gharris999;355833 Wrote: 
> You weren't the only one having problems with SN today.  Basically, the
> 'restore from SN' feature relies on SC already having made on SN
> connection on service startup. SC needs to be logged into SN in order
> to know about 'your' players.  So, if the SN connection is flaky,
> SrvrPowerCtrl won't be able to retrieve your players.
> 
> On the newer players (Receiver, BOOM) I believe the backup alarm should
> sound even if there's not connection to either the local server or to
> SN.
> 
> For the older SBs, I think a case could be made for an enhancement to
> the SB's firmware: if the SB looses connection with SN for a given
> amount of time, the SB should automatically attempt to switch back to
> the local server.
> 
> I'm not sure how else I'd enhance this feature other than running the
> timer periodically to make more attempts at restoring the players from
> SN.
> 
> But given a good connection to SN, the plugin, if the feature has been
> enabled in the settings, should restore all players promptly after the
> delay period...unless you've entered MAC addresses to indicate that
> only specific player(s) should be restored.
(It's very late; please excuse the wording.)

So, do you try reconnecting when SC is restarted, or simply after the
watchdog times out (10 mins ?). I understand the computer has normally
gone to sleep after sending the players to SN.

For me alarm safety is not an issue. We have backup alarms. People
ought to know a 2nd alarm clock is not a bad idea on important days.
I care more about the convenience of having the players connected for
me (since they were connected for me to SN.) 

Currently the reconnect process is not reliable enough; From the point
of view of a causual user, SN and players were working almost correctly
today. SC was a bit strange at times. So complete failure to reconnect
would come as a surprise for the user, and that's not fine. Nor life
threatening, clearly.

A regular check with SC could make the process more robust, although
the server may give wrong information on players locations at times
(and you can survive it but it's painful.)
Listening to events would be the best solution I believe. I used them a
bit during my alarm-swapping experiment, event info proved totally
reliable. My code can't detach a thread without exploding, but
Plugins:: can I'm sure. You'd also need to share at least one variable
between the 2 threads to act as an info bus.


-- 
epoch1970
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