diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
index dbb9861acc..784426fb61 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
@@ -247,16 +247,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
////return success;
- lock (m_sync)
- return Dictionary2.TryGetValue(key, out value);
-
- //try
- //{
+ //lock (m_sync)
// return Dictionary2.TryGetValue(key, out value);
- //}
- //catch { }
- //value = null;
- //return false;
+
+ try
+ {
+ return Dictionary2.TryGetValue(key, out value);
+ }
+ catch { }
+ value = null;
+ return false;
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
index 218aaacc78..43a68ec98e 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
@@ -1,29 +1,30 @@
-/*
- * Copyright (c) 2006, Clutch, Inc.
- * Original Author: Jeff Cesnik
- * All rights reserved.
- *
- * - Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- *
- * - Redistributions of source code must retain the above copyright notice, this
- * list of conditions and the following disclaimer.
- * - Neither the name of the openmetaverse.org nor the names
- * of its contributors may be used to endorse or promote products derived from
- * this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
- * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
- * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
- * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
- * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
- * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
- * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- */
+//--------- Modified Version -------------------
+///*
+// * Copyright (c) 2006, Clutch, Inc.
+// * Original Author: Jeff Cesnik
+// * All rights reserved.
+// *
+// * - Redistribution and use in source and binary forms, with or without
+// * modification, are permitted provided that the following conditions are met:
+// *
+// * - Redistributions of source code must retain the above copyright notice, this
+// * list of conditions and the following disclaimer.
+// * - Neither the name of the openmetaverse.org nor the names
+// * of its contributors may be used to endorse or promote products derived from
+// * this software without specific prior written permission.
+// *
+// * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+// * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+// * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+// * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+// * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+// * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+// * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+// * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+// * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+// * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+// * POSSIBILITY OF SUCH DAMAGE.
+// */
using System;
using System.Net;
@@ -31,6 +32,317 @@ using System.Net.Sockets;
using System.Threading;
using OpenMetaverse;
+//namespace OpenSim.Region.ClientStack.LindenUDP
+//{
+// ///
+// ///
+// ///
+// public abstract class OpenSimUDPBase
+// {
+// // these abstract methods must be implemented in a derived class to actually do
+// // something with the packets that are sent and received.
+// protected abstract void PacketReceived(UDPPacketBuffer buffer);
+// protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
+
+// // the port to listen on
+// internal int udpPort;
+
+// // the UDP socket
+// private Socket udpSocket;
+
+// // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
+// // since there are potentially many "reader" threads in the internal .NET IOCP
+// // thread pool, this is a cheaper synchronization primitive than using
+// // a Mutex object. This allows many UDP socket "reads" concurrently - when
+// // Stop() is called, it attempts to obtain a writer lock which will then
+// // wait until all outstanding operations are completed before shutting down.
+// // this avoids the problem of closing the socket with outstanding operations
+// // and trying to catch the inevitable ObjectDisposedException.
+// private ReaderWriterLock rwLock = new ReaderWriterLock();
+
+// // number of outstanding operations. This is a reference count
+// // which we use to ensure that the threads exit cleanly. Note that
+// // we need this because the threads will potentially still need to process
+// // data even after the socket is closed.
+// private int rwOperationCount = 0;
+
+// // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
+// private volatile bool shutdownFlag = true;
+
+// // the remote endpoint to communicate with
+// protected IPEndPoint remoteEndPoint = null;
+
+
+// ///
+// /// Initialize the UDP packet handler in server mode
+// ///
+// /// Port to listening for incoming UDP packets on
+// public OpenSimUDPBase(int port)
+// {
+// udpPort = port;
+// }
+
+// ///
+// /// Initialize the UDP packet handler in client mode
+// ///
+// /// Remote UDP server to connect to
+// public OpenSimUDPBase(IPEndPoint endPoint)
+// {
+// remoteEndPoint = endPoint;
+// udpPort = 0;
+// }
+
+// ///
+// ///
+// ///
+// public void Start()
+// {
+// if (shutdownFlag)
+// {
+// if (remoteEndPoint == null)
+// {
+// // Server mode
+
+// // create and bind the socket
+// IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+// udpSocket = new Socket(
+// AddressFamily.InterNetwork,
+// SocketType.Dgram,
+// ProtocolType.Udp);
+// udpSocket.Bind(ipep);
+// }
+// else
+// {
+// // Client mode
+// IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+// udpSocket = new Socket(
+// AddressFamily.InterNetwork,
+// SocketType.Dgram,
+// ProtocolType.Udp);
+// udpSocket.Bind(ipep);
+// //udpSocket.Connect(remoteEndPoint);
+// }
+
+// // we're not shutting down, we're starting up
+// shutdownFlag = false;
+
+// // kick off an async receive. The Start() method will return, the
+// // actual receives will occur asynchronously and will be caught in
+// // AsyncEndRecieve().
