Prevent players from disconnecting during the loading screen by increasing the timeout tolerance to 60 seconds for that period, fixes #5163.

The NetClient runs in the main thread, so any part of the loading screen
consuming several seconds makes that client timeout.
This is a workaround because threading the NetClient would have prevent
these timeouts, refs #3700.
Coutnerintuitively, since enet timeout tolerance is proportional to the
latency, the better the connection of the player, the more likely it was
to drop on gamestart.

This problem became very frequent in Alpha 23, at least due to the Aura
bugfix 583b6ec625, AIInterface being particularly slow and that not
having been disabled yet in the loading screen resulting in additional
10 second freezes during the loading screen, even on empty maps, refs
#5200, 8e168f85e6.

Differential Revision: https://code.wildfiregames.com/D1513
Based on patch by: causative
This was SVN commit r21842.
This commit is contained in:
elexis
2018-06-06 22:09:38 +00:00
parent 2588682c09
commit eda236522c
5 changed files with 77 additions and 6 deletions
+23 -5
View File
@@ -672,6 +672,8 @@ bool CNetClient::OnPlayerAssignment(void* context, CFsmEvent* event)
return true;
}
// This is called either when the host clicks the StartGame button or
// if this client rejoins and finishes the download of the simstate.
bool CNetClient::OnGameStart(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_GAME_START);
@@ -680,6 +682,8 @@ bool CNetClient::OnGameStart(void* context, CFsmEvent* event)
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
client->m_Session->SetLongTimeout(true);
// Find the player assigned to our GUID
int player = -1;
if (client->m_PlayerAssignments.find(client->m_GUID) != client->m_PlayerAssignments.end())
@@ -820,15 +824,26 @@ bool CNetClient::OnClientsLoading(void *context, CFsmEvent *event)
CClientsLoadingMessage* message = (CClientsLoadingMessage*)event->GetParamRef();
std::vector<CStr> guids;
guids.reserve(message->m_Clients.size());
for (const CClientsLoadingMessage::S_m_Clients& client : message->m_Clients)
guids.push_back(client.m_GUID);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
bool finished = true;
std::vector<CStr> guids;
guids.reserve(message->m_Clients.size());
for (const CClientsLoadingMessage::S_m_Clients& mClient : message->m_Clients)
{
if (client->m_GUID == mClient.m_GUID)
finished = false;
guids.push_back(mClient.m_GUID);
}
// Disable the timeout here after processing the enet message, so as to ensure that the connection isn't currently
// timing out (as it is when just leaving the loading screen in LoadFinished).
if (finished)
client->m_Session->SetLongTimeout(false);
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({ 'type':'clients-loading' })", &msg);
client->GetScriptInterface().SetProperty(msg, "guids", guids);
@@ -875,6 +890,9 @@ bool CNetClient::OnLoadedGame(void* context, CFsmEvent* event)
if (client->m_Rejoin)
client->SendRejoinedMessage();
// The last client to leave the loading screen didn't receive the CClientsLoadingMessage, so disable here.
client->m_Session->SetLongTimeout(false);
return true;
}