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.
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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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