+// AsyncBeginReceive();
+// }
+// }
+
+// ///
+// ///
+// ///
+// public void Stop()
+// {
+// if (!shutdownFlag)
+// {
+// // wait indefinitely for a writer lock. Once this is called, the .NET runtime
+// // will deny any more reader locks, in effect blocking all other send/receive
+// // threads. Once we have the lock, we set shutdownFlag to inform the other
+// // threads that the socket is closed.
+// rwLock.AcquireWriterLock(-1);
+// shutdownFlag = true;
+// udpSocket.Close();
+// rwLock.ReleaseWriterLock();
+
+// // wait for any pending operations to complete on other
+// // threads before exiting.
+// const int FORCE_STOP = 100;
+// int i = 0;
+// while (rwOperationCount > 0 && i < FORCE_STOP)
+// {
+// Thread.Sleep(10);
+// ++i;
+// }
+
+// if (i >= FORCE_STOP)
+// {
+// Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
+// Helpers.LogLevel.Warning);
+// }
+// }
+// }
+
+// ///
+// ///
+// ///
+// public bool IsRunning
+// {
+// get { return !shutdownFlag; }
+// }
+
+// private void AsyncBeginReceive()
+// {
+// // this method actually kicks off the async read on the socket.
+// // we aquire a reader lock here to ensure that no other thread
+// // is trying to set shutdownFlag and close the socket.
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// // increment the count of pending operations
+// Interlocked.Increment(ref rwOperationCount);
+
+// // allocate a packet buffer
+// //WrappedObject wrappedBuffer = Pool.CheckOut();
+// UDPPacketBuffer buf = new UDPPacketBuffer();
+
+// try
+// {
+// // kick off an async read
+// udpSocket.BeginReceiveFrom(
+// //wrappedBuffer.Instance.Data,
+// buf.Data,
+// 0,
+// UDPPacketBuffer.BUFFER_SIZE,
+// SocketFlags.None,
+// //ref wrappedBuffer.Instance.RemoteEndPoint,
+// ref buf.RemoteEndPoint,
+// new AsyncCallback(AsyncEndReceive),
+// //wrappedBuffer);
+// buf);
+// }
+// catch (SocketException)
+// {
+// // something bad happened
+// //Logger.Log(
+// // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
+// // Helpers.LogLevel.Error, se);
+
+// // an error occurred, therefore the operation is void. Decrement the reference count.
+// Interlocked.Decrement(ref rwOperationCount);
+// }
+// }
+
+// // we're done with the socket for now, release the reader lock.
+// rwLock.ReleaseReaderLock();
+// }
+
+// private void AsyncEndReceive(IAsyncResult iar)
+// {
+// // Asynchronous receive operations will complete here through the call
+// // to AsyncBeginReceive
+
+// // aquire a reader lock
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// // get the buffer that was created in AsyncBeginReceive
+// // this is the received data
+// //WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState;
+// //UDPPacketBuffer buffer = wrappedBuffer.Instance;
+// UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
+
+// try
+// {
+// // get the length of data actually read from the socket, store it with the
+// // buffer
+// buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
+
+// // this operation is now complete, decrement the reference count
+// Interlocked.Decrement(ref rwOperationCount);
+
+// // we're done with the socket, release the reader lock
+// rwLock.ReleaseReaderLock();
+
+// // call the abstract method PacketReceived(), passing the buffer that
+// // has just been filled from the socket read.
+// PacketReceived(buffer);
+// }
+// catch (SocketException)
+// {
+// // an error occurred, therefore the operation is void. Decrement the reference count.
+// Interlocked.Decrement(ref rwOperationCount);
+
+// // we're done with the socket for now, release the reader lock.
+// rwLock.ReleaseReaderLock();
+// }
+// finally
+// {
+// // start another receive - this keeps the server going!
+// AsyncBeginReceive();
+
+// //wrappedBuffer.Dispose();
+// }
+// }
+// else
+// {
+// // nothing bad happened, but we are done with the operation
+// // decrement the reference count and release the reader lock
+// Interlocked.Decrement(ref rwOperationCount);
+// rwLock.ReleaseReaderLock();
+// }
+// }
+
+// public void AsyncBeginSend(UDPPacketBuffer buf)
+// {
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// try
+// {
+// Interlocked.Increment(ref rwOperationCount);
+// udpSocket.BeginSendTo(
+// buf.Data,
+// 0,
+// buf.DataLength,
+// SocketFlags.None,
+// buf.RemoteEndPoint,
+// new AsyncCallback(AsyncEndSend),
+// buf);
+// }
+// catch (SocketException)
+// {
+// //Logger.Log(
+// // "A SocketException occurred in UDPServer.AsyncBeginSend()",
+// // Helpers.LogLevel.Error, se);
+// }
+// }
+
+// rwLock.ReleaseReaderLock();
+// }
+
+// private void AsyncEndSend(IAsyncResult iar)
+// {
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
+
+// try
+// {
+// int bytesSent = udpSocket.EndSendTo(iar);
+
+// // note that call to the abstract PacketSent() method - we are passing the number
+// // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
+// // is the number of bytes to send (or bytes received depending upon whether this
+// // buffer was part of a send or a receive).
