heartbeats will now only be sent if the connection is idle

This commit is contained in:
Emiel Bruijntjes 2017-06-19 10:24:03 +02:00
parent fda26f20f4
commit 49337d078d
2 changed files with 28 additions and 3 deletions

View File

@ -123,6 +123,12 @@ protected:
* @var queue
*/
std::queue<CopiedBuffer> _queue;
/**
* Is the connection idle (meaning: a heartbeat is necessary)
* @var bool
*/
bool _idle = true;
/**
* Helper method to send the close frame
@ -429,9 +435,11 @@ public:
/**
* Send a heartbeat to keep the connection alive
* By default, this function does nothing if the connection is not in an idle state
* @param force always send the heartbeat, even if the connection is not idle
* @return bool
*/
bool heartbeat();
bool heartbeat(bool force=false);
/**
* The actual connection is a friend and can construct this class

View File

@ -268,6 +268,9 @@ void ConnectionImpl::setConnected()
{
// get the next message
const auto &buffer = _queue.front();
// data is going to be sent, thus connection is not idle
_idle = false;
// send it
_handler->onData(_parent, buffer.data(), buffer.size());
@ -336,6 +339,9 @@ bool ConnectionImpl::send(const Frame &frame)
// are we still setting up the connection?
if ((_state == state_connected && _queue.empty()) || frame.partOfHandshake())
{
// the data will be sent, so connection is not idle
_idle = false;
// we need an output buffer (this will immediately send the data)
PassthroughBuffer buffer(_parent, _handler, frame);
}
@ -362,6 +368,9 @@ bool ConnectionImpl::send(CopiedBuffer &&buffer)
// are we waiting for other frames to be sent before us?
if (_queue.empty())
{
// data will be sent, thus connection is not empty
_idle = false;
// send it directly
_handler->onData(_parent, buffer.data(), buffer.size());
}
@ -377,12 +386,20 @@ bool ConnectionImpl::send(CopiedBuffer &&buffer)
/**
* Send a ping / heartbeat frame to keep the connection alive
* @param force also send heartbeat if connection is not idle
* @return bool
*/
bool ConnectionImpl::heartbeat()
bool ConnectionImpl::heartbeat(bool force)
{
// do nothing if the connection is not idle (but we do reset the idle state to ensure
// that the next heartbeat will be sent if nothing is going to change from now on)
if (!force && !_idle) return _idle = true;
// send a frame
return send(HeartbeatFrame());
if (!send(HeartbeatFrame())) return false;
// frame has been sent, we treat the connection as idle now until some other data is sent over it
return _idle = true;
}
/**