If the player locks up, we are unable to return confirmation that a command has run (because we can't run it to completion), and we never return an ACK. This can freeze other programs dependant on the socket output.
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The only way I can think of to handle this is implement some sort of timeout everytime we try to invoke a player command. If the player command does not return in a timely fashion, we except to allow things downstream to flow, and perhaps restart the player?
This is not a huge issue now because the new player does not lock up :D
Still, this is something that should be dealt with, probably via a timeout
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