+// PacketSent(buffer, bytesSent);
+// }
+// catch (SocketException)
+// {
+// //Logger.Log(
+// // "A SocketException occurred in UDPServer.AsyncEndSend()",
+// // Helpers.LogLevel.Error, se);
+// }
+// }
+
+// Interlocked.Decrement(ref rwOperationCount);
+// rwLock.ReleaseReaderLock();
+// }
+// }
+//}
+
+//--------- Original Version -------------------
+
+
namespace OpenSim.Region.ClientStack.LindenUDP
{
///
@@ -49,29 +361,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// the UDP socket
private Socket udpSocket;
- // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
- // since there are potentially many "reader" threads in the internal .NET IOCP
- // thread pool, this is a cheaper synchronization primitive than using
- // a Mutex object. This allows many UDP socket "reads" concurrently - when
- // Stop() is called, it attempts to obtain a writer lock which will then
- // wait until all outstanding operations are completed before shutting down.
- // this avoids the problem of closing the socket with outstanding operations
- // and trying to catch the inevitable ObjectDisposedException.
- private ReaderWriterLock rwLock = new ReaderWriterLock();
-
- // number of outstanding operations. This is a reference count
- // which we use to ensure that the threads exit cleanly. Note that
- // we need this because the threads will potentially still need to process
- // data even after the socket is closed.
- private int rwOperationCount = 0;
-
- // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
+ // the all important shutdownFlag.
private volatile bool shutdownFlag = true;
// the remote endpoint to communicate with
protected IPEndPoint remoteEndPoint = null;
-
///
/// Initialize the UDP packet handler in server mode
///
@@ -98,29 +393,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
if (shutdownFlag)
{
- if (remoteEndPoint == null)
- {
- // Server mode
+ const int SIO_UDP_CONNRESET = -1744830452;
- // create and bind the socket
- IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
- udpSocket = new Socket(
- AddressFamily.InterNetwork,
- SocketType.Dgram,
- ProtocolType.Udp);
- udpSocket.Bind(ipep);
- }
- else
+ IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+ udpSocket = new Socket(
+ AddressFamily.InterNetwork,
+ SocketType.Dgram,
+ ProtocolType.Udp);
+ try
{
- // Client mode
- IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
- udpSocket = new Socket(
- AddressFamily.InterNetwork,
- SocketType.Dgram,
- ProtocolType.Udp);
- udpSocket.Bind(ipep);
- //udpSocket.Connect(remoteEndPoint);
+ // this udp socket flag is not supported under mono,
+ // so we'll catch the exception and continue
+ udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
}
+ catch (SocketException)
+ {
+ Logger.DebugLog("UDP SIO_UDP_CONNRESET flag not supported on this platform");
+ }
+ udpSocket.Bind(ipep);
// we're not shutting down, we're starting up
shutdownFlag = false;
@@ -143,26 +433,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// will deny any more reader locks, in effect blocking all other send/receive
// threads. Once we have the lock, we set shutdownFlag to inform the other
// threads that the socket is closed.
- rwLock.AcquireWriterLock(-1);
shutdownFlag = true;
udpSocket.Close();
- rwLock.ReleaseWriterLock();
-
- // wait for any pending operations to complete on other
- // threads before exiting.
- const int FORCE_STOP = 100;
- int i = 0;
- while (rwOperationCount > 0 && i < FORCE_STOP)
- {
- Thread.Sleep(10);
- ++i;
- }
-
- if (i >= FORCE_STOP)
- {
- Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
- Helpers.LogLevel.Warning);
- }
}
}
@@ -176,20 +448,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private void AsyncBeginReceive()
{
- // this method actually kicks off the async read on the socket.
- // we aquire a reader lock here to ensure that no other thread
- // is trying to set shutdownFlag and close the socket.
