 0 ? 0 : pingtimeout[i]-1);
if (!playeringame[i] || !pingkick[i])
continue;
// Don't kick on ping alone if we haven't reached our threshold yet.
if (++pingtimeout[i] < cv_pingtimeout.value)
continue;
pingtimeout[i] = 0;
SendKick(i, KICK_MSG_PING_HIGH);
}
}
}