Hi,
Since this afternoon, I have commented out the following code in Server.js:
socket.pings = setInterval(function () {
if (socket.lastping.length > 0) {
socket.end();
}
socket.lastping = Date.now() + ".jbnc";
if (socket.writable)
socket.write("PING :" + socket.lastping + "\n");
else {
clearInterval(socket.pings);
socket.end();
}
if (global.DEBUG) {
console.log("PING :" + socket.lastping + "\n");
}
}, global.BOUNCER_SHACK * 1000, socket);
I also commented this out in Server.js:
clearInterval(socket.pings);
And this in ClientConnect.js:
clearInterval(this.client.parents[x].pings);
I have not noticed any issues with this connection flow:
- Connect to jBNC using mIRC
- jBNC is connected to UnrealIRCd 6.2.1 (with a
pingfreq of 180 seconds in the Class block)
- You stay online, or you
/quit (leaving jBNC running in the background).
There are no issues even with the removal of socket.pings.
I ran the same test using a web client based on irc-framework, and no problems were detected either.
What is the purpose of socket.pings? What was it originally added to prevent?
Hi,
Since this afternoon, I have commented out the following code in Server.js:
I also commented this out in Server.js:
And this in ClientConnect.js:
I have not noticed any issues with this connection flow:
pingfreqof 180 seconds in the Class block)/quit(leaving jBNC running in the background).There are no issues even with the removal of
socket.pings.I ran the same test using a web client based on irc-framework, and no problems were detected either.
What is the purpose of
socket.pings? What was it originally added to prevent?