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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
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@ -25,12 +25,6 @@ import (
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)
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)
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const (
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const (
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// RegisterTimeout is how long clients have to register before we disconnect them
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RegisterTimeout = time.Minute
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// IdleTimeout is how long without traffic before a registered client is considered idle.
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IdleTimeout = time.Minute + time.Second*30
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// QuitTimeout is how long without traffic before an idle client is disconnected
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QuitTimeout = time.Minute
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// IdentTimeoutSeconds is how many seconds before our ident (username) check times out.
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// IdentTimeoutSeconds is how many seconds before our ident (username) check times out.
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IdentTimeoutSeconds = 1.5
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IdentTimeoutSeconds = 1.5
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)
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)
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@ -9,6 +9,15 @@ import (
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"time"
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"time"
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)
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)
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const (
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// RegisterTimeout is how long clients have to register before we disconnect them
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RegisterTimeout = time.Minute
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// IdleTimeout is how long without traffic before a registered client is considered idle.
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IdleTimeout = time.Minute + time.Second*30
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// QuitTimeout is how long without traffic before an idle client is disconnected
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QuitTimeout = time.Minute
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)
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// client idleness state machine
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// client idleness state machine
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type TimerState uint
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type TimerState uint
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@ -49,6 +58,7 @@ func NewIdleTimer(client *Client) *IdleTimer {
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// it will eventually be stopped.
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// it will eventually be stopped.
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func (it *IdleTimer) Start() {
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func (it *IdleTimer) Start() {
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it.Lock()
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it.Lock()
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it.state = TimerUnregistered
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it.lastSeen = time.Now()
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it.lastSeen = time.Now()
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it.Unlock()
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it.Unlock()
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go it.mainLoop()
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go it.mainLoop()
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@ -66,50 +76,47 @@ func (it *IdleTimer) mainLoop() {
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return
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return
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}
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}
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registered := client.Registered()
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idleTime := time.Now().Sub(lastSeen)
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now := time.Now()
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var nextSleep time.Duration
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idleTime := now.Sub(lastSeen)
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newState := state
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switch state {
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if state == TimerUnregistered {
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case TimerUnregistered:
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if client.Registered() {
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if registered {
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// transition to active, process new deadlines below
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// transition to TimerActive state
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state = TimerActive
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newState = TimerActive
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} else {
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nextSleep = it.registerTimeout - idleTime
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}
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}
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case TimerActive:
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} else if state == TimerIdle {
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if idleTime >= IdleTimeout {
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if idleTime < it.quitTimeout {
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newState = TimerIdle
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// new ping came in after we transitioned to TimerIdle,
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client.Ping()
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// transition back to active and process deadlines below
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}
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state = TimerActive
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case TimerIdle:
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} else {
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if idleTime < IdleTimeout {
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nextSleep = 0
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// new ping came in after we transitioned to TimerIdle
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newState = TimerActive
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}
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}
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}
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}
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it.Lock()
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if state == TimerActive {
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it.state = newState
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it.Unlock()
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var nextSleep time.Duration
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switch newState {
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case TimerUnregistered:
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nextSleep = it.registerTimeout - idleTime
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case TimerActive:
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nextSleep = it.idleTimeout - idleTime
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nextSleep = it.idleTimeout - idleTime
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case TimerIdle:
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if nextSleep <= 0 {
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nextSleep = (it.idleTimeout + it.quitTimeout) - idleTime
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state = TimerIdle
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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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}
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if nextSleep <= 0 {
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if nextSleep <= 0 {
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// ran out of time, hang them up
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// ran out of time, hang them up
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client.Quit(it.quitMessage(newState))
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client.Quit(it.quitMessage(state))
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client.destroy()
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client.destroy()
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return
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return
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}
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}
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it.Lock()
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it.state = state
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it.Unlock()
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time.Sleep(nextSleep)
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time.Sleep(nextSleep)
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}
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}
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}
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}
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