* Fixed UDP server (again)
* Guys, there's an endless loop there *ON PURPOSE*. Please don't try to *fix* it. We must continue to process the UDP stream buffer on clients that disconnected nastily until it ends or the UDP server accept thread will die a horrible death.0.6.0-stable
parent
1ee10d919a
commit
ed8a20dd60
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@ -306,7 +306,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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catch (SocketException e)
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{
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m_log.ErrorFormat("[CLIENT]: BeginRecieve threw exception " + e.Message + ": " + e.StackTrace );
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// We don't need to see this error, 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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//m_log.ErrorFormat("[CLIENT]: BeginRecieve threw exception " + e.Message + ": " + e.StackTrace );
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// ENDLESS LOOP ON PURPOSE!
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ResetEndPoint();
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}
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}
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@ -322,10 +327,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_log.Error("[UDPSERVER]: " + a);
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}
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// ENDLESS LOOP ON PURPOSE!
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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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// The only way to do that is to beginreceive again!
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BeginReceive();
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try
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{
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m_socket.BeginReceiveFrom(
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RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, ReceivedData, null);
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// m_socket.BeginReceiveFrom(
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// RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, 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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