bugFreeciv - Bugs: bug #19561, No indication of connection loss

 
 
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bug #19561: No indication of connection loss

Submitted by:  Marko Lindqvist <cazfi>
Submitted on:  Sun Mar 18 21:55:23 2012  
 
Category: clientSeverity: 3 - Normal
Priority: 5 - NormalStatus: Fixed
Assigned to: Marko Lindqvist <cazfi>Open/Closed: Closed
Release: Operating System: None
Planned Release: 2.6.0, 3.0.0Contains string changes: None

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Thu Feb 11 12:00:48 2016, SVN revision 31872:

Added client Heartbeat feature to see that the server connection remains.

See bug #19561

(Browse SVN revision 31872)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Thu Feb 11 12:00:30 2016, SVN revision 31871:

Added client Heartbeat feature to see that the server connection remains.

See bug #19561

(Browse SVN revision 31871)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Tue Feb 9 01:37:59 2016, comment #6:

- Added client option to control the behavior
- Changed packet number within correct range
- Renamed dummypong as heartbeat

(file #26657, file #26658)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Fri Feb 5 14:45:08 2016, comment #5:

I'd rather also give a user (or at least one building freeciv) control to decide if these dummypongs are sent or not. If such control is to be implemented as client option, we may want to add it before S2_6 d3f already (otherwise S2_6 has to use some other mechanism, like the commandline parameter as I originally thought)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Fri Feb 5 02:43:32 2016, comment #4:

> I have been running local hack for this.


Here it is in the form it has been used.

The idea is to make sure client keeps sending packets to server. If there's no real data to send, send at least "dummypong" (like a answer to server ping, except that there never was ping) Failure to send the dummypong will then make it clear that connection has been lost.

TODO:
- Set dummypong packet number to value below 256.

(file #26600)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Sun Mar 29 23:02:30 2015, comment #3:

I have been running local hack for this. It'll remain ugly, but I try to get something generally useful out of it.

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Wed Mar 21 21:18:25 2012, comment #2:

It's not happening in pregame only. I've had lots of network problems during last couple of days and I'm playing a game where we play our turns when ever we have time - I have no idea how many hours it will take for other players to hit "End turn". I've several times been waiting for turn to change when in fact my client was cut from server due to ping timeout and turn has already changed. I find this out only by doing something that makes client to try to send data to server. I've got habit of temporarily adding items to end of worklist of one of my cities to test if connection still works.

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Wed Mar 21 19:01:41 2012, comment #1:

Same thing happened to one of my friends while we were starting an online game. He had no idea he was no more logged in as I asked him to join the game. That too was due to a brief internet connection break.

So, confirmed in case you needed it.

HanduMan <handuman>
Sun Mar 18 21:55:23 2012, original submission:

I had client connected to server in pregame waiting for other players to appear too. It seemed to be ok, but as other programs had had network connection problems, I were a bit suspicious. I wrote chat message. Nothing happened - client still said nothing about connection problems, but I happen to understand that chat not being echoed back from server indicates problems. I 'Cancelled' from server (still no indication that connection was not ok) and then reconnected from main menu. Once I connected the server, it told me that I had been removed from game due to ping timeout (and not only when I "Cancelled")

Lost connection: cazfi from xxx.fi (ping timeout) (player Felipe V).
Felipe V has been removed from the game.
AI*1 has been added as Cheating level AI-controlled player (classic).
You are logged in as 'cazfi' connected to Cazfi.

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.

 

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Attached Files
file #26657:  Heartbeat.patch added by cazfi (5kB - text/x-diff)
file #26658:  Heartbeat-S2_6.patch added by cazfi (5kB - text/x-diff)
file #26600:  Dummypong.patch added by cazfi (3kB - text/plain-diff)

 

Depends on the following items: None found

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    Follow 12 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Thu Feb 11 12:00:58 2016cazfiStatusReady For Test=>Fixed
      Assigned toNone=>cazfi
      Open/ClosedOpen=>Closed
    Tue Feb 9 01:37:59 2016cazfiAttached File-=>Added Heartbeat.patch, #26657
      Attached File-=>Added Heartbeat-S2_6.patch, #26658
      StatusIn Progress=>Ready For Test
    Fri Feb 5 02:43:32 2016cazfiAttached File-=>Added Dummypong.patch, #26600
      CategoryNone=>client
      StatusNone=>In Progress
    Wed Jan 20 19:58:23 2016cazfiPlanned Release2.6.0=>2.6.0, 3.0.0
    Sun Mar 29 23:02:30 2015cazfiPlanned Release=>2.6.0
    Wed Mar 21 21:18:25 2012cazfiSummaryNo indication of pregame connection loss=>No indication of connection loss
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