lotodore
9ed8368700
Moving server ban code to a separate class, in order to prepare time-limited bans.
2009-06-18 20:16:22 +00:00
lotodore
4b5d78af81
The client network code was rewritten to use boost::asio. Some optimization is still required, and some code files can now be removed.
2009-06-14 22:07:41 +00:00
lotodore
3b25e18fde
Rewriting boost asio timer stuff. (Did I mention I dislike the asio "cancel" semantics?!). TimerManager is no longer used. Should be stable now, but might leak some memory (needs further testing).
2009-06-12 15:48:34 +00:00
lotodore
c8594e8e7b
Canceling asio timers has bad semantics, and causes loads of trouble. Therefore, cancelled timers are simply marked as such, and the asio callback is silently ignored. This fixes several crashes, if players were removed from a game due to an error, because some timers were not cancelled. *sigh* This one took a lot of nerve.
2009-06-07 23:25:13 +00:00
lotodore
5f3369432a
Rewriting sender yet again to fit the new asio design. Polling for new send data is no longer needed, this also reduces lag.
2009-06-07 08:51:43 +00:00
lotodore
8005cc82c6
Fixed server termination crash. However, network games are still not properly terminated.
2009-06-04 20:37:18 +00:00
lotodore
47648392fb
Use boost::asio timer callbacks instead of self-made ones. There are still some termination issues (terminating a network game will result in a crash). However, it should be quite effective now with a large number of users.
2009-06-01 19:49:16 +00:00
lotodore
cee2d787d0
Adding some error handling. Some is still missing.
2009-06-01 10:23:44 +00:00
lotodore
24abedbbab
Renaming class ServerGameThread to ServerGame.
2009-05-31 20:14:46 +00:00
lotodore
b48209a5e4
Termination of games is now working. Error handling is still missing in some cases, and it is very slow if there are a lot of players, but other than that all is fine :-).
2009-05-31 19:11:59 +00:00
lotodore
08ed5e0496
Almost complete rewrite of server game state due to porting the network engine to asio. Server is still broken in a lot of ways. A game is no longer run in a separate thread (but this change is still incomplete).
2009-05-30 22:20:40 +00:00
lotodore
2541f28ff2
Sender thread is no longer a thread (part of boost::asio integration). Warning: Network games are still broken!
2009-05-10 17:53:37 +00:00
lotodore
d258bc25d0
Server accept thread is no longer a thread.
2009-05-10 14:57:51 +00:00
lotodore
ac4c2e9aef
Integrating precompiled headers support (might speed up compilation). Currently disabled (in .pro files).
2009-05-07 22:36:51 +00:00
lotodore
60b5d45c53
Adopting changes from asio branch. Currently broken.
2009-05-04 21:11:29 +00:00
lotodore
33001626c1
Adding IP address bans.
2009-04-11 11:03:22 +00:00
lotodore
f8b1123cc5
Adding server irc management request to show the ip address of a user (in order to ban the user from the server).
2009-04-10 21:54:59 +00:00
lotodore
69f3b49ab2
Adding support for listing and removing single bans.
2009-04-10 21:04:08 +00:00
lotodore
a3a7a7879e
Fixing branch problem.
2009-04-07 22:23:29 +00:00
lotodore
e59e50c10b
Changes to allow regex bans. Might need updating of pro-files due to boost::regex dependency.
2009-04-07 22:04:38 +00:00
lotodore
c998edf219
Fixed cleanup issue - the previous version had kind of a resource leak.
2009-01-31 22:20:08 +00:00
lotodore
e0ff6db98e
Create I/O service object in sender thread.
2009-01-26 20:57:39 +00:00
lotodore
f2c3b2b723
Fixed boost asio stuff. Now working but probably some polishing required.
2009-01-25 21:56:43 +00:00
lotodore
17377f5a6b
New boost::asio based sender thread. Does not work on windows yet, because the completion routine is never called. No idea why not.
2009-01-25 20:19:09 +00:00
lotodore
29061b661c
Fixed one thread per session implementation. Kind of. Still seems to have a handle leak on Windows. However, it does not scale at all and needs to be reverted. It won't even handle 500 players with 500 games on a dual core high end machine.
2009-01-11 20:12:26 +00:00
lotodore
d72cdb6873
One sender thread per client. Requires loads of resources. Kind of hacked, because the internal dependencies are very ugly now. Requires loads of testing. A problem might be the last packet sent by the server to a specific client before closing the connection, for example an error message. It might never even reach the client, because the sender thread is terminated before. I have not yet found a good way to fix this.
