672 lines
20 KiB
C++
672 lines
20 KiB
C++
#include <thread>
|
|
#include <chrono>
|
|
|
|
#include "../Platform/stdafx.h"
|
|
#include "../IO/Streams/InputOutputStream.h"
|
|
#include "Socket.h"
|
|
#include "Connection.h"
|
|
#include "../Util/ThreadName.h"
|
|
#include "../IO/Streams/Compression.h"
|
|
#include "../../Minecraft.Client/Platform/Common/ShutdownManager.h"
|
|
|
|
// This should always be enabled, except for debugging use
|
|
#if !defined(_DEBUG)
|
|
#define CONNECTION_ENABLE_TIMEOUT_DISCONNECT 1
|
|
#endif
|
|
|
|
int Connection::readThreads = 0;
|
|
int Connection::writeThreads = 0;
|
|
|
|
int Connection::readSizes[256];
|
|
int Connection::writeSizes[256];
|
|
|
|
void Connection::_init() {
|
|
// printf("Con:0x%x init\n",this);
|
|
running = true;
|
|
quitting = false;
|
|
disconnected = false;
|
|
disconnectReason = DisconnectPacket::eDisconnect_None;
|
|
disconnectReasonObjects = nullptr;
|
|
noInputTicks = 0;
|
|
estimatedRemaining = 0;
|
|
fakeLag = 0;
|
|
slowWriteDelay = 50;
|
|
|
|
saqThreadID = 0;
|
|
closeThreadID = 0;
|
|
|
|
tickCount = 0;
|
|
}
|
|
|
|
Connection::~Connection() {
|
|
// 4J Stu - Just to be sure, make sure the read and write threads terminate
|
|
// themselves before the connection object is destroyed
|
|
running = false;
|
|
if (dis)
|
|
dis->close(); // The input stream needs closed before the readThread,
|
|
// or the readThread may get stuck whilst blocking
|
|
// waiting on a read
|
|
readThread->waitForCompletion(C4JThread::kInfiniteTimeout);
|
|
writeThread->waitForCompletion(C4JThread::kInfiniteTimeout);
|
|
|
|
delete m_hWakeReadThread;
|
|
delete m_hWakeWriteThread;
|
|
|
|
// These should all have been destroyed in close() but no harm in checking
|
|
// again
|
|
delete byteArrayDos;
|
|
byteArrayDos = nullptr;
|
|
delete baos;
|
|
baos = nullptr;
|
|
if (bufferedDos) {
|
|
bufferedDos->deleteChildStream();
|
|
delete bufferedDos;
|
|
bufferedDos = nullptr;
|
|
}
|
|
delete dis;
|
|
dis = nullptr;
|
|
}
|
|
|
|
Connection::Connection(Socket* socket, const std::wstring& id,
|
|
PacketListener* packetListener) // throws IOException
|
|
{
|
|
_init();
|
|
|
|
this->socket = socket;
|
|
|
|
address = socket->getRemoteSocketAddress();
|
|
|
|
this->packetListener = packetListener;
|
|
|
|
// try {
|
|
socket->setSoTimeout(30000);
|
|
socket->setTrafficClass(IPTOS_THROUGHPUT | IPTOS_LOWDELAY);
|
|
|
|
/* 4J JEV no catch
|
|
} catch (SocketException e) {
|
|
// catching this exception because it (apparently?) causes problems
|
|
// on OSX Tiger
|
|
System.err.println(e.getMessage());
|
|
}*/
|
|
|
|
dis = new DataInputStream(
|
|
socket->getInputStream(packetListener->isServerPacketListener()));
|
|
|
|
sos = socket->getOutputStream(packetListener->isServerPacketListener());
|
|
bufferedDos =
|
|
new DataOutputStream(new BufferedOutputStream(sos, SEND_BUFFER_SIZE));
|
|
baos = new ByteArrayOutputStream(SEND_BUFFER_SIZE);
|
|
byteArrayDos = new DataOutputStream(baos);
|
|
|
|
m_hWakeReadThread = new C4JThread::Event;
|
|
m_hWakeWriteThread = new C4JThread::Event;
|
|
|
|
const char* szId = wstringtofilename(id);
|
|
char readThreadName[256];
|
|
char writeThreadName[256];
|
|
sprintf(readThreadName, "%s read\n", szId);
|
|
sprintf(writeThreadName, "%s write\n", szId);
|
|
|
|
readThread =
|
|
new C4JThread(runRead, (void*)this, readThreadName, READ_STACK_SIZE);
|
|
writeThread =
|
|
new C4JThread(runWrite, this, writeThreadName, WRITE_STACK_SIZE);
|
|
readThread->setProcessor(CPU_CORE_CONNECTIONS);
|
|
writeThread->setProcessor(CPU_CORE_CONNECTIONS);
|
|
|
|
readThread->run();
|
|
writeThread->run();
|
|
|
|
/* 4J JEV, java:
|
|
new Thread(wstring(id).append(L" read thread")) {
|
|
|
|
};
|
|
|
|
writeThread = new Thread(id + " write thread") {
