1
0

Added a delay between the kick packet and socket close.

This should have helped #31, but the client disagrees.
This commit is contained in:
madmaxoft 2013-08-20 22:27:29 +02:00
parent 61e17d23f7
commit 69dc9b4c9a
2 changed files with 21 additions and 2 deletions

View File

@ -51,6 +51,9 @@ static const int MAX_EXPLOSIONS_PER_TICK = 100;
/// How many explosions in the recent history are allowed
static const int MAX_RUNNING_SUM_EXPLOSIONS = cClientHandle::NUM_CHECK_EXPLOSIONS_TICKS * MAX_EXPLOSIONS_PER_TICK / 8;
/// How many ticks before the socket is closed after the client is destroyed (#31)
static const int TICKS_BEFORE_CLOSE = 20;
@ -84,6 +87,7 @@ cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance)
, m_bKeepThreadGoing(true)
, m_Ping(1000)
, m_PingID(1)
, m_TicksSinceDestruction(0)
, m_State(csConnected)
, m_LastStreamedChunkX(0x7fffffff) // bogus chunk coords to force streaming upon login
, m_LastStreamedChunkZ(0x7fffffff)
@ -111,7 +115,7 @@ cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance)
cClientHandle::~cClientHandle()
{
ASSERT(m_State == csDestroyed); // Has Destroy() been called?
ASSERT(m_State >= csDestroyedWaiting); // Has Destroy() been called?
LOGD("Deleting client \"%s\" at %p", GetUsername().c_str(), this);
@ -189,7 +193,7 @@ void cClientHandle::Destroy(void)
RemoveFromAllChunks();
m_Player->GetWorld()->RemoveClientFromChunkSender(this);
}
m_State = csDestroyed;
m_State = csDestroyedWaiting;
}
@ -1397,6 +1401,17 @@ bool cClientHandle::CheckBlockInteractionsRate(void)
void cClientHandle::Tick(float a_Dt)
{
// Handle clients that are waiting for final close while destroyed:
if (m_State == csDestroyedWaiting)
{
m_TicksSinceDestruction += 1; // This field is misused for the timeout counting
if (m_TicksSinceDestruction > TICKS_BEFORE_CLOSE)
{
m_State = csDestroyed;
}
return;
}
// Process received network data:
AString IncomingData;
{

View File

@ -255,6 +255,9 @@ private:
int m_LastDigBlockY;
int m_LastDigBlockZ;
/// Used while csDestroyedWaiting for counting the ticks until the connection is closed
int m_TicksSinceDestruction;
enum eState
{
csConnected, ///< The client has just connected, waiting for their handshake / login
@ -264,6 +267,7 @@ private:
csConfirmingPos, ///< The client has been sent the position packet, waiting for them to repeat the position back
csPlaying, ///< Normal gameplay
csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks
csDestroyedWaiting, ///< The client has been destroyed, but is still kept so that the Kick packet is delivered (#31)
csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread
// TODO: Add Kicking here as well