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Receive routine in the lobby server now checks if bytes read is > (not >=) than 0. This was causing connections to stay active and cause the CPU to get bogged down.

This commit is contained in:
Filip Maj 2016-03-30 20:16:59 -04:00
parent 49a13effca
commit 60b4035ec5
2 changed files with 6 additions and 4 deletions

View file

@ -76,6 +76,7 @@ namespace FFXIVClassic_Lobby_Server
public void disconnect() public void disconnect()
{ {
socket.Shutdown(SocketShutdown.Both);
socket.Disconnect(false); socket.Disconnect(false);
} }
} }

View file

@ -51,9 +51,9 @@ namespace FFXIVClassic_Lobby_Server
#region Socket Handling #region Socket Handling
public bool startServer() public bool startServer()
{ {
cleanupThread = new Thread(new ThreadStart(socketCleanup)); //cleanupThread = new Thread(new ThreadStart(socketCleanup));
cleanupThread.Name = "LobbyThread:Cleanup"; //cleanupThread.Name = "LobbyThread:Cleanup";
cleanupThread.Start(); //cleanupThread.Start();
IPEndPoint serverEndPoint = new System.Net.IPEndPoint(IPAddress.Parse(ConfigConstants.OPTIONS_BINDIP), FFXIV_LOBBY_PORT); IPEndPoint serverEndPoint = new System.Net.IPEndPoint(IPAddress.Parse(ConfigConstants.OPTIONS_BINDIP), FFXIV_LOBBY_PORT);
@ -147,7 +147,7 @@ namespace FFXIVClassic_Lobby_Server
bytesRead += conn.lastPartialSize; bytesRead += conn.lastPartialSize;
if (bytesRead >= 0) if (bytesRead > 0)
{ {
int offset = 0; int offset = 0;
@ -187,6 +187,7 @@ namespace FFXIVClassic_Lobby_Server
lock (mConnectionList) lock (mConnectionList)
{ {
conn.disconnect();
mConnectionList.Remove(conn); mConnectionList.Remove(conn);
} }
} }