engine(masterserver): fix latency calculation

This commit is contained in:
nillerusr 2023-02-11 15:57:06 +03:00
parent 28b785aa65
commit 2aa9ebd13f

View file

@ -24,7 +24,7 @@ extern ConVar sv_tags;
extern ConVar sv_lan;
#define S2A_EXTRA_DATA_HAS_GAMETAG_DATA 0x01 // Next bytes are the game tag string
#define RETRY_INFO_REQUEST_TIME 0.4 // seconds
#define RETRY_INFO_REQUEST_TIME 0.3 // seconds
#define INFO_REQUEST_TIMEOUT 5.0 // seconds
//-----------------------------------------------------------------------------
@ -97,6 +97,7 @@ private:
double m_flRetryRequestTime;
uint m_iInfoSequence;
char m_szGameDir[256];
// If nomaster is true, the server will not send heartbeats to the master server
bool m_bNoMasters;
@ -130,7 +131,7 @@ CMaster::CMaster( void )
SetDefLessFunc( m_serverAddresses );
SetDefLessFunc( m_serversRequestTime );
m_bWaitingForReplys = false;
m_iInfoSequence = 0;
m_iInfoSequence = 1;
Init();
}
@ -150,13 +151,19 @@ void CMaster::RunFrame()
m_flStartRequestTime < Plat_FloatTime()-INFO_REQUEST_TIMEOUT )
{
m_serverListResponse->RefreshComplete( NServerResponse::nServerFailedToRespond );
m_bWaitingForReplys = false;
StopRefresh();
}
if( m_flRetryRequestTime < Plat_FloatTime() - RETRY_INFO_REQUEST_TIME )
{
m_flRetryRequestTime = Plat_FloatTime();
if( m_serverAddresses.Count() == 0 ) // Retry masterserver request
{
g_pServersInfo->RequestInternetServerList(m_szGameDir, NULL);
return;
}
if( m_iServersResponded < m_serverAddresses.Count() )
RequestServersInfo();
}
@ -164,6 +171,9 @@ void CMaster::RunFrame()
void CMaster::StopRefresh()
{
if( !m_bWaitingForReplys )
return;
m_bWaitingForReplys = false;
m_serverAddresses.RemoveAll();
m_serversRequestTime.RemoveAll();
@ -264,7 +274,8 @@ void CMaster::ProcessConnectionlessPacket( netpacket_t *packet )
}
case M2C_QUERY:
{
m_serverAddresses.RemoveAll();
if( m_serverAddresses.Count() > 0 )
break;
ip = msg.ReadLong();
port = msg.ReadShort();
@ -281,7 +292,6 @@ void CMaster::ProcessConnectionlessPacket( netpacket_t *packet )
m_iServersResponded = 0;
RequestServersInfo();
m_flRetryRequestTime = m_flStartRequestTime = Plat_FloatTime();
break;
}
case C2S_INFOREQUEST:
@ -303,8 +313,11 @@ void CMaster::ProcessConnectionlessPacket( netpacket_t *packet )
double requestTime = m_serversRequestTime[rindex];
if( m_serverAddresses[index] ) // shit happens
return;
m_serverAddresses[index] = true;
s.m_nPing = (packet->received-requestTime)*1000.0;
s.m_nPing = (Plat_FloatTime()-requestTime)*1000.0;
s.m_NetAdr = packet->from;
m_serverListResponse->ServerResponded( s );
@ -337,13 +350,11 @@ void CMaster::RequestServersInfo()
msg.WriteLong( CONNECTIONLESS_HEADER );
msg.WriteByte( C2S_INFOREQUEST );
msg.WriteLong( m_iInfoSequence );
m_serversRequestTime.Insert(m_iInfoSequence, net_time);
m_serversRequestTime.Insert(m_iInfoSequence, Plat_FloatTime());
m_iInfoSequence++;
NET_SendPacket( NULL, NS_CLIENT, adr, msg.GetData(), msg.GetNumBytesWritten() );
}
m_bWaitingForReplys = true;
}
//-----------------------------------------------------------------------------
@ -633,7 +644,15 @@ void CMaster::RequestInternetServerList(const char *gamedir, IServerListResponse
{
if( m_bNoMasters ) return;
m_serverListResponse = response;
strncpy( m_szGameDir, gamedir, sizeof(m_szGameDir) );
if( response )
{
StopRefresh();
m_bWaitingForReplys = true;
m_serverListResponse = response;
m_flRetryRequestTime = m_flStartRequestTime = Plat_FloatTime();
}
ALIGN4 char buf[256] ALIGN4_POST;
bf_write msg(buf, sizeof(buf));