Commit graph

104 commits

Author SHA1 Message Date
Andy2
e886a1aefe lots more changes -- another snapshot, this, rather than stuff
carefully polished and reviewed.  Shows progress, though, in getting
through tests.
2011-06-23 07:12:50 -07:00
Eric House
85d484a881 major mod to deal with devices that fail to receive ACK and then
reconnect.  I was putting both (i.e. the same device twice) in the
same game.  Now I detect this based on the seed being duplicated and
treat the device as having failed to ACK then proceed with the CONNECT
as if it were new.  Tested pretty heavily but only with two-device
games.
2011-06-20 18:13:15 -07:00
Eric House
7aeb0a4df0 make default socket timeout 5 seconds, not 20. 2011-03-31 18:13:16 -07:00
Andy2
8bb2857e63 The relay is hanging inside recv(). Use setsockopt to set a 20-second
receive (and send) timeout on all sockets accept() returns.  Sockets
that timeout should then get closed and dropped.
2011-03-12 05:13:54 -08:00
Andy2
57ec020330 change format of reply to MSG_GET: include number of messages per
device to support fetching for more than one at once.  This is
meaningless for rq as written now but a device will want to do this.
2011-01-27 06:37:36 -08:00
Eric House
63d16a99a2 turn off http view 2011-01-24 22:20:01 -08:00
Andy2
f96f4a040b add new proxy command that fetches actual messages stored for a device. 2011-01-22 12:52:26 -08:00
Eric House
725888cb6c run proxy sockets through same thread pool as game sockets. This
prevents race conditions that are turning up when I'm running multiple
threads -- by allowing me to really not be running multiple threads.
Tested with the usual script.
2011-01-20 18:14:56 -08:00
Andy2
1720fbbd50 fix parsing of relay ids by replacing separating \n with \0. 2010-11-23 17:46:16 -08:00
Eric House
b91187d6a5 test result when parsing; drop if didn't parse 2010-11-16 20:30:43 -08:00
Andy2
c6bd2125a4 java uses '/' to delimit device id, so we'll make that standard. 2010-11-15 18:27:36 -08:00
Andy2
d4e810c9cb delimiter changed 2010-11-15 06:51:05 -08:00
Eric House
528ae0c986 allow more than one device death per message 2010-11-14 15:19:38 -08:00
Andy2
0787a06eb5 accept new message from device announcing the death of a game
(including seed so it's harder to spoof); respond to that by setting a
DEAD column in the db and flagging the device as gone.  Notify any
connected device of the fact.  Refuse to accept new connections to
that game.  As already-connected devices reconnect, allow them to do
so but send a new status message that their game is dead.  Not heavily
tested yet.
2010-11-11 06:40:50 -08:00
Andy2
2bfb26cded sleep (in thread) before closing proxy socket. This works around
problem where, on PRX_HAS_MSGS path only, device reading socket gets
EOF early though logging here confirms additional bytes have been
written.  Gross but effective.
2010-10-17 06:38:28 -07:00
Eric House
0d1542ca9d tweaks to logging 2010-10-12 05:18:44 -07:00
Eric House
1ff4d67bc0 block TERM and INT from all but the main thread. (Pretty much untested; doesn't fix hang-on-SIGINT.) 2010-10-04 20:03:00 -07:00
Andy2
89f967a016 pass remaining reconnect params in case connName's missing from db.
Should only matter if the relay's db's been deleted.
2010-10-04 18:39:26 -07:00
Andy2
978fa010f1 commented-out sleep positioned to give download progress time to come up. 2010-09-28 18:35:33 -07:00
Andy2
b0c6e6da9c add db method to count messages for connName/hid pairs and handle
query using it.
2010-09-24 05:50:02 -07:00
Andy2
1d0c207521 add test command for proxy feature to fetch for connNames whether
there are messages pending for them.  Not handled yet on relay.
2010-09-21 18:28:31 -07:00
Andy2
e7b5923883 finish first pass at sending open public room names -- but with actual
list harvesting stubbed out.
2010-09-21 06:27:31 -07:00
Andy2
a549ade1fa a bit more work on rc 2010-09-20 18:31:17 -07:00
Andy2
df1ec1628a replace killSocket(), which jumped right into crefmgr and could get
ahead of processing data arrived on the same socket, with EnqueueKill
that adds to same queue from which data's taken.  So if device dies
immediately after sending data there won't be a race between closing
the cref (if this is the last open socket) and handling the data.  I'm
still dying with assert fails when running 100 games at once, but much
less frequently
2010-09-18 08:47:56 -07:00
Andy2
9c8889b429 get rid of mutex guarding reconnect. There shouldn't be any need
since game slots are already assigned, and it's slowing down
reconnects in their race with kills.
