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:
mark 2009-10-17 07:27:30 +00:00
parent 73cc162dbb
commit 98e26b7208
5 changed files with 3 additions and 119 deletions

View file

@ -25,7 +25,6 @@ namespace Server
public static void Initialize()
{
SendQueue.CoalesceBufferSize = CoalesceBufferSize;
SocketPool.InitialCapacity = PooledSockets;
EventSink.SocketConnect += new SocketConnectEventHandler( EventSink_SocketConnect );

View file

@ -242,9 +242,6 @@ namespace Server
{
}
if ( SocketPool.Created )
SocketPool.Destroy();
if ( m_Service ) {
Console.WriteLine( "This exception is fatal." );
} else {
@ -342,9 +339,6 @@ namespace Server
if( !m_Crashed )
EventSink.InvokeShutdown( new ShutdownEventArgs() );
if( SocketPool.Created )
SocketPool.Destroy();
Timer.TimerThread.Set();
Console.WriteLine( "done" );
@ -455,8 +449,6 @@ namespace Server
ScriptCompiler.Invoke( "Initialize" );
SocketPool.Create();
MessagePump ms = m_MessagePump = new MessagePump();
timerThread.Start();

View file

@ -57,7 +57,7 @@ namespace Server.Network
private Socket Bind( IPEndPoint ipep )
{
Socket s = SocketPool.AcquireSocket();
Socket s = new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp )
try
{
@ -98,7 +98,7 @@ namespace Server.Network
Console.WriteLine( "Listening: {0}:{1}", ipep.Address, ipep.Port );
}
IAsyncResult res = s.BeginAccept( SocketPool.AcquireSocket(), 0, m_OnAccept, s );
IAsyncResult res = s.BeginAccept( m_OnAccept, s );
return s;
}
@ -145,7 +145,7 @@ namespace Server.Network
}
try {
listener.BeginAccept( SocketPool.AcquireSocket(), 0, m_OnAccept, listener );
listener.BeginAccept( m_OnAccept, listener );
} catch ( SocketException ex ) {
NetState.TraceException( ex );
} catch ( ObjectDisposedException ) {
@ -183,8 +183,6 @@ namespace Server.Network
try {
socket.Close();
SocketPool.ReleaseSocket( socket );
} catch ( SocketException ex ) {
NetState.TraceException( ex );
}

View file

@ -845,8 +845,6 @@ namespace Server.Network {
try {
m_Socket.Close();
SocketPool.ReleaseSocket( m_Socket );
} catch ( SocketException ex ) {
TraceException( ex );
}

View file

@ -1,103 +0,0 @@
/***************************************************************************
* SocketPool.cs
* -------------------
* begin : May 1, 2002
* copyright : (C) The RunUO Software Team
* email : info@runuo.com
*
* $Id$
*
***************************************************************************/
/***************************************************************************
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
***************************************************************************/
using System;
using System.Collections.Generic;
using System.Net.Sockets;
namespace Server.Network
{
public class SocketPool
{
private static bool m_Created = false;
public static bool Created
{
get { return m_Created; }
}
private static int m_Misses = 0;
private static int m_InitialCapacity = 32;
public static int InitialCapacity
{
get { return m_InitialCapacity; }
set {
if ( m_Created )
return;
m_InitialCapacity = value;
}
}
private static Queue<Socket> m_FreeSockets;
public static void Create()
{
if ( m_Created )
return;
m_FreeSockets = new Queue<Socket>( m_InitialCapacity );
for ( int i = 0; i < m_InitialCapacity; ++i )
m_FreeSockets.Enqueue( new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp ) );
m_Created = true;
}
public static void Destroy()
{
if ( !m_Created )
return;
while ( m_FreeSockets.Count > 0 )
m_FreeSockets.Dequeue().Close();
m_FreeSockets = null;
}
public static Socket AcquireSocket()
{
lock ( m_FreeSockets )
{
if ( m_FreeSockets.Count > 0 )
return m_FreeSockets.Dequeue();
++m_Misses;
for ( int i = 0; i < m_InitialCapacity; ++i )
m_FreeSockets.Enqueue( new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp ) );
return m_FreeSockets.Dequeue();
}
}
public static void ReleaseSocket( Socket s )
{
/*if ( s == null )
return;
s.Close();
lock ( m_FreeSockets )
m_FreeSockets.Enqueue( s );*/
}
}
}