* Shielded against various forms of Malformed data crashes - if there is an error in packet creation, we just log and ignore it
* If there's a Socket.AlreadyInProgress, just silently ignore this one * Tried to refactor the Reset and BeginRecieve logic into something a little more readable, little less duplicated0.6.0-stable
parent
87c5b0b926
commit
6849f45660
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@ -153,9 +153,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int numBytes = 1;
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bool ok = false;
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try
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{
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numBytes = m_socket.EndReceiveFrom(result, ref epSender);
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ok = true;
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}
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catch (SocketException e)
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{
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@ -165,97 +168,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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switch (e.SocketErrorCode)
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{
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case SocketError.AlreadyInProgress:
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return;
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case SocketError.NetworkReset:
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case SocketError.ConnectionReset:
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try
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{
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CloseEndPoint(epSender);
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}
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catch (Exception a)
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{
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m_log.Info("[UDPSERVER]: " + a.ToString());
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}
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try
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{
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m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException)
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{
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}
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break;
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default:
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try
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{
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CloseEndPoint(epSender);
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throw;
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}
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catch (Exception)
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{
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//m_log.Info("[UDPSERVER]" + a.ToString());
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}
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try
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{
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m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException e2)
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{
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m_log.Error("[UDPSERVER]: " + e2.ToString());
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}
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// Here's some reference code! :D
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// Shutdown and restart the UDP listener! hehe
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// Shiny
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//Server.Shutdown(SocketShutdown.Both);
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//CloseEndPoint(epSender);
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//ServerListener();
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break;
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}
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//return;
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}
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catch (ObjectDisposedException e)
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{
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m_log.Debug("[UDPSERVER]: " + e.ToString());
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try
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{
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m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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m_log.DebugFormat("ObjectDisposedException: Object {0} disposed.", e.ObjectName);
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// Uhh, what object, and why? this needs better handling.
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}
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catch (SocketException e2)
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if (ok)
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{
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m_log.Error("[UDPSERVER]: " + e2.ToString());
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}
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catch (ObjectDisposedException)
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{
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}
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//return;
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}
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//System.Console.WriteLine("UDPServer : recieved message from {0}", epSender.ToString());
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epProxy = epSender;
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if (proxyPortOffset != 0)
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{
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@ -268,45 +198,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
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}
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catch (MalformedDataException e)
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{
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m_log.DebugFormat("Dropped Malformed Packet due to MalformedDataException: {0}", e.StackTrace);
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}
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catch (IndexOutOfRangeException e)
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{
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m_log.DebugFormat("Dropped Malformed Packet due to IndexOutOfRangeException: {0}", e.StackTrace);
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}
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catch (Exception e)
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{
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m_log.Debug("[UDPSERVER]: " + e.ToString());
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}
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}
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try
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{
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m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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}
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catch (SocketException)
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{
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try
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{
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CloseEndPoint(epSender);
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}
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catch (Exception a)
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{
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m_log.Info("[UDPSERVER]: " + a.ToString());
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}
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try
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{
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m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException e5)
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{
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m_log.Error("[UDPSERVER]: " + e5.ToString());
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}
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}
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catch (ObjectDisposedException)
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{
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}
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BeginReceive();
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if (packet != null)
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{
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@ -360,7 +266,47 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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}
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}
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private void BeginReceive()
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{
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try
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{
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m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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}
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catch (SocketException)
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{
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ResetEndPoint();
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}
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}
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private void ResetEndPoint()
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{
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try
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{
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CloseEndPoint(epSender);
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}
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catch (Exception a)
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{
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m_log.Info("[UDPSERVER]: " + a.ToString());
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}
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try
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{
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m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException e)
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{
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m_log.DebugFormat("[UDPSERVER]: Exception {0} : {1}", e.Message, e.StackTrace );
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}
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}
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private void CloseEndPoint(EndPoint sender)
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Loading…
Reference in New Issue