What to do when you get an error
#1 Members - Reputation: 147
Posted 30 October 2012 - 06:38 AM
Say I get an error during a send or receive. The simple thing to do would be to drop the connection. I guess if I get an error during a send, I could try a few more times before I drop the connection. Would that be the logical way to handle a send error?
Say I get an error during a "receive". Since we are talking TCP, I'm not sure how I would re-sync with the client or server since the received data can be part of a message or a combination of many. Perhaps send a message that indicates an error has happened so stop sending data and re-sync messages.
Would that be a proper way to handle errors?
#2 Members - Reputation: 447
Posted 30 October 2012 - 07:37 AM
Since you are using TCP, dropping the connection is a fairly decent way to handle the error, but again, it will depend on the error. If it is a timeout, you may try to resend the data other than that my approach would be log the error and drop the connection.
Edited by KnolanCross, 30 October 2012 - 07:38 AM.
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#4 Moderators - Reputation: 3282
Posted 30 October 2012 - 12:29 PM
Similarly, you'll want to keep a maximum buffer size for pending data to a client, and if it goes above a certain threshold, drop the client, as the client is too slow to keep up and thus will have a terrible interactive experience anyway.
So, it's my opinion that you typically should detect errors, log the specifics (operation, IP, error code, perhaps other data,) and mark the connection as needs-disconnection, and then handle it as such. If there turns out to be particular errors that are common, and can be worked around (your logging might let you analyze this,) then you can fine-tune the behavior at that point.
#5 Members - Reputation: 147
Posted 01 November 2012 - 07:55 AM
...keep a maximum buffer size for pending data to a client, and if it goes above a certain threshold, drop the client...
I never thought of that. Good idea! When I try to do a send and if the send is currently busy with a previous send, I store that message in a deque to try in the next cycle. So if the deque starts backing up, that would be a good sign to drop the connection.
What do you think would be the tipping point for messages piling up in the deque to warrant a disconnect? 5, 10, 20? I realize this might be game specific but in general, considering the messages will be small.
Edited by GameCodingNinja, 01 November 2012 - 08:04 AM.
#6 Members - Reputation: 1082
Posted 01 November 2012 - 10:27 AM
#7 Moderators - Reputation: 3282
Posted 01 November 2012 - 11:47 AM
What do you think would be the tipping point for messages piling up in the deque to warrant a disconnect? 5, 10, 20? I realize this might be game specific but in general, considering the messages will be small.
For an action game, a backlog of 5 seconds might be sufficient to drop the client. For a RPG, you (or, rather, players) might tolerate up to 30 seconds. The number of packets then depends on how often you send them :-)
Also note that the kernel will have a send buffer, that you need to include in this mechanism. It may be that the kernel buffer is big enough, that if you fail to enqueue even a single byte, it's time to drop the client. You can set the size of the kernel buffer with the SO_SNDBUF socket option.






