Files
LCE-Revelations/Minecraft.World/Connection.cpp
itsRevela 42a582fb9f feat: add FourKit plugin host with dual server build
Adds the FourKit .NET 10 plugin host as a second dedicated server
build flavour alongside the existing vanilla server. Both flavours
build from the same source tree, with FourKit gated by the
MINECRAFT_SERVER_FOURKIT_BUILD preprocessor define.

Build layout:

  Minecraft.Server         vanilla, no plugin support, no .NET dep
  Minecraft.Server.FourKit FourKit-enabled, ships with bundled
                           .NET 10 self-contained runtime in runtime/
                           and an empty plugins/ folder

Both produce a Minecraft.Server.exe in their own per-target output
dir. The variant identity lives in the directory name, not the
binary name, so either flavour can be shipped as a drop-in.

Native bridge (Minecraft.Server/FourKit*.{cpp,h}):

* FourKitRuntime: hosts CoreCLR via hostfxr's command-line init API
  (the runtime-config API does not support self-contained components)
* FourKitBridge: ~50 Fire* event entry points, with inline no-op
  stubs for the standalone build so gameplay code can call them
  unconditionally
* FourKitNatives: ~80 native callbacks the managed side invokes
  for player/world/inventory mutations
* FourKitMappers: type and enum mapping helpers

Managed plugin host (Minecraft.Server.FourKit/):

* Bukkit-style API: Player, World, Block, Inventory, Command,
  Listener, EventHandler attribute, ~54 event classes
* PluginLoader with per-plugin AssemblyLoadContext
* FourKitHost as the [UnmanagedCallersOnly] entry point table
* Runtime resolves plugins relative to the host process so they
  always live next to Minecraft.Server.exe regardless of where the
  managed assembly itself is loaded from

Engine hooks (Minecraft.Client/, Minecraft.World/):

* Player lifecycle (PreLogin, Login, Join, Quit, Kick, Move,
  Teleport, Portal, Death) wired into PendingConnection and
  PlayerConnection without disturbing the cipher handshake or
  identity-token security flow
* Inventory open/click/drop hooks across every container menu type
* Block place/break/grow/burn/spread/from-to hooks across the
  full tile family
* Bed enter/leave, sign change, entity damage/death, ender pearl
  teleport hooks

Regression fixes preserved while applying donor diffs:

* ServerPlayer::die() retains the LCE-Revelations hardcore branch
  (setGameMode(ADVENTURE) + banPlayerForHardcoreDeath) in both the
  FourKit and non-FourKit code paths
* ServerLevel::entityAdded() retains the sub-entity ID reassignment
  loop required by the client's handleAddMob offset, fixing Ender
  Dragon and Wither boss multi-part hit detection
* LivingEntity::travel() retains the raw Player* cast and the
  cached frictionTile, both Revelations perf wins that the donor
  silently reverted
* ServerLogger.cpp keeps the file-logging code donor stripped
* PlayerList.cpp end portal transition fix and UIScene_EndPoem
  bounds-check are intact

Build system:

* Top-level CMakeLists.txt adds the Minecraft.Server.FourKit
  subdirectory and pulls in the new shared cmake/ServerTarget.cmake
  helper
* Minecraft.Server/cmake/sources/Common.cmake is now location
  independent (uses CMAKE_CURRENT_LIST_DIR) so the source list
  can be consumed from either server target's CMakeLists.txt
* The seven FourKit*.cpp/h files live in their own
  _MINECRAFT_SERVER_COMMON_SERVER_FOURKIT variable so the
  standalone target omits them
* configure-time .NET 10 SDK check fails fast with a clear
  download link if the SDK is missing
* global.json pins the SDK to 10.0.100 with latestFeature
  rollforward

Sample plugin (samples/HelloPlugin/) demonstrates the loader and
the PlayerJoinEvent listener pattern.

