optimizations for number of game-joins per player, removed @XXX from comments

This commit is contained in:
Kai Philipp
2016-07-17 16:55:06 +02:00
parent 8f5813416d
commit 24acd01e90
5 changed files with 19 additions and 42 deletions
+9 -14
View File
@@ -457,7 +457,6 @@ ServerGame::InternalEndGame()
{
StoreAndResetRanking();
m_game.reset();
// @XXX: reset NumJoinsPerPlayerMap (if a game restarts, the number of joins will be set to 0 for each player)
ResetNumJoinsPerPlayer();
}
@@ -1169,10 +1168,12 @@ ServerGame::GetNextGameNum()
void
ServerGame::AddPlayerToNumJoinsPerPlayer(const std::string &playerName)
{
if(m_numjoinsp.find(playerName) != m_numjoinsp.end()) {
m_numjoinsp[playerName] = m_numjoinsp[playerName] + 1;
} else {
m_numjoinsp[playerName] = 1;
NumJoinsPerPlayerMap::iterator pos = m_numJoinsPerPlayer.find(playerName);
if (pos != m_numJoinsPerPlayer.end())
{
pos->second++;
} else{
m_numJoinsPerPlayer[playerName] = 1;
}
}
@@ -1180,8 +1181,8 @@ int
ServerGame::GetNumJoinsPerPlayer(const std::string &playerName)
{
int num = 0;
if(m_numjoinsp.find(playerName) != m_numjoinsp.end()) {
num = m_numjoinsp[playerName];
if(m_numJoinsPerPlayer.find(playerName) != m_numJoinsPerPlayer.end()) {
num = m_numJoinsPerPlayer[playerName];
}
return num;
}
@@ -1189,11 +1190,5 @@ ServerGame::GetNumJoinsPerPlayer(const std::string &playerName)
void
ServerGame::ResetNumJoinsPerPlayer()
{
NumJoinsPerPlayerMap::const_iterator numj_i = m_numjoinsp.begin();
NumJoinsPerPlayerMap::const_iterator numj_end = m_numjoinsp.end();
while (numj_i != numj_end) {
m_numjoinsp[numj_i->first] = 0;
++numj_i;
}
m_numJoinsPerPlayer.clear();
}
+4 -15
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@@ -84,7 +84,7 @@ using namespace std;
#define SERVER_LOOP_DELAY_MSEC 50
#define SERVER_MAX_NUM_SPECTATORS_PER_GAME 100
#define GAME_NUM_JOINS_PER_PLAYER 6
#define GAME_MAX_NUM_JOINS_PER_PLAYER 6
// Helper functions
@@ -540,22 +540,11 @@ ServerGameStateInit::HandleNewPlayer(boost::shared_ptr<ServerGame> server, boost
if (session && session->GetPlayerData()) {
const GameData &tmpGameData = server->GetGameData();
// @XXX: debug
//LOG_ERROR("New Player: " << session->GetPlayerData()->GetName() << ".");
//server->AddPlayerToNumJoinsPerPlayer(session->GetPlayerData()->GetName());
//LOG_ERROR("Num joins of " << session->GetPlayerData()->GetName() << " = " << server->GetNumJoinsPerPlayer(session->GetPlayerData()->GetName()) << ".");
// @XXX: check if player joined the game more than 9 times - decline if > 9
if (server->GetNumJoinsPerPlayer(session->GetPlayerData()->GetName()) > GAME_NUM_JOINS_PER_PLAYER) {
server->MoveSessionToLobby(session, NTF_NET_REMOVED_GAME_FULL);
return;
}
// Check the number of players.
if (server->GetCurNumberOfPlayers() >= tmpGameData.maxNumberOfPlayers) {
// Check the number of players and number of joins per player
if (server->GetCurNumberOfPlayers() >= tmpGameData.maxNumberOfPlayers || server->GetNumJoinsPerPlayer(session->GetPlayerData()->GetName()) > GAME_MAX_NUM_JOINS_PER_PLAYER) {
server->MoveSessionToLobby(session, NTF_NET_REMOVED_GAME_FULL);
} else {
// @XXX: add player to NumJoinsPerPlayerMap
// add player to NumJoinsPerPlayerMap
server->AddPlayerToNumJoinsPerPlayer(session->GetPlayerData()->GetName());
AcceptNewSession(server, session, false);
+3 -10
View File
@@ -1012,12 +1012,6 @@ ServerLobbyThread::HandleNetPacketInit(boost::shared_ptr<SessionData> session, c
{
LOG_VERBOSE("Received init for session #" << session->GetId() << ".");
// @XXX: debug tests
//if(m_sessionManager.IsGuestConnectedMultiple(session->GetClientAddr())){
// LOG_ERROR("Guest with IP " << session->GetClientAddr() << " already connected! Should be declined!");
//}
// @XXX: end debug tests
// Before any other processing, perform some denial of service and
// brute force attack prevention by checking whether the user recently sent an
// Init packet.
@@ -1058,8 +1052,8 @@ ServerLobbyThread::HandleNetPacketInit(boost::shared_ptr<SessionData> session, c
MD5Buf avatarMD5;
bool noAuth = false;
bool validGuest = false;
// @XXX: productive: if (initMessage.login() == InitMessage::guestLogin) {
// @XXX: debug: if (initMessage.login() == InitMessage::unauthenticatedLogin) {
// productive: if (initMessage.login() == InitMessage::guestLogin) {
// debug: if (initMessage.login() == InitMessage::unauthenticatedLogin) {
if (initMessage.login() == InitMessage::guestLogin) {
playerName = initMessage.nickname();
// Verify guest player name.
@@ -1070,9 +1064,8 @@ ServerLobbyThread::HandleNetPacketInit(boost::shared_ptr<SessionData> session, c
validGuest = true;
noAuth = true;
}
// @XXX: check if a guest session with same ip is already connected - decline if true
// check if a guest session with same ip is already connected - decline if true
if(m_sessionManager.IsGuestConnectedMultiple(session->GetClientAddr())) {
//LOG_ERROR("Guest with IP " << session->GetClientAddr() << " already connected! Decline!");
SessionError(session, ERR_NET_FULL_GUESTS);
return;
}
+2 -2
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@@ -258,9 +258,9 @@ SessionManager::IsGuestConnectedMultiple(const std::string &clientAddress) const
while (i != end) {
boost::shared_ptr<PlayerData> tmpPlayer(i->second->GetPlayerData());
// @XXX: productive:
// productive:
//if(tmpPlayer && tmpPlayer->GetRights() == PLAYER_RIGHTS_GUEST && i->second->GetClientAddr() == clientAddress){
// @XXX: debug:
// debug:
// if(tmpPlayer && tmpPlayer->GetRights() == PLAYER_RIGHTS_NORMAL && i->second->GetClientAddr() == clientAddress){
if(tmpPlayer && tmpPlayer->GetRights() == PLAYER_RIGHTS_GUEST && i->second->GetClientAddr() == clientAddress) {
retVal = true;
+1 -1
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@@ -258,7 +258,7 @@ private:
friend class ServerGameStateWaitPlayerAction;
friend class ServerGameStateWaitNextHand;
NumJoinsPerPlayerMap m_numjoinsp;
NumJoinsPerPlayerMap m_numJoinsPerPlayer;
};
#endif