The overload of Socket.BeginAccept that we use does not work correctly with MONO.
Their implementation ignores the socket we give it and creates its own internally. This creates a leak. We don't really need to use that overload, regardless of the platform. Socket pooling was completely removed as well.
This commit is contained in:
parent
73cc162dbb
commit
98e26b7208
5 changed files with 3 additions and 119 deletions
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@ -25,7 +25,6 @@ namespace Server
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public static void Initialize()
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{
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SendQueue.CoalesceBufferSize = CoalesceBufferSize;
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SocketPool.InitialCapacity = PooledSockets;
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EventSink.SocketConnect += new SocketConnectEventHandler( EventSink_SocketConnect );
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@ -242,9 +242,6 @@ namespace Server
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{
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}
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if ( SocketPool.Created )
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SocketPool.Destroy();
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if ( m_Service ) {
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Console.WriteLine( "This exception is fatal." );
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} else {
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@ -342,9 +339,6 @@ namespace Server
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if( !m_Crashed )
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EventSink.InvokeShutdown( new ShutdownEventArgs() );
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if( SocketPool.Created )
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SocketPool.Destroy();
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Timer.TimerThread.Set();
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Console.WriteLine( "done" );
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@ -455,8 +449,6 @@ namespace Server
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ScriptCompiler.Invoke( "Initialize" );
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SocketPool.Create();
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MessagePump ms = m_MessagePump = new MessagePump();
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timerThread.Start();
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@ -57,7 +57,7 @@ namespace Server.Network
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private Socket Bind( IPEndPoint ipep )
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{
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Socket s = SocketPool.AcquireSocket();
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Socket s = new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp )
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try
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{
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@ -98,7 +98,7 @@ namespace Server.Network
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Console.WriteLine( "Listening: {0}:{1}", ipep.Address, ipep.Port );
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}
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IAsyncResult res = s.BeginAccept( SocketPool.AcquireSocket(), 0, m_OnAccept, s );
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IAsyncResult res = s.BeginAccept( m_OnAccept, s );
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return s;
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}
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@ -145,7 +145,7 @@ namespace Server.Network
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}
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try {
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listener.BeginAccept( SocketPool.AcquireSocket(), 0, m_OnAccept, listener );
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listener.BeginAccept( m_OnAccept, listener );
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} catch ( SocketException ex ) {
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NetState.TraceException( ex );
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} catch ( ObjectDisposedException ) {
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@ -183,8 +183,6 @@ namespace Server.Network
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try {
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socket.Close();
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SocketPool.ReleaseSocket( socket );
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} catch ( SocketException ex ) {
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NetState.TraceException( ex );
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}
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@ -845,8 +845,6 @@ namespace Server.Network {
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try {
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m_Socket.Close();
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SocketPool.ReleaseSocket( m_Socket );
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} catch ( SocketException ex ) {
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TraceException( ex );
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}
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@ -1,103 +0,0 @@
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/***************************************************************************
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* SocketPool.cs
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* -------------------
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* begin : May 1, 2002
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id$
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Net.Sockets;
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namespace Server.Network
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{
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public class SocketPool
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{
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private static bool m_Created = false;
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public static bool Created
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{
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get { return m_Created; }
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}
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private static int m_Misses = 0;
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private static int m_InitialCapacity = 32;
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public static int InitialCapacity
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{
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get { return m_InitialCapacity; }
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set {
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if ( m_Created )
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return;
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m_InitialCapacity = value;
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}
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}
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private static Queue<Socket> m_FreeSockets;
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public static void Create()
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{
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if ( m_Created )
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return;
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m_FreeSockets = new Queue<Socket>( m_InitialCapacity );
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for ( int i = 0; i < m_InitialCapacity; ++i )
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m_FreeSockets.Enqueue( new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp ) );
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m_Created = true;
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}
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public static void Destroy()
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{
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if ( !m_Created )
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return;
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while ( m_FreeSockets.Count > 0 )
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m_FreeSockets.Dequeue().Close();
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m_FreeSockets = null;
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}
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public static Socket AcquireSocket()
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{
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lock ( m_FreeSockets )
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{
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if ( m_FreeSockets.Count > 0 )
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return m_FreeSockets.Dequeue();
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++m_Misses;
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for ( int i = 0; i < m_InitialCapacity; ++i )
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m_FreeSockets.Enqueue( new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp ) );
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return m_FreeSockets.Dequeue();
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}
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}
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public static void ReleaseSocket( Socket s )
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{
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/*if ( s == null )
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return;
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s.Close();
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lock ( m_FreeSockets )
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m_FreeSockets.Enqueue( s );*/
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}
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}
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}
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