Bug 2707 - SB can't play when synched to another SB that's powered off
: SB can't play when synched to another SB that's powered off
Status: RESOLVED FIXED
Product: Logitech Media Server
Classification: Unclassified
Component: Sync
: 6.2.2
: PC Windows XP
: P2 normal (vote)
: ---
Assigned To: Andy Grundman
:
Depends on:
Blocks:
  Show dependency treegraph
 
Reported: 2005-12-12 03:06 UTC by Ben Gladstone
Modified: 2008-09-15 14:39 UTC (History)
2 users (show)

See Also:
Category: ---


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Description Ben Gladstone 2005-12-12 03:06:18 UTC
When you try to play a SB that is synched to another player which is turned off at the mains, the first player does not play. (i'm not sure if this also happens when the second player is turned off by the remote, but left with mains power.)

to reproduce
- sync two players
- play some tracks
- finish the tracks or pause them
- power off one of the players at the mains plug
- go to other player, select music, hit play
... nothing happens, no music 
- unsync the player from the dead one, hit play
... now it works fine.
Comment 1 KDF 2005-12-12 09:38:29 UTC
server cannot tell when a player has simply lost power.  Thus, it is likly waiting for the buffer to report the required level in order to play. Very similar behaviur if you try to play a track using the web, and the player has no power.
Comment 2 Ben Gladstone 2005-12-12 11:33:18 UTC
understood... but 

1) as a user it keeps biting me. the symptom is vague (player stalls) and similar to network dropout, server overload, etc. So even as a user who can troubleshoot, it takes me a while to realise. For non-technical consumers enjoying the multi-room functionality, this would be a source of pain.

2) in a large sync'd multi-player environment the loss of one player would presumably bring down all the other players, making this a fragile system

could the players routinely ping the server to enable it to keep track of them? the results could also be used for the web UI as you suggest. having the server ping the players might be easier but would fail where you have nat'd firewalls etc.
Comment 3 KDF 2005-12-12 12:33:07 UTC
I woudl think that the same technique used to detect players that are gone from SqueezeNetwork could be used.  However, in the meantime, try "turning off" your player before you unplug it. Under default conditions, this will break the sync.
Comment 4 Dan Sully 2006-04-21 23:54:33 UTC
Dean - thoughts here?
Comment 5 Blackketter Dean 2006-04-22 08:00:25 UTC
Yes, a player that becomes disconnected and forgotten using the new mechanism should be temporarily removed from the sync group (like when it's powered off when power is not synced).  Reconnection should similarly work as if the player was powered on again.

Let's hit this for 6.5.
Comment 6 Dan Sully 2006-07-23 18:10:05 UTC
Andy - throwing this your way, with the rest of the sync issues.
Comment 7 Andy Grundman 2006-07-28 12:16:23 UTC
Fixed in change 8725.  Unplugged players will be detected after about 10-15 seconds and will unsync from the rest of the sync group.