Change node query limit
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@ -1,87 +1,87 @@
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#define NODE_QUERY_INTERVAL 1000 * 60 * 2 // Query nodelist from nodes evry 2 minutes
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#define NODE_QUERY_TIMEOUT 1000 * 30 * 1 // Invalidate nodes after 30 seconds without query response
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#define NODE_INVALID_DELETE 1000 * 60 * 10 // Delete invalidated nodes after 10 minutes
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#define NODE_FRAME_QUERY_LIMIT 3 // Limit of nodes to be queried per frame
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#define NODE_FRAME_LOCK 60 // Limit of max frames per second
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#define NODE_PACKET_LIMIT 111 // Send 111 nodes per synchronization packet
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#define NODE_STORE_INTERVAL 1000 * 60* 1 // Store nodes every minute
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#define SESSION_TIMEOUT 1000 * 10 // 10 seconds session timeout
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#define NODE_VERSION 1
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namespace Components
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{
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class Node : public Component
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{
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public:
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Node();
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~Node();
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const char* GetName() { return "Node"; };
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bool UnitTest();
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static void SyncNodeList();
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static void AddNode(Network::Address address);
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static unsigned int GetValidNodeCount();
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private:
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enum EntryState
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{
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STATE_UNKNOWN,
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STATE_NEGOTIATING,
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STATE_VALID,
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STATE_INVALID,
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};
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class NodeEntry
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{
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public:
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Network::Address address;
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std::string challenge;
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Utils::Cryptography::ECC::Key publicKey;
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EntryState state;
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bool registered; // Do we consider this node as registered?
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int lastTime; // Last time we heard anything from the server itself
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int lastHeard; // Last time we heard something of the server at all (refs form other nodes)
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int lastListQuery; // Last time we got the list of the node
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// This is only relevant for clients
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bool isDedi;
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uint32_t protocol;
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uint32_t version;
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};
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class ClientSession
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{
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public:
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Network::Address address;
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std::string challenge;
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bool valid;
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//bool terminated; // Sessions can't explicitly be terminated, they can only timeout
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int lastTime;
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};
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static Utils::Cryptography::ECC::Key SignatureKey;
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static std::vector<NodeEntry> Nodes;
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static std::vector<ClientSession> Sessions;
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static void LoadNodes();
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static void LoadNodePreset();
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static void StoreNodes(bool force);
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static void PerformRegistration(Network::Address address);
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static void SendNodeList(Network::Address address);
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static NodeEntry* FindNode(Network::Address address);
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static ClientSession* FindSession(Network::Address address);
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static void DeleteInvalidNodes();
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static void DeleteInvalidSessions();
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static void FrameHandler();
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static const char* GetStateName(EntryState state);
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};
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}
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#define NODE_QUERY_INTERVAL 1000 * 60 * 2 // Query nodelist from nodes evry 2 minutes
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#define NODE_QUERY_TIMEOUT 1000 * 30 * 1 // Invalidate nodes after 30 seconds without query response
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#define NODE_INVALID_DELETE 1000 * 60 * 10 // Delete invalidated nodes after 10 minutes
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#define NODE_FRAME_QUERY_LIMIT 10 // Limit of nodes to be queried per frame
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#define NODE_FRAME_LOCK 60 // Limit of max frames per second
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#define NODE_PACKET_LIMIT 111 // Send 111 nodes per synchronization packet
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#define NODE_STORE_INTERVAL 1000 * 60* 1 // Store nodes every minute
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#define SESSION_TIMEOUT 1000 * 10 // 10 seconds session timeout
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#define NODE_VERSION 1
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namespace Components
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{
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class Node : public Component
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{
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public:
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Node();
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~Node();
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const char* GetName() { return "Node"; };
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bool UnitTest();
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static void SyncNodeList();
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static void AddNode(Network::Address address);
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static unsigned int GetValidNodeCount();
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private:
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enum EntryState
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{
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STATE_UNKNOWN,
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STATE_NEGOTIATING,
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STATE_VALID,
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STATE_INVALID,
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};
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class NodeEntry
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{
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public:
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Network::Address address;
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std::string challenge;
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Utils::Cryptography::ECC::Key publicKey;
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EntryState state;
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bool registered; // Do we consider this node as registered?
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int lastTime; // Last time we heard anything from the server itself
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int lastHeard; // Last time we heard something of the server at all (refs form other nodes)
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int lastListQuery; // Last time we got the list of the node
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// This is only relevant for clients
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bool isDedi;
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uint32_t protocol;
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uint32_t version;
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};
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class ClientSession
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{
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public:
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Network::Address address;
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std::string challenge;
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bool valid;
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//bool terminated; // Sessions can't explicitly be terminated, they can only timeout
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int lastTime;
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};
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static Utils::Cryptography::ECC::Key SignatureKey;
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static std::vector<NodeEntry> Nodes;
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static std::vector<ClientSession> Sessions;
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static void LoadNodes();
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static void LoadNodePreset();
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static void StoreNodes(bool force);
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static void PerformRegistration(Network::Address address);
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static void SendNodeList(Network::Address address);
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static NodeEntry* FindNode(Network::Address address);
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static ClientSession* FindSession(Network::Address address);
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static void DeleteInvalidNodes();
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static void DeleteInvalidSessions();
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static void FrameHandler();
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static const char* GetStateName(EntryState state);
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};
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}
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