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Silent disconnect from lobby #15

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historicbruno opened this issue Oct 12, 2013 · 5 comments
Closed

Silent disconnect from lobby #15

historicbruno opened this issue Oct 12, 2013 · 5 comments
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@historicbruno
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I had been connected to the lobby for a while, at some point I was disconnected (nobody could see me there and I couldn't see them come and go), but I received no notice. I thought I was still connected, so at the least it should detect this and disconnect me (preferably attempt a few reconnects if possible).

@JoshuaJB
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The core issue here is that the server --> lobby architecture is designed to be asynchronous, and we can't expect data from the server at any given time. Therefore we cannot currently detect idle connection failure (we can tell when a request/send fails, but those instances are minimized to reduce server load).

That said, there may be some XmPP way to better detect disconnection that we aren't yet using.

JoshuaJB added a commit that referenced this issue Nov 5, 2013
… Might help #15 as well (this bug was probably causing the bot to overload with the thousands of game reports at game end).
@JoshuaJB
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I haven't heard further reports, so I'm tentatively closing this.

@caseyxing
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Still happens with long games.

@JoshuaJB
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After having been on the lobby more with the release, I've found you can
become disconnected after just idling in the lobby long enough. It would be
good to check that this isn't related to using an out-of-date gloox version.
On Dec 25, 2013 5:36 PM, "scythetwirler" notifications@github.com wrote:

Still happens with long games.


Reply to this email directly or view it on GitHubhttps://github.com//issues/15#issuecomment-31206406
.

@JoshuaJB
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This should be entirely fixed now after adding keep-alive pings and periodically waking up gloox during a game.

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