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Merge pull request #173 from slingamn/timeouts.3
refactor idle timeouts again
This commit is contained in:
commit
36b26f99be
133
irc/idletimer.go
133
irc/idletimer.go
@ -26,6 +26,7 @@ const (
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TimerUnregistered TimerState = iota // client is unregistered
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TimerActive // client is actively sending commands
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TimerIdle // client is idle, we sent PING and are waiting for PONG
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TimerDead // client was terminated
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)
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type IdleTimer struct {
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@ -35,10 +36,11 @@ type IdleTimer struct {
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registerTimeout time.Duration
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idleTimeout time.Duration
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quitTimeout time.Duration
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client *Client
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// mutable
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client *Client
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lastSeen time.Time
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state TimerState
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timer *time.Timer
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}
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// NewIdleTimer sets up a new IdleTimer using constant timeouts.
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@ -56,91 +58,74 @@ func NewIdleTimer(client *Client) *IdleTimer {
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// it will eventually be stopped.
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func (it *IdleTimer) Start() {
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it.Lock()
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it.lastSeen = time.Now()
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it.Unlock()
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go it.mainLoop()
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defer it.Unlock()
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it.state = TimerUnregistered
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it.resetTimeout()
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}
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func (it *IdleTimer) mainLoop() {
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state := TimerUnregistered
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var lastPinged time.Time
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for {
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it.Lock()
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client := it.client
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lastSeen := it.lastSeen
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it.Unlock()
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if client == nil {
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return
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}
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now := time.Now()
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idleTime := now.Sub(lastSeen)
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var nextSleep time.Duration
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if state == TimerUnregistered {
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if client.Registered() {
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// transition to active, process new deadlines below
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state = TimerActive
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} else {
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nextSleep = it.registerTimeout - idleTime
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}
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} else if state == TimerIdle {
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if lastSeen.After(lastPinged) {
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// new pong came in after we transitioned to TimerIdle,
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// transition back to active and process deadlines below
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state = TimerActive
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} else {
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nextSleep = 0
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}
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}
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if state == TimerActive {
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nextSleep = it.idleTimeout - idleTime
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if nextSleep <= 0 {
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state = TimerIdle
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lastPinged = now
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client.Ping()
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// grant the client at least quitTimeout to respond
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nextSleep = it.quitTimeout
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}
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}
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if nextSleep <= 0 {
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// ran out of time, hang them up
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client.Quit(it.quitMessage(state))
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client.destroy()
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return
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}
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time.Sleep(nextSleep)
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}
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}
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// Touch registers activity (e.g., sending a command) from an client.
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func (it *IdleTimer) Touch() {
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it.Lock()
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client := it.client
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it.Unlock()
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// ignore touches for unregistered clients
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if client != nil && !client.Registered() {
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// ignore touches from unregistered clients
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if !it.client.Registered() {
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return
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}
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it.Lock()
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it.lastSeen = time.Now()
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it.Unlock()
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defer it.Unlock()
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// a touch transitions TimerUnregistered or TimerIdle into TimerActive
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if it.state != TimerDead {
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it.state = TimerActive
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it.resetTimeout()
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}
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}
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func (it *IdleTimer) processTimeout() {
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var previousState TimerState
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func() {
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it.Lock()
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defer it.Unlock()
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previousState = it.state
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// TimerActive transitions to TimerIdle, all others to TimerDead
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if it.state == TimerActive {
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// send them a ping, give them time to respond
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it.state = TimerIdle
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it.resetTimeout()
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} else {
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it.state = TimerDead
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}
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}()
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if previousState == TimerActive {
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it.client.Ping()
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} else {
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it.client.Quit(it.quitMessage(previousState))
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it.client.destroy()
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}
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}
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// Stop stops counting idle time.
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func (it *IdleTimer) Stop() {
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it.Lock()
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defer it.Unlock()
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// no need to stop the goroutine, it'll clean itself up in a few minutes;
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// just ensure the Client object is collectable
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it.client = nil
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it.state = TimerDead
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it.resetTimeout()
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}
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func (it *IdleTimer) resetTimeout() {
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if it.timer != nil {
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it.timer.Stop()
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}
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var nextTimeout time.Duration
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switch it.state {
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case TimerUnregistered:
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nextTimeout = it.registerTimeout
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case TimerActive:
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nextTimeout = it.idleTimeout
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case TimerIdle:
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nextTimeout = it.quitTimeout
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case TimerDead:
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return
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}
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it.timer = time.AfterFunc(nextTimeout, it.processTimeout)
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}
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func (it *IdleTimer) quitMessage(state TimerState) string {
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