2009-01-07 21:52:16 +00:00
lotodore
606158c4f0
Preparing new send engine.
2009-01-07 19:37:05 +00:00
lotodore
23c3ae3849
Enable sending of a global message box through the irc bot, to inform clients about server reboots.
2008-12-26 16:47:14 +00:00
lotodore
4f48fdbe2a
Allow the server to send a global notice to all players (for example if a server reboot is going to happen). Does not work with current client version 0.6.3.
2008-12-26 13:50:09 +00:00
lotodore
0a473245ee
Removed unneeded include.
2008-09-08 21:49:21 +00:00
lotodore
0ef69297d1
Server support for unsubscribing/resubscribing of lobby messages. Not yet used by the client.
2008-05-11 21:41:30 +00:00
lotodore
5beaa816b4
Moving third party sources to third_party folder so that they can be easily distinguished. This should help package maintainers.
2008-03-23 10:36:17 +00:00
lotodore
e107cf98fa
Network timeout system also works from within a game now.
2008-03-06 15:27:31 +00:00
lotodore
9f0d204f56
First test version with network timeout. Only activity timeout and global timeout, no game admin timeout yet. Set to test values (will disconnect rapidly).
...
Modified method for init timeout (if session cannot be established) - now using one non-modifiable timer for each session, and an additional timer which is reset whenever session data is received.
2008-03-04 23:47:45 +00:00
lotodore
7283431c8c
Limit the avatar requests by the server - clients may only upload one avatar within a certain time. This is checked by IP address, so two players within the same NAT system might have to wait for a few seconds.
2008-02-24 12:56:39 +00:00
lotodore
e0b6e16994
Added uptime stat in admin irc.
2007-11-28 23:31:34 +00:00
lotodore
49162870a1
Use one sender thread for everything, as there may occur conflicts with multiple sender threads. This is a temporary solution, the best solution would be having multiple sender threads, but sending all packets for the same target using the same thread, so that no packets are corrupted.
2007-11-22 19:11:45 +00:00
lotodore
6489f28e93
Remove sender thread for avatars, it caused loads of problems, one of these being that packets were "destroyed" because half-sent packets were made invalid. Use main sender instead.
2007-11-22 17:56:49 +00:00
lotodore
bc16e26616
Use server manager to allow SCTP and TCP at the same time.
2007-11-16 22:34:38 +00:00
lotodore
a24a93caba
Use unix linefeeds for all files. Finally. It's about time.
2007-11-16 15:24:25 +00:00
lotodore
f428fb7904
Fixed linefeeds.
2007-11-16 15:01:40 +00:00
lotodore
cdd21250de
Added support for password protected irc channels. Added server IRC mode for admin use, to allow requesting statistics and kicking players.
2007-11-16 00:58:23 +00:00
lotodore
82a1be763b
Use several sender threads with load balancing for sending the avatars. Remember last failed send operation (not yet a list, just the last) and cancel any more low prio sends to that sender.
2007-11-14 22:11:04 +00:00
lotodore
5328bf082f
Use boost::shared_ptr instead of std::auto_ptr where threads are involved, because std::auto_ptr is not thread safe.
2007-11-14 13:19:28 +00:00
lotodore
d905359251
Store server statistics data in a log file and reload it when the server is restarted.
2007-11-11 15:58:35 +00:00
lotodore
b0524a59ff
Fixed two race conditions.
2007-10-30 21:25:10 +00:00
lotodore
219a922c9e
Fixed crash in the server which was caused by not waiting long enough for the termination of threads.
2007-10-29 11:57:17 +00:00
lotodore
f821f9c0a4
No longer delay closing of sessions (not needed any more).
2007-10-28 15:21:24 +00:00
lotodore
cdea81b2ba
Fixed sender again, as it did not work when sending errors.
2007-10-28 15:06:57 +00:00
lotodore
fa7af40a49
Fixed a very nasty bug concerning the sender thread. SOCKETs were assumed to be kind of unique, but Windows tends to return the socket number of a socket which was just closed as new socket number in accept. This led to very strange behavior when the server was flooded with inits, because the sender thread still had entries for this socket number (which were not removed because they should just fail).
...
No longer use socket as key in maps, instead, use the session id. Only use the session id in the sender thread, "resolve" it to the socket only in the moment when it is needed. Outstanding requests will be detected to have an invalid session id then.
Also, as side effect, fixed an issue with two callback classes which were named the same and caused unexpected behavior.
2007-10-28 12:53:54 +00:00