2010-09-18 05:07:23 -07:00
Eric House
54d268b718 pass through to database whether room is public 2010-09-14 21:20:11 -07:00
Andy2
3b5b5f0241 factor dbmgr code; add and call method to zero CIDs on boot. 2010-09-15 01:14:28 -07:00
Andy2
821e4d9c39 add ACK to protocol, returned by device after gets connName on initial
connection.  Space is held for device on assumption ack will come
back, then given up if it fails.
2010-09-14 13:54:52 -07:00
Andy2
463e9c3ccf pass langCode in reconnect case too 2010-09-11 01:23:39 -07:00
Andy2
20312144dd tons of changes, still rough, snapshoted here: a gtk device vs device
game works to completion with both signing up as guests (no -s) with
one local and one remote player (identical commandlines.)  Not yet
tested: if any signs up as a host, reconnecting rather than
connecting, etc.  This is just a snapshot.
2010-09-10 01:30:40 -07:00
Andy2
33d60452a3 fork a thread to handle proxy connects. Later may want to use thread
pool as for game threads.
2010-08-23 18:52:52 -07:00
Andy2
a34ccb424f device now passes list of "relayID"s, consisting of connName plus
device id, to relay, one for each stored game that's communicating via
the relay.  Relay parses out each relayID.  Next relay can use these
to look up whether messages are available and reply with that, and
device can put up a notification.
2010-08-22 12:16:57 -07:00
Andy2
56b6a425e2 proxy now writes one byte to relay and reads one byte reply. 2010-08-19 18:34:28 -07:00
Andy2
416b379781 add second class of socket to be listened on, meant for per-device
rather than per-game connection, and when adding connected sockets to
active set track the type.
2010-08-12 06:42:33 -07:00
Eric House
8e5abb189b add mutex for reconns too; log socket and ip addr connecting on it 2010-07-15 18:14:44 -07:00
Eric House
8aaaa06bcb identify rev number as from git 2010-06-05 07:25:24 -07:00
eehouse
4ed87fecb4 add once-per-day date line to logs since they can span weeks now. 2010-05-01 02:48:47 +00:00
ehouse
26469d734c Modify state machine and return new error codes to force host to
connect first, guests second, with clear error messages if the order's
wrong.  This seems to make it simpler for users to get a connection
right.  Code holding multiple games worth of hosts and guests in a
cref is gone.
2009-12-04 08:03:27 +00:00
ehouse
2d4ae3e44a When forwarding message, lookup cref by socket if cookieID == 0, as
can be the case when through to a non-all-connected game.
2009-11-08 21:32:36 +00:00
ehouse
11b586cd4b lookup hearbeat recipient by socket rather then cookieID since
cookieID isn't always correct until later
2009-11-02 00:45:54 +00:00
ehouse
0e43675abf Address problems matching [re]connections to games: first, go back to
setting connName when all in a game are present.  Second, have every
host include in connections a random number.  That number is made part
of the connName and in general used to test whether a host belongs in
a particular game.  Add this "seed" to web interface.  Means new
versions for relay protocol and game stream format.  Latter is handled
correctly so older games can be opened.
2009-09-26 14:37:49 +00:00
ehouse
d5d20293ce print log timestamps with padding 0s for better sorting 2009-09-15 12:54:40 +00:00
ehouse
18e9301e87 rename Cookie to Invite, a change that may change. Rename everywhere
in clients but not in relay where cookie is too pervasive.  (There are
no code changes in this checkin.)
2009-09-14 03:11:11 +00:00
ehouse
7eeede45c3 exit if unable to open socket 2009-09-13 15:27:19 +00:00
ehouse
7ca629a2f5 don't log socket closing as an error 2009-09-04 11:02:09 +00:00
ehouse
b15665e041 serve http view from cached data and make cache refresh rate
configurable.  Should make it harder to attack the relay on http port.
2009-08-21 12:32:57 +00:00
ehouse
dbf9daf71b Fix problems reconnecting hosts where some but not all received the
ALLHERE message and connName: change relay protocol so cookie is
included in RECONNECT message, and hostIDs are not assigned until
ALLHERE, and change host-to-game matching to use connName first but
fall back to cookie.  This fixes nearly all cases failing to reconnect
after relay goes down.
2009-08-21 12:00:09 +00:00
ehouse
47d6d53419 make log file location configurable; remember start time as used for
permenent IDs on spawn rather than overall boot to avoid duplicating
cids.
2009-07-31 13:02:05 +00:00
ehouse
ba97f096dc make css file for http interface configurable; fix bug where
connections arriving too close together would wind up with different
crefs (using new mutex).
2009-07-30 12:49:21 +00:00
ehouse
4a5d74a0af rename state to take up less space in browser; add number of respawns
to status display.
2009-07-29 04:25:21 +00:00