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engine: server: replace timeout cvar by sv_timeout cvar for consistency with GoldSrc
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@ -271,7 +271,7 @@ typedef struct sv_client_s
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=============================================================================
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a client can leave the server in one of four ways:
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dropping properly by quiting or disconnecting
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timing out if no valid messages are received for timeout.value seconds
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timing out if no valid messages are received for sv_timeout.value seconds
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getting kicked off by the server operator
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a program error, like an overflowed reliable buffer
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=============================================================================
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@ -41,7 +41,7 @@ CVAR_DEFINE_AUTO( sv_maxrate, "50000", FCVAR_SERVER, "max bandwidth rate allowed
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CVAR_DEFINE_AUTO( sv_logrelay, "0", FCVAR_ARCHIVE, "allow log messages from remote machines to be logged on this server" );
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CVAR_DEFINE_AUTO( sv_newunit, "0", 0, "clear level-saves from previous SP game chapter to help keep .sav file size as minimum" );
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CVAR_DEFINE_AUTO( sv_clienttrace, "1", FCVAR_SERVER, "0 = big box(Quake), 0.5 = halfsize, 1 = normal (100%), otherwise it's a scaling factor" );
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CVAR_DEFINE_AUTO( sv_timeout, "65", 0, "after this many seconds without a message from a client, the client is dropped" );
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static CVAR_DEFINE_AUTO( sv_timeout, "65", 0, "after this many seconds without a message from a client, the client is dropped" );
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CVAR_DEFINE_AUTO( sv_failuretime, "0.5", 0, "after this long without a packet from client, don't send any more until client starts sending again" );
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CVAR_DEFINE_AUTO( sv_password, "", FCVAR_SERVER|FCVAR_PROTECTED, "server password for entry into multiplayer games" );
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CVAR_DEFINE_AUTO( sv_proxies, "1", FCVAR_SERVER, "maximum count of allowed proxies for HLTV spectating" );
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@ -130,7 +130,6 @@ CVAR_DEFINE( public_server, "public", "0", 0, "change server type from private t
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CVAR_DEFINE_AUTO( sv_novis, "0", 0, "force to ignore server visibility" ); // disable server culling entities by vis
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CVAR_DEFINE( sv_pausable, "pausable", "1", FCVAR_SERVER, "allow players to pause or not" );
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static CVAR_DEFINE_AUTO( timeout, "125", FCVAR_SERVER, "connection timeout" ); // seconds without any message
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CVAR_DEFINE( sv_maxclients, "maxplayers", "1", FCVAR_LATCH, "server max capacity" );
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CVAR_DEFINE_AUTO( sv_check_errors, "0", FCVAR_ARCHIVE, "check edicts for errors" );
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CVAR_DEFINE_AUTO( sv_reconnect_limit, "3", FCVAR_ARCHIVE, "max reconnect attempts" ); // minimum seconds between connect messages
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@ -483,7 +482,7 @@ static void SV_ReadPackets( void )
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==================
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SV_CheckTimeouts
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If a packet has not been received from a client for timeout.value
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If a packet has not been received from a client for sv_timeout.value
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seconds, drop the conneciton. Server frames are used instead of
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realtime to avoid dropping the local client while debugging.
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@ -498,7 +497,7 @@ static void SV_CheckTimeouts( void )
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double droppoint;
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int i, numclients = 0;
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droppoint = host.realtime - timeout.value;
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droppoint = host.realtime - sv_timeout.value;
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for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
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{
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@ -890,7 +889,7 @@ void SV_Init( void )
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Cvar_RegisterVariable( &sv_stepsize );
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Cvar_RegisterVariable( &sv_newunit );
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Cvar_RegisterVariable( &hostname );
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Cvar_RegisterVariable( &timeout );
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Cvar_RegisterVariable( &sv_timeout );
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Cvar_RegisterVariable( &sv_pausable );
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Cvar_RegisterVariable( &sv_validate_changelevel );
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Cvar_RegisterVariable( &sv_clienttrace );
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