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-rw-r--r--OpenSim/Region/ClientStack/UDPServer.cs18
1 files changed, 18 insertions, 0 deletions
diff --git a/OpenSim/Region/ClientStack/UDPServer.cs b/OpenSim/Region/ClientStack/UDPServer.cs
index 64381b4..f91e5e2 100644
--- a/OpenSim/Region/ClientStack/UDPServer.cs
+++ b/OpenSim/Region/ClientStack/UDPServer.cs
@@ -120,6 +120,7 @@ namespace OpenSim.Region.ClientStack
120 case SocketError.AlreadyInProgress: 120 case SocketError.AlreadyInProgress:
121 case SocketError.NetworkReset: 121 case SocketError.NetworkReset:
122 case SocketError.ConnectionReset: 122 case SocketError.ConnectionReset:
123
123 try 124 try
124 { 125 {
125 CloseEndPoint(epSender); 126 CloseEndPoint(epSender);
@@ -154,6 +155,23 @@ namespace OpenSim.Region.ClientStack
154 { 155 {
155 //MainLog.Instance.Verbose("UDPSERVER", a.ToString()); 156 //MainLog.Instance.Verbose("UDPSERVER", a.ToString());
156 } 157 }
158 try
159 {
160 Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
161
162 // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
163 // so therefore.. we've got to tell the server to BeginReceiveFrom again.
164 // This will happen over and over until we've gone through all packets
165 // sent to and from this particular user.
166 // Stupid I know..
167 // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
168
169 }
170 catch (SocketException)
171 {
172
173 }
174
157 // Here's some reference code! :D 175 // Here's some reference code! :D
158 // Shutdown and restart the UDP listener! hehe 176 // Shutdown and restart the UDP listener! hehe
159 // Shiny 177 // Shiny