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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@ -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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