CI:

* nightly.yml builds both server flavours, ships
  LCE-Revelations-Server-Win64.zip and
  LCE-Revelations-Server-Win64-FourKit.zip, attests both, and
  updates release notes for the dual-flavour layout
* pull-request.yml pulls in actions/setup-dotnet so the FourKit
  publish step works in PR validation
* All zip artifacts and the client zip are renamed from
  LCREWindows64 to LCE-Revelations-{Client,Server}-Win64

Documentation:

* COMPILE.md gets a VS 2022 quick start, .NET 10 prereq section,
  server flavours explanation, and a troubleshooting section
* docs/FOURKIT_PORT_RECON.md captures the file-by-file recon that
  drove the port
* docs/FOURKIT_PARITY.md is the canonical reference for which
  events FourKit fires

Docker:

* docker-compose.dedicated-server.yml MC_RUNTIME_DIR default points
  at the vanilla CMake output. The FourKit Docker image is
  intentionally NOT shipped yet because hosting .NET 10 self
  contained inside Wine has not been smoke-tested
2026-04-08 03:02:48 -05:00

762 lines
20 KiB
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#include "Connection.h"
#include "stdafx.h"
#include "InputOutputStream.h"
#include "Socket.h"
#include "Connection.h"
#include "ThreadName.h"
#include "compression.h"
#include "..\Minecraft.Client\PS3\PS3Extras\ShutdownManager.h"
// This should always be enabled, except for debugging use
#ifndef _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);
InitializeCriticalSection(&writeLock);
InitializeCriticalSection(&threadCounterLock);
InitializeCriticalSection(&incoming_cs);
running = true;
quitting = false;
disconnected = false;
disconnectReason = DisconnectPacket::eDisconnect_None;
noInputTicks = 0;
estimatedRemaining = 0;
estimatedRemainingRaw = 0;
fakeLag = 0;
slowWriteDelay = 50;
saqThreadID = 0;
closeThreadID = 0;
tickCount = 0;
}
// 4J Jev, need to delete the critical section.
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(INFINITE);
writeThread->WaitForCompletion(INFINITE);
DeleteCriticalSection(&writeLock);
DeleteCriticalSection(&threadCounterLock);
DeleteCriticalSection(&incoming_cs);
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 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_s(readThreadName, sizeof(readThreadName), "%.240s read\n", szId);
sprintf_s(writeThreadName, sizeof(writeThreadName), "%.240s write\n", szId);
readThread = new C4JThread(runRead, static_cast<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 );
#ifdef __ORBIS__
readThread->SetPriority(THREAD_PRIORITY_BELOW_NORMAL); // On Orbis, this core is also used for Matching 2, and that priority of that seems to be always at default no matter what we set it to. Prioritise this below Matching 2.
writeThread->SetPriority(THREAD_PRIORITY_BELOW_NORMAL); // On Orbis, this core is also used for Matching 2, and that priority of that seems to be always at default no matter what we set it to. Prioritise this below Matching 2.
#endif
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(unsigned char* buffer, int size)
{
if (quitting) return;
MemSect(15);
// 4J Jev, synchronized (&writeLock)
EnterCriticalSection(&writeLock);
estimatedRemainingRaw += size;
outgoingRaw.push(std::make_pair(buffer, size));
// 4J Jev, end synchronized.
LeaveCriticalSection(&writeLock);
MemSect(0);
}
void Connection::send(shared_ptr<Packet> packet)
{
if (quitting) return;
MemSect(15);
// 4J Jev, synchronized (&writeLock)
EnterCriticalSection(&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.
LeaveCriticalSection(&writeLock);
MemSect(0);
}
void Connection::queueSend(shared_ptr<Packet> packet)
{
if (quitting) return;
EnterCriticalSection(&writeLock);
estimatedRemaining += packet->getEstimatedSize() + 1;
outgoing_slow.push(packet);
LeaveCriticalSection(&writeLock);
}
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))
{
shared_ptr<Packet> packet;
EnterCriticalSection(&writeLock);
packet = outgoing.front();
outgoing.pop();
estimatedRemaining -= packet->getEstimatedSize() + 1;
LeaveCriticalSection(&writeLock);
Packet::writePacket(packet, bufferedDos);
#ifndef _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 (!outgoingRaw.empty())
{
std::pair<unsigned char*, int> rawPacket;
EnterCriticalSection(&writeLock);
rawPacket = outgoingRaw.front();
outgoingRaw.pop();
estimatedRemainingRaw -= rawPacket.second;
LeaveCriticalSection(&writeLock);
for (int i = 0; i < rawPacket.second; i++) {
byteArrayDos->writeByte(rawPacket.first[i]);
}
// 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();
int value = rawPacket.first[0];
writeSizes[value] += rawPacket.second;
didSomething = true;