- rwLock.AcquireReaderLock(-1);
+ // allocate a packet buffer
+ //WrappedObject wrappedBuffer = Pool.CheckOut();
+ UDPPacketBuffer buf = new UDPPacketBuffer();
if (!shutdownFlag)
{
- // increment the count of pending operations
- Interlocked.Increment(ref rwOperationCount);
-
- // allocate a packet buffer
- //WrappedObject wrappedBuffer = Pool.CheckOut();
- UDPPacketBuffer buf = new UDPPacketBuffer();
-
try
{
// kick off an async read
@@ -199,38 +463,53 @@ namespace OpenSim.Region.ClientStack.LindenUDP
0,
UDPPacketBuffer.BUFFER_SIZE,
SocketFlags.None,
- //ref wrappedBuffer.Instance.RemoteEndPoint,
ref buf.RemoteEndPoint,
- new AsyncCallback(AsyncEndReceive),
+ AsyncEndReceive,
//wrappedBuffer);
buf);
}
- catch (SocketException)
+ catch (SocketException e)
{
- // something bad happened
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
- // Helpers.LogLevel.Error, se);
+ if (e.SocketErrorCode == SocketError.ConnectionReset)
+ {
+ Logger.Log("SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + udpPort, Helpers.LogLevel.Error);
+ bool salvaged = false;
+ while (!salvaged)
+ {
+ try
+ {
+ udpSocket.BeginReceiveFrom(
+ //wrappedBuffer.Instance.Data,
+ buf.Data,
+ 0,
+ UDPPacketBuffer.BUFFER_SIZE,
+ SocketFlags.None,
+ ref buf.RemoteEndPoint,
+ AsyncEndReceive,
+ //wrappedBuffer);
+ buf);
+ salvaged = true;
+ }
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { return; }
+ }
- // an error occurred, therefore the operation is void. Decrement the reference count.
- Interlocked.Decrement(ref rwOperationCount);
+ Logger.Log("Salvaged the UDP listener on port " + udpPort, Helpers.LogLevel.Info);
+ }
}
+ catch (ObjectDisposedException) { }
}
-
- // we're done with the socket for now, release the reader lock.
- rwLock.ReleaseReaderLock();
}
private void AsyncEndReceive(IAsyncResult iar)
{
// Asynchronous receive operations will complete here through the call
// to AsyncBeginReceive
-
- // aquire a reader lock
- rwLock.AcquireReaderLock(-1);
-
if (!shutdownFlag)
{
+ // start another receive - this keeps the server going!
+ AsyncBeginReceive();
+
// get the buffer that was created in AsyncBeginReceive
// this is the received data
//WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState;
@@ -243,98 +522,48 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// buffer
buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
- // this operation is now complete, decrement the reference count
- Interlocked.Decrement(ref rwOperationCount);
-
- // we're done with the socket, release the reader lock
- rwLock.ReleaseReaderLock();
-
// call the abstract method PacketReceived(), passing the buffer that
// has just been filled from the socket read.
PacketReceived(buffer);
}
- catch (SocketException)
- {
- // an error occurred, therefore the operation is void. Decrement the reference count.
- Interlocked.Decrement(ref rwOperationCount);
-
- // we're done with the socket for now, release the reader lock.
- rwLock.ReleaseReaderLock();
- }
- finally
- {
- // start another receive - this keeps the server going!
- AsyncBeginReceive();
-
- //wrappedBuffer.Dispose();
- }
- }
- else
- {
- // nothing bad happened, but we are done with the operation
- // decrement the reference count and release the reader lock
- Interlocked.Decrement(ref rwOperationCount);
- rwLock.ReleaseReaderLock();
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { }
+ //finally { wrappedBuffer.Dispose(); }
}
}
public void AsyncBeginSend(UDPPacketBuffer buf)
{
- rwLock.AcquireReaderLock(-1);
-
if (!shutdownFlag)
{
try
{
- Interlocked.Increment(ref rwOperationCount);
udpSocket.BeginSendTo(
buf.Data,
0,
buf.DataLength,
SocketFlags.None,
buf.RemoteEndPoint,
- new AsyncCallback(AsyncEndSend),
+ AsyncEndSend,
buf);
}
- catch (SocketException)
- {
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncBeginSend()",
- // Helpers.LogLevel.Error, se);
- }
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { }
}
-
- rwLock.ReleaseReaderLock();
}
- private void AsyncEndSend(IAsyncResult iar)
+ void AsyncEndSend(IAsyncResult result)
{
- rwLock.AcquireReaderLock(-1);
-
- if (!shutdownFlag)
+ try
{
- UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
+ UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
+ int bytesSent = udpSocket.EndSendTo(result);
- try
- {
- int bytesSent = udpSocket.EndSendTo(iar);
-
- // note that call to the abstract PacketSent() method - we are passing the number
- // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
- // is the number of bytes to send (or bytes received depending upon whether this
- // buffer was part of a send or a receive).
- PacketSent(buffer, bytesSent);
- }
- catch (SocketException)
- {
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncEndSend()",
- // Helpers.LogLevel.Error, se);
- }
+ PacketSent(buf, bytesSent);
}
-
- Interlocked.Decrement(ref rwOperationCount);
- rwLock.ReleaseReaderLock();
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { }
}
}
}
+