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https://github.com/YGGverse/xash3d-fwgs.git
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engine: server: give master server a small time window to reply (by default 4000 ms, should be enough even when master server is overloaded)
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@ -58,6 +58,7 @@ CVAR_DEFINE_AUTO( mp_logfile, "1", 0, "log multiplayer frags to console" );
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CVAR_DEFINE_AUTO( sv_log_singleplayer, "0", FCVAR_ARCHIVE, "allows logging in singleplayer games" );
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CVAR_DEFINE_AUTO( sv_log_onefile, "0", FCVAR_ARCHIVE, "logs server information to only one file" );
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CVAR_DEFINE_AUTO( sv_trace_messages, "0", FCVAR_LATCH, "enable server usermessages tracing (good for developers)" );
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CVAR_DEFINE_AUTO( sv_master_response_timeout, "4", FCVAR_ARCHIVE, "master server heartbeat response timeout in seconds" );
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// game-related cvars
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CVAR_DEFINE_AUTO( mapcyclefile, "mapcycle.txt", 0, "name of multiplayer map cycle configuration file" );
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@ -751,6 +752,12 @@ void SV_AddToMaster( netadr_t from, sizebuf_t *msg )
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return;
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}
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if( svs.last_heartbeat + sv_master_response_timeout.value < host.realtime )
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{
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Con_Printf( S_WARN "unexpected master server info query packet (too late? try increasing sv_master_response_timeout value)\n");
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return;
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}
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SV_GetPlayerCount( &clients, &bots );
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challenge = MSG_ReadUBitLong( msg, sizeof( uint ) << 3 );
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@ -937,6 +944,7 @@ void SV_Init( void )
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Cvar_RegisterVariable( &mp_logfile );
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Cvar_RegisterVariable( &sv_log_onefile );
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Cvar_RegisterVariable( &sv_log_singleplayer );
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Cvar_RegisterVariable( &sv_master_response_timeout );
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Cvar_RegisterVariable( &sv_background_freeze );
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