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station_obscurum_unity/Assets/FishNet/Runtime/Connection/NetworkConnection.PingPong.cs

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2023-05-31 17:32:21 +02:00
using FishNet.Managing;
using FishNet.Managing.Timing;
using System;
using UnityEngine;
namespace FishNet.Connection
{
/// <summary>
/// A container for a connected client used to perform actions on and gather information for the declared client.
/// </summary>
public partial class NetworkConnection : IEquatable<NetworkConnection>
{
#pragma warning disable CS0414
#region Private.
/// <summary>
/// Last tick this connection sent a ping.
/// </summary>
private uint _lastPingTick;
/// <summary>
/// Number of times client has excessively sent a ping.
/// </summary>
private float _excessivePingCount;
/// <summary>
/// Ticks expected between each ping.
/// </summary>
private uint _requiredPingTicks;
#endregion
#region Const.
/// <summary>
/// Number of times a ping may occur excessively before server will punish connection.
/// </summary>
private const byte EXCESSIVE_PING_LIMIT = 10;
#endregion
#pragma warning restore CS0414
/// <summary>
/// Initializes for ping.
/// </summary>
private void InitializePing()
{
//Give the client some room for error.
float requiredInterval = (NetworkManager.TimeManager.PingInterval * 0.85f);
//Round down so required ticks is lower.
_requiredPingTicks = NetworkManager.TimeManager.TimeToTicks(requiredInterval, TickRounding.RoundDown);
}
/// <summary>
/// Resets PingPong values.
/// </summary>
private void ResetPingPong()
{
_excessivePingCount = 0;
_lastPingTick = 0;
}
/// <summary>
/// Called when a ping is received from this connection. Returns if can respond to ping.
/// </summary>
/// <returns>True to respond to ping, false to kick connection.</returns>
internal bool CanPingPong()
{
/* Only check ping conditions in build. Editors are prone to pausing which can
* improperly kick clients. */
#if UNITY_EDITOR
return true;
#else
TimeManager tm = (NetworkManager == null) ? InstanceFinder.TimeManager : NetworkManager.TimeManager;
//Server FPS is running low, timing isn't reliable enough to kick clients.
if (tm.LowFrameRate)
return true;
uint currentTick = tm.Tick;
uint difference = (currentTick - _lastPingTick);
_lastPingTick = currentTick;
//Ping sent too quickly.
if (difference < _requiredPingTicks)
{
_excessivePingCount += 1f;
//Ping limit hit.
if (_excessivePingCount >= EXCESSIVE_PING_LIMIT)
{
NetworkManager.LogWarning($"Kicked connectionId {ClientId} for excessive pings.");
Disconnect(true);
}
//Return to not send pong back.
return false;
}
//Ping isnt too fast.
else
{
_excessivePingCount = UnityEngine.Mathf.Max(0f, _excessivePingCount - 0.5f);
return true;
}
#endif
}
}
}