Server improves:

* improved /fix command to support disconnected/freezed players;
 * added chat messages about connection problem with opponents (checks players status every minute);
 * reduced timeout before remove disconnected player from waiting game dialog (from 4 to 2 minutes);
 * reduced timeout between client's pings (from 60 secs to 20 secs);
This commit is contained in:
Oleg Agafonov 2019-12-31 02:57:37 +04:00
parent 174f38d589
commit 335f046357
7 changed files with 60 additions and 16 deletions

View file

@ -50,7 +50,7 @@ import java.util.zip.GZIPOutputStream;
public class GameController implements GameCallback {
private static final int GAME_TIMEOUTS_CHECK_JOINING_STATUS_EVERY_SECS = 15; // checks and inform players about joining status
private static final int GAME_TIMEOUTS_CANCEL_PLAYER_GAME_JOINING_AFTER_INACTIVE_SECS = 4 * 60; // leave player from game if it don't join and inactive on server
private static final int GAME_TIMEOUTS_CANCEL_PLAYER_GAME_JOINING_AFTER_INACTIVE_SECS = 2 * 60; // leave player from game if it don't join and inactive on server
private static final ExecutorService gameExecutor = ThreadExecutor.instance.getGameExecutor();
private static final Logger logger = Logger.getLogger(GameController.class);
@ -336,7 +336,10 @@ public class GameController implements GameCallback {
GameManager.instance.joinGame(game.getId(), user.getId());
logger.debug("Player " + player.getName() + " (disconnected) has joined gameId: " + game.getId());
}
ChatManager.instance.broadcast(chatId, player.getName(), user.getPingInfo() + " is pending to join the game", MessageColor.BLUE, true, ChatMessage.MessageType.STATUS, null);
ChatManager.instance.broadcast(chatId, player.getName(), user.getPingInfo()
+ " is pending to join the game (waiting " + user.getSecondsDisconnected() + " of "
+ GAME_TIMEOUTS_CANCEL_PLAYER_GAME_JOINING_AFTER_INACTIVE_SECS + " secs)",
MessageColor.BLUE, true, ChatMessage.MessageType.STATUS, null);
if (user.getSecondsDisconnected() > GAME_TIMEOUTS_CANCEL_PLAYER_GAME_JOINING_AFTER_INACTIVE_SECS) {
// TODO: 2019.04.22 - if user playing another game on server but not joining (that's the reason?), then that's check will never trigger
// Cancel player join possibility lately after 4 minutes
@ -1201,6 +1204,7 @@ public class GameController implements GameCallback {
if (activePlayer != null && activePlayer.hasLeft()) {
sb.append("<br>Found disconnected player! Concede...");
activePlayer.concede(game);
activePlayer.leave(); // abort any wait response actions
Phase currentPhase = game.getPhase();
if (currentPhase != null) {
@ -1221,6 +1225,7 @@ public class GameController implements GameCallback {
Player p = game.getPlayer(state.getChoosingPlayerId());
if (p != null) {
p.concede(game);
p.leave(); // abort any wait response actions
}
Phase currentPhase = game.getPhase();
if (currentPhase != null && !fixedAlready) {
@ -1235,14 +1240,14 @@ public class GameController implements GameCallback {
}
// fix lost priority
Player p = game.getPlayer(state.getPriorityPlayerId());
sb.append("<br>Checking priority player: " + getName(game.getPlayer(state.getPriorityPlayerId())));
if (state.getPriorityPlayerId() != null) {
if (game.getPlayer(state.getPriorityPlayerId()).hasLeft()) {
if (p != null) {
if (p.hasLeft()) {
sb.append("<br>Found disconnected player! Concede...");
Player p = game.getPlayer(state.getPriorityPlayerId());
if (p != null) {
p.concede(game);
}
p.concede(game);
p.leave(); // abort any wait response actions
Phase currentPhase = game.getPhase();
if (currentPhase != null && !fixedAlready) {
currentPhase.getStep().skipStep(game, state.getActivePlayerId());
@ -1250,7 +1255,6 @@ public class GameController implements GameCallback {
sb.append("<br>Forcibly passing the phase!");
}
}
sb.append(game.getPlayer(state.getPriorityPlayerId()).getName());
sb.append("</font>");
}
@ -1272,6 +1276,8 @@ public class GameController implements GameCallback {
sb.append("Not using future Timeout!");
}
sb.append("</font>");
return sb.toString();
}
}