Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

increase UnitTimeoutInactive inactivityTimeout #10692

Merged
merged 1 commit into from
Jan 30, 2025
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion test/UnitTimeoutInactive.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@ class UnitTimeoutInactivity : public UnitTimeoutBase0
void configure(Poco::Util::LayeredConfiguration& /* config */) override
{
// net::Defaults.inactivityTimeout = std::chrono::seconds(3600);
net::Defaults.inactivityTimeout = std::chrono::milliseconds(100);
net::Defaults.inactivityTimeout = std::chrono::milliseconds(150);
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Aha, the default is 3600 seconds and we decrease this drastically to have a faster test, but then with 100ms we turn a stream socket into an inactive one so fast that it happens when no timeout should happen in a debug build, and increasing that decreased value makes the test more stable, while still not having to wait for 1h for the inactivity to happen. Makes sense after reading this about 3 times. :-)

//
// The following WSPing setup would cause ping/pong packages avoiding the inactivity TO
// net::Defaults.wsPingAvgTimeout = std::chrono::microseconds(25);
Expand Down
Loading