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

@ -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();