|
|
public void run() {
|
|
|
|
};
|
|
|
|
readThread->start();
|
|
writeThread->start();
|
|
*/
|
|
}
|
|
|
|
void Connection::setListener(PacketListener* packetListener) {
|
|
this->packetListener = packetListener;
|
|
}
|
|
|
|
void Connection::send(std::shared_ptr<Packet> packet) {
|
|
if (quitting) return;
|
|
|
|
MemSect(15);
|
|
// 4J Jev, synchronized (&writeLock)
|
|
{
|
|
std::lock_guard<std::mutex> lock(writeLock);
|
|
|
|
estimatedRemaining += packet->getEstimatedSize() + 1;
|
|
if (packet->shouldDelay) {
|
|
// 4J We have delayed it enough by putting it in the slow queue, so
|
|
// don't delay when we actually send it
|
|
packet->shouldDelay = false;
|
|
outgoing_slow.push(packet);
|
|
} else {
|
|
outgoing.push(packet);
|
|
}
|
|
}
|
|
|
|
// 4J Jev, end synchronized.
|
|
MemSect(0);
|
|
}
|
|
|
|
void Connection::queueSend(std::shared_ptr<Packet> packet) {
|
|
if (quitting) return;
|
|
{
|
|
std::lock_guard<std::mutex> lock(writeLock);
|
|
estimatedRemaining += packet->getEstimatedSize() + 1;
|
|
outgoing_slow.push(packet);
|
|
}
|
|
}
|
|
|
|
bool Connection::writeTick() {
|
|
bool didSomething = false;
|
|
|
|
// 4J Stu - If the connection is closed and the output stream has been
|
|
// deleted
|
|
if (bufferedDos == nullptr || byteArrayDos == nullptr) return didSomething;
|
|
|
|
// try {
|
|
if (!outgoing.empty() &&
|
|
(fakeLag == 0 ||
|
|
System::currentTimeMillis() - outgoing.front()->createTime >=
|
|
fakeLag)) {
|
|
std::shared_ptr<Packet> packet;
|
|
|
|
{
|
|
std::lock_guard<std::mutex> lock(writeLock);
|
|
|
|
packet = outgoing.front();
|
|
outgoing.pop();
|
|
estimatedRemaining -= packet->getEstimatedSize() + 1;
|
|
}
|
|
|
|
Packet::writePacket(packet, bufferedDos);
|
|
#if defined(__linux__)
|
|
bufferedDos->flush(); // Ensure buffered data reaches socket before any
|
|
// other writes
|
|
#endif
|
|
|
|
#if !defined(_CONTENT_PACKAGE)
|
|
// 4J Added for debugging
|
|
int playerId = 0;
|
|
if (!socket->isLocal()) {
|
|
Socket* socket = getSocket();
|
|
if (socket) {
|
|
INetworkPlayer* player = socket->getPlayer();
|
|
if (player) {
|
|
playerId = player->GetSmallId();
|
|
}
|
|
}
|
|
Packet::recordOutgoingPacket(packet, playerId);
|
|
}
|
|
#endif
|
|
|
|
// 4J Stu - Changed this so that rather than writing to the network
|
|
// stream through a buffered stream we want to: a) Only push whole
|
|
// "game" packets to QNet, rather than amalgamated chunks of data that
|
|
// may include many packets, and partial packets b) To be able to change
|
|
// the priority and queue of a packet if required
|
|
// sos->writeWithFlags( baos->buf, 0, baos->size(), 0 );
|
|
// baos->reset();
|
|
|
|
writeSizes[packet->getId()] += packet->getEstimatedSize() + 1;
|
|
didSomething = true;
|
|
}
|
|
|
|
if ((slowWriteDelay-- <= 0) && !outgoing_slow.empty() &&
|
|
(fakeLag == 0 ||
|
|
System::currentTimeMillis() - outgoing_slow.front()->createTime >=
|
|
fakeLag)) {
|
|
std::shared_ptr<Packet> packet;
|
|
|
|
// synchronized (writeLock) {
|
|
|
|
{
|
|
std::lock_guard<std::mutex> lock(writeLock);
|
|
|
|
packet = outgoing_slow.front();
|
|
outgoing_slow.pop();
|
|
estimatedRemaining -= packet->getEstimatedSize() + 1;
|
|
}
|
|
|
|
// If the shouldDelay flag is still set at this point then we want to
|
|
// write it to QNet as a single packet with priority flags Otherwise
|
|
// just buffer the packet with other outgoing packets as the java game
|
|
// did
|
|
#if defined(__linux__)
|
|
// Linux fix: For local connections, always use bufferedDos to avoid
|
|
// byte interleaving between the BufferedOutputStream buffer and direct
|
|
// sos writes. The shouldDelay/writeWithFlags path writes directly to
|
|
// sos, which can inject bytes BEFORE unflushed bufferedDos data.
