void SctpSocket::OnException() { if (Connecting()) { #ifdef ENABLE_SOCKS4 if (Socks4()) OnSocks4ConnectFailed(); else #endif if (GetConnectionRetry() == -1 || (GetConnectionRetry() && GetConnectionRetries() < GetConnectionRetry() )) { // even though the connection failed at once, only retry after // the connection timeout // should we even try to connect again, when CheckConnect returns // false it's because of a connection error - not a timeout... } else { SetConnecting(false); // tnx snibbe SetCloseAndDelete(); OnConnectFailed(); } return; } // %! exception doesn't always mean something bad happened, this code should be reworked // errno valid here? int err = SoError(); Handler().LogError(this, "exception on select", err, StrError(err), LOG_LEVEL_FATAL); SetCloseAndDelete(); }
void Socket::OnException() { // %! exception doesn't always mean something bad happened, this code should be reworked // errno valid here? int err = SoError(); Handler().LogError(this, "exception on select", err, StrError(err), LOG_LEVEL_FATAL); SetCloseAndDelete(); }
void SctpSocket::OnWrite() { if (Connecting()) { int err = SoError(); // don't reset connecting flag on error here, we want the OnConnectFailed timeout later on /// \todo add to read fd_set here if (!err) // ok { Set(!IsDisableRead(), false); SetConnecting(false); SetCallOnConnect(); return; } Handler().LogError(this, "sctp: connect failed", err, StrError(err), LOG_LEVEL_FATAL); Set(false, false); // no more monitoring because connection failed // failed #ifdef ENABLE_SOCKS4 if (Socks4()) { OnSocks4ConnectFailed(); return; } #endif if (GetConnectionRetry() == -1 || (GetConnectionRetry() && GetConnectionRetries() < GetConnectionRetry()) ) { // even though the connection failed at once, only retry after // the connection timeout. // should we even try to connect again, when CheckConnect returns // false it's because of a connection error - not a timeout... return; } SetConnecting(false); SetCloseAndDelete( true ); /// \todo state reason why connect failed OnConnectFailed(); return; } }