Exemple #1
0
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();
}
Exemple #2
0
void CPeerLink::HandleClose()
{
    if (m_nPeerState == PS_CONNECTING)
    {
        m_nPeerState = PS_CONNECTFAILED;
        OnConnectFailed();
    }

    if (m_nPeerState == PS_ESTABLISHED)
    {
        m_nPeerState = PS_CLOSED;
        OnConnectClosed();
    }

    if (m_nConnTimeoutID != 0)
    {
        GetReactor()->RemoveTimer(m_nConnTimeoutID);
        m_nConnTimeoutID = 0;
    }

    m_bCanRead = false;
    m_bCanWrite = false;
    SetReactor(NULL);
    CWinSocket::Close();
}
Exemple #3
0
//--------------------------------------------------------------------------
void Connection::ConnectFailed(ConnectFail eFail)
{
	if(m_pkServer && m_pkServer->IsServerConnected())
	{
		m_pkServer->OnDisconnect();
		m_pkServer->SetServerID(UNASSIGNED_SYSTEM_ADDRESS);
	}
	OnConnectFailed(eFail);
	Disconnect();
}
Exemple #4
0
void SctpSocket::OnConnectTimeout()
{
	Handler().LogError(this, "connect", -1, "connect timeout", LOG_LEVEL_FATAL);
#ifdef ENABLE_SOCKS4
	if (Socks4())
	{
		OnSocks4ConnectFailed();
		// retry direct connection
	}
	else
#endif
	if (GetConnectionRetry() == -1 ||
		(GetConnectionRetry() && GetConnectionRetries() < GetConnectionRetry()) )
	{
		IncreaseConnectionRetries();
		// ask socket via OnConnectRetry callback if we should continue trying
		if (OnConnectRetry())
		{
			SetRetryClientConnect();
		}
		else
		{
			SetCloseAndDelete( true );
			/// \todo state reason why connect failed
			OnConnectFailed();
		}
	}
	else
	{
		SetCloseAndDelete(true);
		/// \todo state reason why connect failed
		OnConnectFailed();
	}
	//
	SetConnecting(false);
}
Exemple #5
0
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;
	}
}