Hello Carsten,

Am 27.10.2011 17:44, schrieb Carsten Neumann:
>       Hello Michael,
>
> On 10/27/2011 04:37 AM, Michael Raab wrote:
>> I think I have somehow understood the problem now. It has two main aspects: 
>> network communication and changelist based synchronisation.
>>
>> With StreamSock enabled, the communication seems to work well but the sync 
>> for latter arriving servers went wrong. The issue was that the completeState 
>> changelist I created before doing the sync contains everything except the 
>> type mapping (NEWTYPE fields) definitions as they are only generated once. I 
>> was able to fix that. Patch for RemoteAspect is attached.
>> Now everything seems to run fine as long as I use StreamSock.
> hmm, although the already connected servers receive all changes a second
> time.

Yes correct. I'm not sure what the alternative may be. Ideas?

>> With Multicast enabled, it seems communication between client and late 
>> arriving server is not initialized well. Looking at the code in 
>> OSGGroupMcastConnection the reason seems to be clear. Method initialize() is 
>> only called once, before the first message is send over the connection. That 
>> means server1 is respected by initialization, latter ariving servers not. I 
>> tried to move the server specific initialization code into the 
>> connectPoint() implementation but unfortunately failed to understand the 
>> logic behind the acknoledgement handling :-( (Lines 644-670). Hope someone 
>> may help to split the initlization into a general and a server(socket) 
>> specific part.
> yes, that part is definitely not built for end points joining the
> connection after the first write. Looking at the code a bit it seems to
> me that most of the code from initialize could move to
> GroupMCastConnection::connectPoint(). To be honest I don't quite
> understand "ack" handling either at this point, but mostly I'm wondering
> if it ever was used with ackNum != 1? I'm somewhat tempted to assume
> ackNum == 1 and just drop the other code paths. It may take me a couple
> of days before I can get around to trying this - in case you want to
> give it another try.

I can definitly give it a try ( its kind of urgent :-( ) but I'm not 
sure if there are more changes needed, e.g. in PointMcastConnection.
What about the sendThread? Do I need to restart it after an additional 
connection...

> How dynamic do you expect the server connect/disconnect to be for your
> application? Would it be easier to create a new GroupConnection and
> RemoteAspect when the number of servers changes?
> Can you give is some background information on your application?
>
>       Cheers,
>               Carsten

Not so dynamic as you may think. ;-)
The idea is to connect to a immersive environment (e.g. CAVE) somewhen 
after startup and later on be able to connect/disconnect more
external devices, e.g. mobile devices, touch display....
Dynamically disconnecting during runtime works fine now, but connecting 
additional displays causes the mentioned problems.

Could you give a hint how the problem may be solved using a new 
GroupConnection/RemoteAspect.
To be honest, I can't imagine at the moment...



Thanks & Best regards,
Michael


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