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mirror of https://github.com/FWGS/xash3d-fwgs synced 2024-11-16 06:56:34 +01:00

engine: server: replace timeout cvar by sv_timeout cvar for consistency with GoldSrc

This commit is contained in:
Alibek Omarov 2024-06-13 05:28:34 +03:00
parent 73a8144e75
commit ba9eb01c1f
2 changed files with 5 additions and 6 deletions

View File

@ -271,7 +271,7 @@ typedef struct sv_client_s
=============================================================================
a client can leave the server in one of four ways:
dropping properly by quiting or disconnecting
timing out if no valid messages are received for timeout.value seconds
timing out if no valid messages are received for sv_timeout.value seconds
getting kicked off by the server operator
a program error, like an overflowed reliable buffer
=============================================================================

View File

@ -41,7 +41,7 @@ CVAR_DEFINE_AUTO( sv_maxrate, "50000", FCVAR_SERVER, "max bandwidth rate allowed
CVAR_DEFINE_AUTO( sv_logrelay, "0", FCVAR_ARCHIVE, "allow log messages from remote machines to be logged on this server" );
CVAR_DEFINE_AUTO( sv_newunit, "0", 0, "clear level-saves from previous SP game chapter to help keep .sav file size as minimum" );
CVAR_DEFINE_AUTO( sv_clienttrace, "1", FCVAR_SERVER, "0 = big box(Quake), 0.5 = halfsize, 1 = normal (100%), otherwise it's a scaling factor" );
CVAR_DEFINE_AUTO( sv_timeout, "65", 0, "after this many seconds without a message from a client, the client is dropped" );
static CVAR_DEFINE_AUTO( sv_timeout, "65", 0, "after this many seconds without a message from a client, the client is dropped" );
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" );
CVAR_DEFINE_AUTO( sv_password, "", FCVAR_SERVER|FCVAR_PROTECTED, "server password for entry into multiplayer games" );
CVAR_DEFINE_AUTO( sv_proxies, "1", FCVAR_SERVER, "maximum count of allowed proxies for HLTV spectating" );
@ -130,7 +130,6 @@ CVAR_DEFINE( public_server, "public", "0", 0, "change server type from private t
CVAR_DEFINE_AUTO( sv_novis, "0", 0, "force to ignore server visibility" ); // disable server culling entities by vis
CVAR_DEFINE( sv_pausable, "pausable", "1", FCVAR_SERVER, "allow players to pause or not" );
static CVAR_DEFINE_AUTO( timeout, "125", FCVAR_SERVER, "connection timeout" ); // seconds without any message
CVAR_DEFINE( sv_maxclients, "maxplayers", "1", FCVAR_LATCH, "server max capacity" );
CVAR_DEFINE_AUTO( sv_check_errors, "0", FCVAR_ARCHIVE, "check edicts for errors" );
CVAR_DEFINE_AUTO( sv_reconnect_limit, "3", FCVAR_ARCHIVE, "max reconnect attempts" ); // minimum seconds between connect messages
@ -483,7 +482,7 @@ static void SV_ReadPackets( void )
==================
SV_CheckTimeouts
If a packet has not been received from a client for timeout.value
If a packet has not been received from a client for sv_timeout.value
seconds, drop the conneciton. Server frames are used instead of
realtime to avoid dropping the local client while debugging.
@ -498,7 +497,7 @@ static void SV_CheckTimeouts( void )
double droppoint;
int i, numclients = 0;
droppoint = host.realtime - timeout.value;
droppoint = host.realtime - sv_timeout.value;
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
@ -890,7 +889,7 @@ void SV_Init( void )
Cvar_RegisterVariable( &sv_stepsize );
Cvar_RegisterVariable( &sv_newunit );
Cvar_RegisterVariable( &hostname );
Cvar_RegisterVariable( &timeout );
Cvar_RegisterVariable( &sv_timeout );
Cvar_RegisterVariable( &sv_pausable );
Cvar_RegisterVariable( &sv_validate_changelevel );
Cvar_RegisterVariable( &sv_clienttrace );