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

robertfinkng555 at o2.co.uk robertfinkng555 at o2.co.uk
Thu Nov 11 05:16:14 PST 2010

From: birk at obs.carnegiescience.edu Date: Nov 11, 2010 0:39 

>>> 4. Auto-boot login if 2nd attempt is made (with valid password)
>This breaks 'cron' scripts that automtically start
>programs every so often.
>It also raises the question "when" to boot it.
>If the programm is currently playing, then it will
>lose another game on time because it gets "booted".
>(6) should take care of any further losses once a
>program has crashed.

The problem isn't getting the client to reconnect, it does that 
already. The problem is that the server currently rejects the 
reconnection attempt because it doesn't realise the client is no longer 
logged in. Regardless of whether it is the standard client trying to 
reconnect, or your own cron job (and presumably your own implementation 
of the CGOS protocol???) you currently face the same problem - the 
server will bounce your attempt to log in. Eventually the current log 
in times out at the server and you can log in again... but way too late 
for you to reconnect and finish off the current game. Don's suggestion 
would allow engines to reconnect after a temporary network glitch and 
finish the game, avoiding bad results - especially important for 
standard engines where several will be running simultaneously on the 
same machine.

>>> 5. Auto-boot engines which lose on time
>Makes no sense to me. Many time management systems
>are adjusted at the high-end, ie. will lose occasionally
>on time, even if nothing is wrong.

Again, the client should auto-reconnect, so it should have no effect 
on engines that really lost on time, the client would just auto-log 
back in, but gives an engine with a connection problem the chance to 
reconnect. This is a fall back for 4. above.

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