|
|
Packet::writePacket(packet, bufferedDos);
|
|
bufferedDos->flush(); // Ensure data reaches socket immediately for
|
|
// delayed packets
|
|
#else
|
|
if (packet->shouldDelay) {
|
|
Packet::writePacket(packet, byteArrayDos);
|
|
|
|
// 4J Stu - Changed this so that rather than writing to the network
|
|
// stream through a buffered stream we want to: a) Only push whole
|
|
// "game" packets to QNet, rather than amalgamated chunks of data
|
|
// that may include many packets, and partial packets b) To be able
|
|
// to change the priority and queue of a packet if required
|
|
int flags = NON_QNET_SENDDATA_ACK_REQUIRED;
|
|
sos->writeWithFlags(baos->buf, 0, baos->size(), flags);
|
|
baos->reset();
|
|
} else {
|
|
Packet::writePacket(packet, bufferedDos);
|
|
}
|
|
|
|
#endif
|
|
|
|
#if !defined(_CONTENT_PACKAGE)
|
|
// 4J Added for debugging
|
|
if (!socket->isLocal()) {
|
|
int playerId = 0;
|
|
if (!socket->isLocal()) {
|
|
Socket* socket = getSocket();
|
|
if (socket) {
|
|
INetworkPlayer* player = socket->getPlayer();
|
|
if (player) {
|
|
playerId = player->GetSmallId();
|
|
}
|
|
}
|
|
Packet::recordOutgoingPacket(packet, playerId);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
writeSizes[packet->getId()] += packet->getEstimatedSize() + 1;
|
|
slowWriteDelay = 0;
|
|
didSomething = true;
|
|
}
|
|
/* 4J JEV, removed try/catch
|
|
} catch (Exception e) {
|
|
if (!disconnected) handleException(e);
|
|
return false;
|
|
} */
|
|
|
|
return didSomething;
|
|
}
|
|
|
|
void Connection::flush() {
|
|
// TODO 4J Stu - How to interrupt threads? Or do we need to change the
|
|
// multithreaded functions a bit more
|
|
// readThread.interrupt();
|
|
// writeThread.interrupt();
|
|
m_hWakeReadThread->set();
|
|
m_hWakeWriteThread->set();
|
|
}
|
|
|
|
bool Connection::readTick() {
|
|
bool didSomething = false;
|
|
|
|
// 4J Stu - If the connection has closed and the input stream has been
|
|
// deleted
|
|
if (dis == nullptr) return didSomething;
|
|
|
|
// try {
|
|
|
|
std::shared_ptr<Packet> packet =
|
|
Packet::readPacket(dis, packetListener->isServerPacketListener());
|
|
|
|
if (packet != nullptr) {
|
|
readSizes[packet->getId()] += packet->getEstimatedSize() + 1;
|
|
{
|
|
std::lock_guard<std::mutex> lock(incoming_cs);
|
|
if (!quitting) {
|
|
incoming.push(packet);
|
|
}
|
|
}
|
|
didSomething = true;
|
|
} else {
|
|
// printf("Con:0x%x readTick close EOS\n",this);
|
|
|
|
// 4J Stu - Remove this line
|
|
// Fix for #10410 - UI: If the player is removed from a splitscreened
|
|
// host�s game, the next game that player joins will produce a message
|
|
// stating that the host has left.
