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Don't issue a new timedsync while one is already in progress
A timedsync is issued every minute on a connection, but the input tineout is 2 minutes. This means a new sync request could be issued while a slow sync request was already in progress. The additional request will further clog the network on a slow connection, and cause a premature timeout.
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2 changed files with 9 additions and 2 deletions
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@ -56,6 +56,7 @@ namespace net_utils
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const uint32_t m_remote_port;
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const bool m_is_income;
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const time_t m_started;
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bool m_in_timedsync;
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time_t m_last_recv;
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time_t m_last_send;
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uint64_t m_recv_cnt;
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@ -72,6 +73,7 @@ namespace net_utils
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m_remote_port(remote_port),
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m_is_income(is_income),
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m_started(time(NULL)),
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m_in_timedsync(false),
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m_last_recv(last_recv),
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m_last_send(last_send),
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m_recv_cnt(recv_cnt),
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@ -85,6 +87,7 @@ namespace net_utils
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m_remote_port(0),
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m_is_income(false),
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m_started(time(NULL)),
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m_in_timedsync(false),
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m_last_recv(0),
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m_last_send(0),
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m_recv_cnt(0),
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@ -814,6 +814,7 @@ namespace nodetool
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bool r = epee::net_utils::async_invoke_remote_command2<typename COMMAND_TIMED_SYNC::response>(context_.m_connection_id, COMMAND_TIMED_SYNC::ID, arg, m_net_server.get_config_object(),
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[this](int code, const typename COMMAND_TIMED_SYNC::response& rsp, p2p_connection_context& context)
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{
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context.m_in_timedsync = false;
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if(code < 0)
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{
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LOG_ERROR_CC(context, "COMMAND_TIMED_SYNC invoke failed. (" << code << ", " << epee::levin::get_err_descr(code) << ")");
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@ -1300,10 +1301,13 @@ namespace nodetool
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MDEBUG("STARTED PEERLIST IDLE HANDSHAKE");
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typedef std::list<std::pair<epee::net_utils::connection_context_base, peerid_type> > local_connects_type;
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local_connects_type cncts;
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m_net_server.get_config_object().foreach_connection([&](const p2p_connection_context& cntxt)
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m_net_server.get_config_object().foreach_connection([&](p2p_connection_context& cntxt)
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{
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if(cntxt.peer_id)
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if(cntxt.peer_id && !cntxt.m_in_timedsync)
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{
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cntxt.m_in_timedsync = true;
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cncts.push_back(local_connects_type::value_type(cntxt, cntxt.peer_id));//do idle sync only with handshaked connections
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}
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return true;
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});
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