If a packet has not been received from a client for timeout->integer seconds, drop the conneciton. Server time is used instead of realtime to avoid dropping the local client while debugging. When a client is normally dropped, the client_t goes into a zombie state for a few seconds to make sure any final reliable message gets resent if necessary
| 361 | // When a client is normally dropped, the client_t goes into a zombie state for a few seconds to make sure any final |
| 362 | // reliable message gets resent if necessary |
| 363 | void SV_CheckTimeouts( void ) { |
| 364 | client_t *cl = svs.clients; |
| 365 | |
| 366 | int droppoint = sv.time - 1000 * sv_timeout->integer; |
| 367 | int zombiepoint = sv.time - 1000 * sv_zombietime->integer; |
| 368 | |
| 369 | // message times may be wrong across a changelevel |
| 370 | if ( cl->lastPacketTime > sv.time ) |
| 371 | cl->lastPacketTime = sv.time; |
| 372 | |
| 373 | if ( cl->state == CS_ZOMBIE && cl->lastPacketTime < zombiepoint ) { |
| 374 | cl->state = CS_FREE; // can now be reused |
| 375 | return; |
| 376 | } |
| 377 | |
| 378 | if ( cl->state >= CS_CONNECTED && cl->lastPacketTime < droppoint ) { |
| 379 | // wait several frames so a debugger session doesn't cause a timeout |
| 380 | if ( ++cl->timeoutCount > 5 ) { |
| 381 | SV_DropClient( cl, "timed out" ); |
| 382 | cl->state = CS_FREE; // don't bother with zombie state |
| 383 | } |
| 384 | } |
| 385 | else |
| 386 | cl->timeoutCount = 0; |
| 387 | } |
| 388 | |
| 389 | /* |
| 390 | ================== |
no test coverage detected