Hello Carsten,

the behavior seems to be somehow different. After disconnecting one renderer 
the commuinication with the remaining renderes seems to work for 6 additional 
frames. After the 7th sync, the client stucks in the swap wait call. 

Best regards,
Michael

-------- Original-Nachricht --------
> Datum: Fri, 09 Sep 2011 17:13:57 +0200
> Von: Michael Raab <michael-r...@gmx.de>
> An: opensg-users@lists.sourceforge.net
> Betreff: Re: [Opensg-users]   OpenSG1.8       -       Disconnecting   
> ClusterWindow   and     ClusterServer

> Am 09.09.2011 16:12, schrieb Carsten Neumann:
> >     Hello Michael,
> >
> > On 09/09/2011 04:31 AM, Michael Raab wrote:
> >> the current approach in general seems to work well with StreamSock
> connection between client and servers.
> >> The difficulties seem to appear when using Multicast. I was able to fix
> the problem of the server shutdown when trying to close the (Mcast)
> connection. The patch is attached, please have a look. Thanks.
> > thanks for the patch. So the recvQueue() thread blocked in
> recvNextDgram()?
> 
> Yes!
> 
> >
> >> So for now the server side seems to connect, run and close stable, but
> I still have a deadlock on client side after disconnecting a single server.
> >>
> >> This is what I'm doing in the client:
> > [SNIP - code]
> >
> > that looks reasonable to me.
> 
> OK.
> 
> >
> >> I'm disconnecting all unnecessary render channels after syncing all
> changes to the servers. Then the frame becomes rendered. After that I try to
> swap in sync with the servers but the connection waits forever for the
> server signals. I have looked at the code for a long time but I have no clue 
> why
> it should. May be it waits for the disconnected server...
> >> This is the stack were all gets stuck:
> >>
> >>            ntdll.dll!76f4f8c1()    
> >>            [Unten angegebene Rahmen sind möglicherweise nicht korrekt
> und/oder fehlen, keine Symbole geladen für ntdll.dll] 
> >>            ntdll.dll!76f4f8c1()    
> >>            mswsock.dll!74506f0f()  
> >>            mswsock.dll!74506d30()  
> >>            ntdll.dll!76f63ca3()    
> >>            OSGSystem.dll!osg::DrawActionBase::stop(osg::Action::ResultE
> res=Continue)  Zeile 259      C++
> >>            msvcp80.dll!std::basic_filebuf<char,std::char_traits<char>  
> >::overflow(int _Meta=64)  Zeile 304 + 0x5 Bytes      C++
> >>            ws2_32.dll!74c76a28()   
> >>            OSGBase.dll!osg::SocketSelection::select(double
> duration=-1.0000000000000000)  Zeile 236      C++
> >>            OSGBase.dll!osg::SocketSelection::select(double
> duration=-1.0000000000000000, osg::SocketSelection&   result={...})  Zeile 
> 265 + 0x2d
> Bytes C++
> >>            OSGBase.dll!osg::GroupSockConnection::wait(double
> timeout=-1.0000000000000000)  Zeile 336 + 0x15 Bytes  C++
> >>>   OSGBase.dll!osg::GroupMCastConnection::wait(double
> timeout=-1.0000000000000000)  Zeile 205       C++
> >>            OSGExt.dll!osg::VDTMultiDisplayWindow::clientSwap()  Zeile 546  
> >> C++
> >>            
> >> OSGExt.dll!osg::VDTMultiDisplayWindow::render(osg::RenderActionBase
> * action=0x0c6b7958)  Zeile 303       C++
> >>
> >> I don't know how the DrawAction stuff comes into the stack, maybe its a
> visualization bug in VS...
> > yeah, that looks bogus ;)
> > Hmm, the interesting information would be, which sockets are in the
> > SocketSelection and if a disconnected server is still in there what and
> > why it was placed there?
> 
> As far as I have seen today the correct sockets were closed and removed 
> from the socket list.
> 
> >
> >     Cheers,
> >             Carsten
> >
> >
> ------------------------------------------------------------------------------
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> 
> ------------------------------------------------------------------------------
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> Osterman Research conducted this study that outlines how and why cloud
> computing security and archiving is rapidly being adopted across the IT 
> space for its ease of implementation, lower cost, and increased 
> reliability. Learn more. http://www.accelacomm.com/jaw/sfnl/114/51425301/
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