Make sure we don't use the jitter / delay in production builds.
And default to 0 even for debug; who wants to use that for debugging, they know what to do. Change-Id: I23dd0c5f806b2b31a883b7a2b8d822ea8c0bb6c5
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752372a2b0
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1 changed files with 5 additions and 5 deletions
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@ -31,11 +31,11 @@ class LOOLWebSocket : public Poco::Net::WebSocket
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private:
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std::mutex _mutex;
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#ifdef ENABLE_DEBUG
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#if ENABLE_DEBUG
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std::chrono::milliseconds getWebSocketDelay()
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{
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unsigned long baseDelay = WS_DELAY_MS;
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unsigned long jitter = WS_JITTER_MS;
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unsigned long baseDelay = 0;
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unsigned long jitter = 0;
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if (std::getenv("LOOL_WS_DELAY"))
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{
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baseDelay = std::stoul(std::getenv("LOOL_WS_DELAY"));
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@ -81,7 +81,7 @@ public:
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/// Should we also factor out the handling of non-final and continuation frames into this?
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int receiveFrame(char* buffer, const int length, int& flags)
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{
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#ifdef ENABLE_DEBUG
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#if ENABLE_DEBUG
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// Delay receiving the frame
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std::this_thread::sleep_for(getWebSocketDelay());
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#endif
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@ -111,7 +111,7 @@ public:
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/// Wrapper for Poco::Net::WebSocket::sendFrame() that handles large frames.
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int sendFrame(const char* buffer, const int length, const int flags = FRAME_TEXT)
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{
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#ifdef ENABLE_DEBUG
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#if ENABLE_DEBUG
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// Delay sending the frame
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std::this_thread::sleep_for(getWebSocketDelay());
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#endif
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