* Changed a recursive BeginRobustReceive loop to a flat while loop to avoid lethal stack overflows.
parent
e694e1a657
commit
3cb06cc4cc
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@ -291,46 +291,41 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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/// </summary>
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private void BeginRobustReceive()
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private void BeginRobustReceive()
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{
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{
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try
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bool done = false;
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{
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BeginReceive();
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}
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catch (SocketException e)
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{
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// ENDLESS LOOP ON PURPOSE!
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// Reset connection and get next UDP packet off the buffer
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// If the UDP packet is part of the same stream, this will happen several hundreds of times before
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// the next set of UDP data is for a valid client.
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ResetServerEndPoint(e);
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}
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catch (ObjectDisposedException)
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{
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m_log.Info("[UDPSERVER]: UDP Object disposed. No need to worry about this if you're restarting the simulator.");
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}
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}
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/// <summary>
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while (!done)
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/// Reset the server endpoint
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/// </summary>
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/// <param name="e">
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/// The exception that has triggered the reset. Can be null if there was no exception.
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/// </param>
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private void ResetServerEndPoint(Exception e)
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{
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try
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{
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{
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CloseCircuit(e);
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try
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}
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{
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catch (Exception e2)
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BeginReceive();
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{
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done = true;
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m_log.ErrorFormat(
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}
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"[CLIENT]: Exception thrown when trying to close the circuit for {0} - {1}", reusedEpSender, e2);
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catch (SocketException e)
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}
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{
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// ENDLESS LOOP ON PURPOSE!
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// Reset connection and get next UDP packet off the buffer
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// If the UDP packet is part of the same stream, this will happen several hundreds of times before
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// the next set of UDP data is for a valid client.
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// ENDLESS LOOP ON PURPOSE!
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try
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// We need to purge the UDP stream of crap from the client that disconnected nastily or the UDP server will die
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{
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// The only way to do that is to BeginRobustReceive again!
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CloseCircuit(e);
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BeginRobustReceive();
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}
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catch (Exception e2)
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{
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m_log.ErrorFormat(
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"[CLIENT]: Exception thrown when trying to close the circuit for {0} - {1}", reusedEpSender,
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e2);
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}
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}
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catch (ObjectDisposedException)
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{
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m_log.Info(
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"[UDPSERVER]: UDP Object disposed. No need to worry about this if you're restarting the simulator.");
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done = true;
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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