|
|
// close(DisconnectPacket::eDisconnect_EndOfStream);
|
|
}
|
|
|
|
/* 4J JEV, removed try/catch
|
|
} catch (Exception e) {
|
|
if (!disconnected) handleException(e);
|
|
return false;
|
|
} */
|
|
|
|
return didSomething;
|
|
}
|
|
|
|
/* 4J JEV, removed try/catch
|
|
void handleException(Exception e)
|
|
{
|
|
e.printStackTrace();
|
|
close("disconnect.genericReason", "Internal exception: " + e.toString());
|
|
}*/
|
|
|
|
void Connection::close(DisconnectPacket::eDisconnectReason reason) {
|
|
// printf("Con:0x%x close\n",this);
|
|
if (!running) return;
|
|
// printf("Con:0x%x close doing something\n",this);
|
|
disconnected = true;
|
|
|
|
disconnectReason = reason; // va_arg( input, const wstring );
|
|
disconnectReasonObjects = nullptr;
|
|
|
|
// int count = 0, sum = 0, i = first;
|
|
// va_list marker;
|
|
//
|
|
// va_start( marker, first );
|
|
// while( i != -1 )
|
|
// {
|
|
// sum += i;
|
|
// count++;
|
|
// i = va_arg( marker, int);
|
|
// }
|
|
// va_end( marker );
|
|
// return( sum ? (sum / count) : 0 );
|
|
|
|
// CreateThread(nullptr, 0, runClose, this, 0, &closeThreadID);
|
|
|
|
running = false;
|
|
|
|
if (dis)
|
|
dis->close(); // The input stream needs closed before the readThread,
|
|
// or the readThread may get stuck whilst blocking
|
|
// waiting on a read
|
|
|
|
// Make sure that the read & write threads are dead before we go and kill
|
|
// the streams that they depend on
|
|
readThread->waitForCompletion(C4JThread::kInfiniteTimeout);
|
|
writeThread->waitForCompletion(C4JThread::kInfiniteTimeout);
|
|
|
|
delete dis;
|
|
dis = nullptr;
|
|
if (bufferedDos) {
|
|
bufferedDos->close();
|
|
bufferedDos->deleteChildStream();
|
|
delete bufferedDos;
|
|
bufferedDos = nullptr;
|
|
}
|
|
if (byteArrayDos) {
|
|
byteArrayDos->close();
|
|
delete byteArrayDos;
|
|
byteArrayDos = nullptr;
|
|
}
|
|
if (socket) {
|
|
socket->close(packetListener->isServerPacketListener());
|
|
socket = nullptr;
|
|
}
|
|
}
|
|
|
|
void Connection::tick() {
|
|
if (estimatedRemaining > 1 * 1024 * 1024) {
|
|
close(DisconnectPacket::eDisconnect_Overflow);
|
|
}
|
|
bool empty;
|
|
{
|
|
std::lock_guard<std::mutex> lock(incoming_cs);
|
|
empty = incoming.empty();
|
|
}
|
|
if (empty) {
|
|
#if CONNECTION_ENABLE_TIMEOUT_DISCONNECT
|
|
if (noInputTicks++ == MAX_TICKS_WITHOUT_INPUT) {
|
|
close(DisconnectPacket::eDisconnect_TimeOut);
|
|
}
|
|
#endif
|
|
}
|
|
// 4J Stu - Moved this a bit later in the function to stop the race
|
|
// condition of Disconnect packets not being processed when local client
|
|
// leaves
|
|
// else if( socket && socket->isClosing() )
|
|
//{
|
|
// close(DisconnectPacket::eDisconnect_Closed);
|
|
//}
|
|
else {
|
|
noInputTicks = 0;
|
|
}
|
|
|
|
// 4J Added - Send a KeepAlivePacket every now and then to ensure that our
|
|
// read and write threads don't timeout
|
|
tickCount++;
|
|
if (tickCount % 20 == 0) {
|
|
send(std::shared_ptr<KeepAlivePacket>(new KeepAlivePacket()));
|
|
}
|
|
|
|
// 4J Stu - 1.8.2 changed from 100 to 1000
|
|
int max = 1000;
|
|
|
|
// 4J-PB - NEEDS CHANGED!!!
