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do not punch to replicant nodes
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1 changed files with 11 additions and 7 deletions
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@ -712,6 +712,9 @@ void NodeList::pingPunchForInactiveNode(const SharedNodePointer& node) {
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}
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void NodeList::startNodeHolePunch(const SharedNodePointer& node) {
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// we don't hole punch to replicants, since it is assumed that we have a direct line to them
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if (node->getType() != NodeType::ReplicantAudioMixer && node->getType() != NodeType::ReplicantAvatarMixer) {
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// connect to the correct signal on this node so we know when to ping it
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connect(node.data(), &Node::pingTimerTimeout, this, &NodeList::handleNodePingTimeout);
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@ -721,6 +724,7 @@ void NodeList::startNodeHolePunch(const SharedNodePointer& node) {
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// ping this node immediately
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pingPunchForInactiveNode(node);
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}
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}
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void NodeList::handleNodePingTimeout() {
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Node* senderNode = qobject_cast<Node*>(sender());
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