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JoshuaJB avatar JoshuaJB commented on August 12, 2024

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.

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JoshuaJB avatar JoshuaJB commented on August 12, 2024

I haven't heard further reports, so I'm tentatively closing this.

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caseyxing avatar caseyxing commented on August 12, 2024

Still happens with long games.

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JoshuaJB avatar JoshuaJB commented on August 12, 2024

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good to check that this isn't related to using an out-of-date gloox version.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" [email protected] wrote:

Still happens with long games.


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

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JoshuaJB avatar JoshuaJB commented on August 12, 2024

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

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