|
|
// If we can call connection.close from within a packet->handle, then we can
|
|
// lockup because the loop below has locked incoming_cs, and the
|
|
// connection.close will flag the read and write threads for the connection
|
|
// to close. they are running on other threads, and will try to lock
|
|
// incoming_cs We got this with a pre-login packet of a player who wasn't
|
|
// allowed to play due to parental controls, so was kicked out This has been
|
|
// changed to use a eAppAction_ExitPlayerPreLogin which will run in the main
|
|
// loop, so the connection will not be ticked at that point
|
|
|
|
// 4J Stu - If disconnected, then we shouldn't process incoming packets
|
|
std::vector<std::shared_ptr<Packet> > packetsToHandle;
|
|
{
|
|
std::lock_guard<std::mutex> lock(incoming_cs);
|
|
while (!disconnected && !g_NetworkManager.IsLeavingGame() &&
|
|
g_NetworkManager.IsInSession() && !incoming.empty() &&
|
|
max-- >= 0) {
|
|
std::shared_ptr<Packet> packet = incoming.front();
|
|
packetsToHandle.push_back(packet);
|
|
incoming.pop();
|
|
}
|
|
}
|
|
|
|
// MGH - moved the packet handling outside of the incoming_cs block, as it
|
|
// was locking up sometimes when disconnecting
|
|
for (int i = 0; i < packetsToHandle.size(); i++) {
|
|
PIXBeginNamedEvent(0, "Handling packet %d\n",
|
|
packetsToHandle[i]->getId());
|
|
packetsToHandle[i]->handle(packetListener);
|
|
PIXEndNamedEvent();
|
|
}
|
|
flush();
|
|
|
|
// 4J Stu - Moved this a bit later in the function to stop the race
|
|
// condition of Disconnect packets not being processed when local client
|
|
// leaves
|
|
if (socket && socket->isClosing()) {
|
|
close(DisconnectPacket::eDisconnect_Closed);
|
|
}
|
|
|
|
// 4J - split the following condition (used to be disconnect &&
|
|
// iscoming.empty()) so we can wrap the access in a mutex
|
|
if (disconnected) {
|
|
bool empty;
|
|
{
|
|
std::lock_guard<std::mutex> lock(incoming_cs);
|
|
empty = incoming.empty();
|
|
}
|
|
if (empty) {
|
|
packetListener->onDisconnect(disconnectReason,
|
|
disconnectReasonObjects);
|
|
disconnected =
|
|
false; // 4J added - don't keep sending this every tick
|
|
}
|
|
}
|
|
}
|
|
|
|
SocketAddress* Connection::getRemoteAddress() {
|
|
return (SocketAddress*)address;
|
|
}
|
|
|
|
void Connection::sendAndQuit() {
|
|
if (quitting) {
|
|
return;
|
|
}
|
|
// printf("Con:0x%x send & quit\n",this);
|
|
flush();
|
|
quitting = true;
|
|
// TODO 4J Stu - How to interrupt threads? Or do we need to change the
|
|
// multithreaded functions a bit more
|
|
// readThread.interrupt();
|
|
|
|
// 4J - this used to be in a thread but not sure why, and is causing trouble
|
|
// for us if we kill the connection whilst the thread is still expecting to
|
|
// be able to send a packet a couple of seconds after starting it
|
|
if (running) {
|
|
// 4J TODO writeThread.interrupt();
|
|
close(DisconnectPacket::eDisconnect_Closed);
|
|
}
|
|
}
|
|
|
|
int Connection::countDelayedPackets() { return (int)outgoing_slow.size(); }
|
|
|
|
int Connection::runRead(void* lpParam) {
|
|
ShutdownManager::HasStarted(ShutdownManager::eConnectionReadThreads);
|
|
Connection* con = (Connection*)lpParam;
|
|
|
|
if (con == nullptr) {
|
|
return 0;
|
|
}
|
|
|
|
Compression::UseDefaultThreadStorage();
|
|
|
|
std::mutex* cs = &con->threadCounterLock;
|
|
|
|
{
|
|
std::lock_guard<std::mutex> lock(*cs);
|
|
con->readThreads++;
|
|
