Now logs null sockets on unhandled exception in serverloop/listenforclients. Hopefully to track down the null error in terraria.
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2 changed files with 21 additions and 2 deletions
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@ -36,5 +36,5 @@ using System.Runtime.InteropServices;
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// [assembly: AssemblyVersion("1.0.*")]
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("3.1.3.0723")]
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[assembly: AssemblyVersion("3.1.4.0724")]
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[assembly: AssemblyFileVersion("3.1.3.0723")]
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[assembly: AssemblyFileVersion("3.1.4.0724")]
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@ -222,6 +222,25 @@ namespace TShockAPI
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private void CurrentDomain_UnhandledException(object sender, UnhandledExceptionEventArgs e)
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private void CurrentDomain_UnhandledException(object sender, UnhandledExceptionEventArgs e)
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{
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{
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Log.Error(e.ExceptionObject.ToString());
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Log.Error(e.ExceptionObject.ToString());
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if (e.ExceptionObject.ToString().Contains("Terraria.Netplay.ListenForClients") ||
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e.ExceptionObject.ToString().Contains("Terraria.Netplay.ServerLoop"))
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{
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var sb = new List<string>();
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for (int i = 0; i < Netplay.serverSock.Length; i++)
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{
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if (Netplay.serverSock[i] == null)
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{
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sb.Add("Sock[" + i + "]");
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}
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else if (Netplay.serverSock[i].tcpClient == null)
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{
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sb.Add("Tcp[" + i + "]");
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}
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}
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Log.Error(string.Join(", ", sb));
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}
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if (e.IsTerminating)
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if (e.IsTerminating)
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{
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{
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if (Main.worldPathName != null)
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if (Main.worldPathName != null)
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