review fixes

* move constant definitions
* always give the client at least quitTimeout to respond to ping,
  even if registerTimeout or quitTimeout are longer than idleTimeout
This commit is contained in:
Shivaram Lingamneni 2017-10-15 22:37:36 -04:00
parent 8910dc59ee
commit c026cc5ab6
2 changed files with 37 additions and 36 deletions

View File

@ -25,12 +25,6 @@ import (
)
const (
// RegisterTimeout is how long clients have to register before we disconnect them
RegisterTimeout = time.Minute
// IdleTimeout is how long without traffic before a registered client is considered idle.
IdleTimeout = time.Minute + time.Second*30
// QuitTimeout is how long without traffic before an idle client is disconnected
QuitTimeout = time.Minute
// IdentTimeoutSeconds is how many seconds before our ident (username) check times out.
IdentTimeoutSeconds = 1.5
)

View File

@ -9,6 +9,15 @@ import (
"time"
)
const (
// RegisterTimeout is how long clients have to register before we disconnect them
RegisterTimeout = time.Minute
// IdleTimeout is how long without traffic before a registered client is considered idle.
IdleTimeout = time.Minute + time.Second*30
// QuitTimeout is how long without traffic before an idle client is disconnected
QuitTimeout = time.Minute
)
// client idleness state machine
type TimerState uint
@ -49,6 +58,7 @@ func NewIdleTimer(client *Client) *IdleTimer {
// it will eventually be stopped.
func (it *IdleTimer) Start() {
it.Lock()
it.state = TimerUnregistered
it.lastSeen = time.Now()
it.Unlock()
go it.mainLoop()
@ -66,50 +76,47 @@ func (it *IdleTimer) mainLoop() {
return
}
registered := client.Registered()
now := time.Now()
idleTime := now.Sub(lastSeen)
newState := state
idleTime := time.Now().Sub(lastSeen)
var nextSleep time.Duration
switch state {
case TimerUnregistered:
if registered {
// transition to TimerActive state
newState = TimerActive
if state == TimerUnregistered {
if client.Registered() {
// transition to active, process new deadlines below
state = TimerActive
} else {
nextSleep = it.registerTimeout - idleTime
}
case TimerActive:
if idleTime >= IdleTimeout {
newState = TimerIdle
client.Ping()
}
case TimerIdle:
if idleTime < IdleTimeout {
// new ping came in after we transitioned to TimerIdle
newState = TimerActive
} else if state == TimerIdle {
if idleTime < it.quitTimeout {
// new ping came in after we transitioned to TimerIdle,
// transition back to active and process deadlines below
state = TimerActive
} else {
nextSleep = 0
}
}
it.Lock()
it.state = newState
it.Unlock()
var nextSleep time.Duration
switch newState {
case TimerUnregistered:
nextSleep = it.registerTimeout - idleTime
case TimerActive:
if state == TimerActive {
nextSleep = it.idleTimeout - idleTime
case TimerIdle:
nextSleep = (it.idleTimeout + it.quitTimeout) - idleTime
if nextSleep <= 0 {
state = TimerIdle
client.Ping()
// grant the client at least quitTimeout to respond
nextSleep = it.quitTimeout
}
}
if nextSleep <= 0 {
// ran out of time, hang them up
client.Quit(it.quitMessage(newState))
client.Quit(it.quitMessage(state))
client.destroy()
return
}
it.Lock()
it.state = state
it.Unlock()
time.Sleep(nextSleep)
}
}