Brunet.Symphony.StructuredNearConnectionOverlord.Activate C# (CSharp) Метод

Activate() публичный Метод

public Activate ( ) : void
Результат void
    public override void Activate()
    {
#if POB_DEBUG
      Console.Error.WriteLine("In Activate: {0}", _node.Address);
#endif
      if( IsActive == false ) {
        return;
      }

      DateTime now = DateTime.UtcNow;
      lock( _sync ) {
        if( now - _last_retry_time < _current_retry_interval ) {
          //Not time yet...
          return;
        }
        _last_retry_time = now;
        //Double the length of time we wait (resets to default on connections)
        _current_retry_interval += _current_retry_interval;
        _current_retry_interval = (_MAX_RETRY_INTERVAL < _current_retry_interval) ?
            _MAX_RETRY_INTERVAL : _current_retry_interval;
      }

      ConnectionTable tab = _node.ConnectionTable;
      //If we are going to connect to someone, this is how we
      //know who to use
      Address target = null;
      string contype = String.Empty;
      ISender sender = null;
      int desired_ctms = 1;
      
      ConnectionList structs = tab.GetConnections(ConnectionType.Structured);
      if( structs.Count < 2 ) {
        ConnectionList leafs = tab.GetConnections(ConnectionType.Leaf);
        if( leafs.Count == 0 )
        {
          /*
           * We first need to get a Leaf connection
           */
          return;
        }
        //We don't have enough connections to guarantee a connected
        //graph.  Use a leaf connection to get another connection
        Connection leaf = null;
        //Make sure the following loop can't go on forever
        int attempts = 2 * leafs.Count;
        do {
          leaf = leafs[ _rand.Next( leafs.Count ) ];
          attempts--;
        }
        while( leafs.Count > 1 && structs.Contains( leaf.Address ) &&
               attempts > 0 );
        //Now we have a random leaf that is not a
        //structured neighbor to try to get a new neighbor with:
        if( leaf != null ) {
          target = GetSelfTarget();
          /*
           * This is the case of trying to find the nodes nearest
           * to ourselves, use the Annealing routing to get connected
           * more quickly
           */
          sender = new ForwardingSender(_node, leaf.Address, target);
          //We are trying to connect to the two nearest nodes in one
          //one attempt, so wait for two distinct responses:
          desired_ctms = 2;
          //This is a near neighbor connection
          contype = STRUC_NEAR;
        }
      }
      
      if( structs.Count > 0 && sender == null ) {
        /**
         * We need left or right neighbors we send
         * a ConnectToMessage in the directons we
         * need.
         */
        if( NeedLeftNeighbor ) {
#if POB_DEBUG
          Console.Error.WriteLine("NeedLeftNeighbor: {0}", _node.Address);
#endif
          target = new DirectionalAddress(DirectionalAddress.Direction.Left);
          short ttl = (short)DESIRED_NEIGHBORS;
          sender = new AHSender(_node, target, ttl, AHHeader.Options.Last);
          contype = STRUC_NEAR;
        } else if( NeedRightNeighbor ) {
#if POB_DEBUG
          Console.Error.WriteLine("NeedRightNeighbor: {0}", _node.Address);
#endif
          target = new DirectionalAddress(DirectionalAddress.Direction.Right);
          short ttl = (short)DESIRED_NEIGHBORS;
          sender = new AHSender(_node, target, ttl, AHHeader.Options.Last);
          contype = STRUC_NEAR;
        }
      }

      if( sender != null ) {
        ConnectTo(sender, target, contype, desired_ctms);
      }
    }