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-rw-r--r--NorthstarDedicatedTest/dedicated.cpp5
-rw-r--r--NorthstarDedicatedTest/gameutils.cpp2
-rw-r--r--NorthstarDedicatedTest/serverauthentication.cpp9
3 files changed, 11 insertions, 5 deletions
diff --git a/NorthstarDedicatedTest/dedicated.cpp b/NorthstarDedicatedTest/dedicated.cpp
index f7b6f325..524deb9f 100644
--- a/NorthstarDedicatedTest/dedicated.cpp
+++ b/NorthstarDedicatedTest/dedicated.cpp
@@ -61,6 +61,7 @@ void RunServer(CDedicatedExports* dedicated)
while (g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING)
{
+ double frameStart = Plat_FloatTime();
g_pEngine->Frame();
// this way of getting playercount/maxplayers honestly really sucks, but not got any other methods of doing it rn
@@ -68,8 +69,8 @@ void RunServer(CDedicatedExports* dedicated)
if (!maxPlayers)
maxPlayers = "6";
- SetConsoleTitleA(fmt::format("Titanfall 2 dedicated server - {} {}/{} players ({})", g_pHostState->m_levelName, g_ServerAuthenticationManager->m_additionalPlayerData.size(), maxPlayers, GetCurrentPlaylistName()).c_str());
- Sleep(1.0 / Cvar_base_tickinterval_mp->m_fValue); // currently only supports mp, doesnt really matter rn though since most sp levels crash on dedi
+ SetConsoleTitleA(fmt::format("Titanfall 2 dedicated server - {} {}/{} players ({})", g_pHostState->m_levelName, g_ServerAuthenticationManager->m_additionalPlayerData.size(), maxPlayers, GetCurrentPlaylistName()).c_str());
+ std::this_thread::sleep_for(std::chrono::duration<double, std::ratio<1>>(Cvar_base_tickinterval_mp->m_fValue - fmin(Plat_FloatTime() - frameStart, 0.25)));
}
}
diff --git a/NorthstarDedicatedTest/gameutils.cpp b/NorthstarDedicatedTest/gameutils.cpp
index c0c01aad..32947ac6 100644
--- a/NorthstarDedicatedTest/gameutils.cpp
+++ b/NorthstarDedicatedTest/gameutils.cpp
@@ -73,7 +73,7 @@ void InitialiseServerGameUtilFunctions(HMODULE baseAddress)
{
Server_GetEntityByIndex = (Server_GetEntityByIndexType)((char*)baseAddress + 0xFB820);
Cvar_base_tickinterval_mp = (ConVar*)((char*)baseAddress + 0xBFC360);
- Cvar_base_tickinterval_mp = (ConVar*)((char*)baseAddress + 0xBFBEA0);
+ Cvar_base_tickinterval_sp = (ConVar*)((char*)baseAddress + 0xBFBEA0);
}
void InitialiseTier0GameUtilFunctions(HMODULE baseAddress)
diff --git a/NorthstarDedicatedTest/serverauthentication.cpp b/NorthstarDedicatedTest/serverauthentication.cpp
index 51e0a184..0e82b5e0 100644
--- a/NorthstarDedicatedTest/serverauthentication.cpp
+++ b/NorthstarDedicatedTest/serverauthentication.cpp
@@ -72,7 +72,7 @@ void ServerAuthenticationManager::StartPlayerAuthServer()
addrPtr = typeStart + 3;
hostent* resolvedRemoteAddr = gethostbyname((const char*)addrPtr);
- if (!request.has_param("id") || !request.has_param("authToken") || !resolvedRemoteAddr || ((in_addr**)resolvedRemoteAddr->h_addr_list)[0]->S_un.S_addr != remoteAddr)
+ if (!request.has_param("id") || !request.has_param("authToken") || request.body.size() >= 65335 || !resolvedRemoteAddr || ((in_addr**)resolvedRemoteAddr->h_addr_list)[0]->S_un.S_addr != remoteAddr)
{
response.set_content("{\"success\":false}", "application/json");
return;
@@ -344,7 +344,12 @@ char __fastcall CNetChan___ProcessMessagesHook(void* self, void* buf)
}
g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime += (Plat_FloatTime() * 1000) - (startTime * 1000);
- if (g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime >= Cvar_net_chan_limit_msec_per_sec->m_nValue)
+
+ int32_t limit = Cvar_net_chan_limit_msec_per_sec->m_nValue;
+ if (g_pHostState->m_iCurrentState != HostState_t::HS_RUN)
+ limit *= 2; // give clients more headroom in these states, as alot of clients will tend to time out here
+
+ if (g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime >= limit)
{
spdlog::warn("Client {} hit netchan processing limit with {}ms of processing time this second (max is {})", (char*)sender + 0x16, g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime, Cvar_net_chan_limit_msec_per_sec->m_nValue);