Telepathy: moved GetClientAddress exception handling from Transport into Telepathy itself

This commit is contained in:
mischa 2024-05-16 17:19:54 +07:00 committed by MrGadget
parent 14ed0696ec
commit 021ac0b488
2 changed files with 23 additions and 26 deletions

View File

@ -86,9 +86,9 @@ void Listen(int port)
listener = TcpListener.Create(port);
listener.Server.NoDelay = NoDelay;
// IMPORTANT: do not set send/receive timeouts on listener.
// On linux setting the recv timeout will cause the blocking
// Accept call to timeout with EACCEPT (which mono interprets
// as EWOULDBLOCK).
// On linux setting the recv timeout will cause the blocking
// Accept call to timeout with EACCEPT (which mono interprets
// as EWOULDBLOCK).
// https://stackoverflow.com/questions/1917814/eagain-error-for-accept-on-blocking-socket/1918118#1918118
// => fixes https://github.com/vis2k/Mirror/issues/2695
//
@ -318,12 +318,27 @@ public bool Send(int connectionId, ArraySegment<byte> message)
// client's ip is sometimes needed by the server, e.g. for bans
public string GetClientAddress(int connectionId)
{
// find the connection
if (clients.TryGetValue(connectionId, out ConnectionState connection))
try
{
return ((IPEndPoint)connection.client.Client.RemoteEndPoint).Address.ToString();
// find the connection
if (clients.TryGetValue(connectionId, out ConnectionState connection))
{
return ((IPEndPoint)connection.client.Client.RemoteEndPoint).Address.ToString();
}
return "";
}
catch (SocketException)
{
// using server.listener.LocalEndpoint causes an Exception
// in UWP + Unity 2019:
// Exception thrown at 0x00007FF9755DA388 in UWF.exe:
// Microsoft C++ exception: Il2CppExceptionWrapper at memory
// location 0x000000E15A0FCDD0. SocketException: An address
// incompatible with the requested protocol was used at
// System.Net.Sockets.Socket.get_LocalEndPoint ()
// so let's at least catch it and recover
return "unknown";
}
return "";
}
// disconnect (kick) a client

View File

@ -200,25 +200,7 @@ public override void ServerSend(int connectionId, ArraySegment<byte> segment, in
OnServerDataSent?.Invoke(connectionId, segment, Channels.Reliable);
}
public override void ServerDisconnect(int connectionId) => server?.Disconnect(connectionId);
public override string ServerGetClientAddress(int connectionId)
{
try
{
return server?.GetClientAddress(connectionId);
}
catch (SocketException)
{
// using server.listener.LocalEndpoint causes an Exception
// in UWP + Unity 2019:
// Exception thrown at 0x00007FF9755DA388 in UWF.exe:
// Microsoft C++ exception: Il2CppExceptionWrapper at memory
// location 0x000000E15A0FCDD0. SocketException: An address
// incompatible with the requested protocol was used at
// System.Net.Sockets.Socket.get_LocalEndPoint ()
// so let's at least catch it and recover
return "unknown";
}
}
public override string ServerGetClientAddress(int connectionId) => server?.GetClientAddress(connectionId);
public override void ServerStop()
{
server?.Stop();