}
|
|
|
|
// try {
|
|
|
|
MemSect(19);
|
|
while (
|
|
con->running && !con->quitting &&
|
|
ShutdownManager::ShouldRun(ShutdownManager::eConnectionReadThreads)) {
|
|
while (con->readTick());
|
|
|
|
// try {
|
|
// std::this_thread::sleep_for(std::chrono::milliseconds(100L));
|
|
// TODO - 4J Stu - 1.8.2 changes these sleeps to 2L, but not sure
|
|
// whether we should do that as well
|
|
con->m_hWakeReadThread->waitForSignal(100L);
|
|
}
|
|
MemSect(0);
|
|
|
|
/* 4J JEV, removed try/catch
|
|
} catch (InterruptedException e) {
|
|
}
|
|
}
|
|
} finally {
|
|
synchronized (threadCounterLock) {
|
|
readThreads--;
|
|
}
|
|
} */
|
|
|
|
ShutdownManager::HasFinished(ShutdownManager::eConnectionReadThreads);
|
|
return 0;
|
|
}
|
|
|
|
int Connection::runWrite(void* lpParam) {
|
|
ShutdownManager::HasStarted(ShutdownManager::eConnectionWriteThreads);
|
|
Connection* con = dynamic_cast<Connection*>((Connection*)lpParam);
|
|
|
|
if (con == nullptr) {
|
|
ShutdownManager::HasFinished(ShutdownManager::eConnectionWriteThreads);
|
|
return 0;
|
|
}
|
|
|
|
Compression::UseDefaultThreadStorage();
|
|
|
|
std::mutex* cs = &con->threadCounterLock;
|
|
|
|
{
|
|
std::lock_guard<std::mutex> lock(*cs);
|
|
con->writeThreads++;
|
|
}
|
|
|
|
// 4J Stu - Adding this to force us to run through the writeTick at least
|
|
// once after the event is fired Otherwise there is a race between the
|
|
// calling thread setting the running flag and this loop checking the
|
|
// condition
|
|
unsigned int waitResult = C4JThread::WaitResult::Timeout;
|
|
|
|
while (
|
|
(con->running || waitResult == C4JThread::WaitResult::Signaled) &&
|
|
ShutdownManager::ShouldRun(ShutdownManager::eConnectionWriteThreads)) {
|
|
while (con->writeTick());
|
|
|
|
// std::this_thread::sleep_for(std::chrono::milliseconds(100L));
|
|
// TODO - 4J Stu - 1.8.2 changes these sleeps to 2L, but not sure
|
|
// whether we should do that as well
|
|
waitResult = con->m_hWakeWriteThread->waitForSignal(100L);
|
|
|
|
if (con->bufferedDos != nullptr) con->bufferedDos->flush();
|
|
// if (con->byteArrayDos != nullptr) con->byteArrayDos->flush();
|
|
}
|
|
|
|
// 4J was in a finally block.
|
|
{
|
|
std::lock_guard<std::mutex> lock(*cs);
|
|
con->writeThreads--;
|
|
}
|
|
|
|
ShutdownManager::HasFinished(ShutdownManager::eConnectionWriteThreads);
|
|
return 0;
|
|
}
|
|
|
|
int Connection::runClose(void* lpParam) {
|
|
Connection* con = dynamic_cast<Connection*>((Connection*)lpParam);
|
|
|
|
if (con == nullptr) return 0;
|
|
|
|
// try {
|
|
|
|
sleep(2000);
|
|
if (con->running) {
|
|
// 4J TODO writeThread.interrupt();
|
|
con->close(DisconnectPacket::eDisconnect_Closed);
|
|
}
|
|
|
|
/* 4J Jev, removed try/catch
|
|
} catch (Exception e) {
|
|
e.printStackTrace();
|
|
} */
|
|
|
|
return 1;
|
|
}
|
|
|
|
int Connection::runSendAndQuit(void* lpParam) {
|
|
Connection* con = dynamic_cast<Connection*>((Connection*)lpParam);
|
|
// printf("Con:0x%x runSendAndQuit\n",con);
|
|
|
|
if (con == nullptr) return 0;
|
|
|
|
// try {
|
|
|
|
sleep(2000);
|
|
if (con->running) {
|
|
// 4J TODO writeThread.interrupt();
|
|
con->close(DisconnectPacket::eDisconnect_Closed);
|
|
// printf("Con:0x%x runSendAndQuit close\n",con);
|
|
}
|
|
|
|
// printf("Con:0x%x runSendAndQuit end\n",con);
|
|
/* 4J Jev, removed try/catch
|
|
} catch (Exception e) {
|
|
e.printStackTrace();
|
|
} */
|
|
|
|
return 0;
|
|
}
|