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Feat/kicking inactive #126

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AnonymousBit0111
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@AnonymousBit0111 AnonymousBit0111 commented Nov 16, 2024

This PR kicks inactive players and remove them from the universe

Description

Keep alives are now stored in the Incoming and Outgoing Keep alive packet, if the last incoming keep alive is not the same as the last outgoing one the client should be kicked and if a client fails to send a keep alive for 30 its also kicked, also now if it takes more than 2 seconds to read a packet the connection loop will skip to the next iteration to prevent the loop from hanging.

Motivation and Context

This change was implemented to make sure inactive or invalid clients are kicked

How has this been tested?

Ive connected to the server with two clients and disconnected them by turning off their internet, if I turn the interned back on within 30 seconds nothing happens, otherwise the client is kicked.

Screenshots (if appropriate):
Types of changes

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to not work as expected)
  • Refactor (restructuring code, without changing its behavior)
    Checklist:
  • My code follows the code style of this project.
  • I have added tests to cover my changes.
  • All new and existing tests passed.
  • Clippy passes with no warnings.

@AnonymousBit0111
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someone help me with these merge conflicts please, it should take everything from my branch and discard everything otherwise and I'm not quite sure how to do that

@AnonymousBit0111
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dont merge yet, seems like because of the conflicts now it kicks even when the keep alive has been received

@AnonymousBit0111
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for some reason the keep alive system suddenly stops running during a sleep, but the stop function is not called??????

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remove traces when random stop issue is fixed

@AnonymousBit0111
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looks like a deadlock...

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