[Computer-go] CGOS Dropped Connections - Two automatic losses on time.

Don Dailey dailey.don at gmail.com
Mon Nov 8 17:36:46 PST 2010


On Mon, Nov 8, 2010 at 7:40 PM, Christoph Birk <birk at obs.carnegiescience.edu
> wrote:

>
> On Nov 8, 2010, at 2:28 PM, Robert Finking wrote:
>
>> On 08/11/2010 14:17, Don Dailey wrote:
>>
>>> One possible solution is for the server to force the previous login to
>>> disconnect if it thinks that player is currently connected.   It will send a
>>> quit command to the client and then realize there is no connection and this
>>> is trapped.
>>>
>> It's a nice approach - simple and effective - but needs safeguards I
>> think. If two people are using the standard engine pack, the second person
>> who comes along will boot the first off the server. If the first then tries
>> to reconnect, they will boot the second etc.. How about a 1-minute
>> safeguard? An incoming login only boots the current login if it hasn't been
>> heard from for over 1 minute? On 13x13 and 19x19 longer timeouts may be
>> needed.
>>
>
> How about not booting the existing player at all, but refusing the
> connection
> of the 2nd one (as it is currently done). This allows a cron-job to restart
> the programm periodically.
>

Just leaving it the way it is doesn't solve any problems, right?

I think if someone tries to log on the server needs to somehow determine if
the current connect is alive.    It's been a long time since I worked on it,
so I'll have to think about it.

Don





>
> Christoph
>
>
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