}
if ((slowWriteDelay-- <= 0) && !outgoing_slow.empty() && (fakeLag == 0 || System::currentTimeMillis() - outgoing_slow.front()->createTime >= fakeLag))
{
shared_ptr<Packet> packet;
//synchronized (writeLock) {
EnterCriticalSection(&writeLock);
packet = outgoing_slow.front();
outgoing_slow.pop();
estimatedRemaining -= packet->getEstimatedSize() + 1;
LeaveCriticalSection(&writeLock);
// 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(packet->shouldDelay)
{
// Flush any buffered data BEFORE writing directly to the socket.
// bufferedDos and sos->writeWithFlags both write to the same underlying
// socket stream. If bufferedDos has unflushed bytes (from packets written
// via the outgoing queue above), writing directly to sos here would send
// the delayed packet's bytes BEFORE the buffered bytes, desynchronizing
// the TCP stream on the receiving end.
bufferedDos->flush();
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
#ifdef _XBOX
int flags = QNET_SENDDATA_LOW_PRIORITY | QNET_SENDDATA_SECONDARY;
#else
int flags = NON_QNET_SENDDATA_ACK_REQUIRED;
#endif
sos->writeWithFlags( baos->buf, 0, baos->size(), flags );
baos->reset();
}
else
{
Packet::writePacket(packet, bufferedDos);
}
#ifndef _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 {
shared_ptr<Packet> packet = Packet::readPacket(dis, packetListener->isServerPacketListener());
if (packet != nullptr)
{
readSizes[packet->getId()] += packet->getEstimatedSize() + 1;
EnterCriticalSection(&incoming_cs);
if(!quitting)
{
incoming.push(packet);
}
LeaveCriticalSection(&incoming_cs);
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<73>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;
va_list input;
va_start( input, reason );
disconnectReason = reason;//va_arg( input, const wstring );
vector<void *> objs = vector<void *>();
void *i = nullptr;
while (i != nullptr)
{
i = va_arg( input, void* );
objs.push_back(i);
}
if( objs.size() )
{
disconnectReasonObjects = &objs[0];
}
else
{
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(INFINITE);
writeThread->WaitForCompletion(INFINITE);
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);
}
EnterCriticalSection(&incoming_cs);
bool empty = incoming.empty();
LeaveCriticalSection(&incoming_cs);
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::make_shared<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
EnterCriticalSection(&incoming_cs);
// 4J Stu - If disconnected, then we shouldn't process incoming packets
std::vector< shared_ptr<Packet> > packetsToHandle;
while (!disconnected && !g_NetworkManager.IsLeavingGame() && g_NetworkManager.IsInSession() && !incoming.empty() && max-- >= 0)
{
shared_ptr<Packet> packet = incoming.front();
packetsToHandle.push_back(packet);
incoming.pop();
}
LeaveCriticalSection(&incoming_cs);
// MGH - moved the packet handling outside of the incoming_cs block, as it was locking up sometimes when disconnecting
for(size_t 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 critical section
if (disconnected)
{
EnterCriticalSection(&incoming_cs);
bool empty = incoming.empty();
LeaveCriticalSection(&incoming_cs);
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();
#if 1
// 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);
}
#else
CreateThread(nullptr, 0, runSendAndQuit, this, 0, &saqThreadID);
#endif
}
int Connection::countDelayedPackets()
{
return static_cast<int>(outgoing_slow.size());
}
int Connection::runRead(void* lpParam)
{
ShutdownManager::HasStarted(ShutdownManager::eConnectionReadThreads);
Connection *con = static_cast<Connection *>(lpParam);
if (con == nullptr)
{
#ifdef __PS3__
ShutdownManager::HasFinished(ShutdownManager::eConnectionReadThreads);
#endif
return 0;
}
Compression::UseDefaultThreadStorage();
CRITICAL_SECTION *cs = &con->threadCounterLock;
EnterCriticalSection(cs);
con->readThreads++;
LeaveCriticalSection(cs);
//try {
MemSect(19);
while (con->running && !con->quitting && ShutdownManager::ShouldRun(ShutdownManager::eConnectionReadThreads))
{
while (con->readTick())
;
// try {
//Sleep(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 *>(static_cast<Connection *>(lpParam));
if (con == nullptr)
{
ShutdownManager::HasFinished(ShutdownManager::eConnectionWriteThreads);
return 0;
}
Compression::UseDefaultThreadStorage();
CRITICAL_SECTION *cs = &con->threadCounterLock;
EnterCriticalSection(cs);
con->writeThreads++;
LeaveCriticalSection(cs);
// 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
DWORD waitResult = WAIT_TIMEOUT;
while ((con->running || waitResult == WAIT_OBJECT_0 ) && ShutdownManager::ShouldRun(ShutdownManager::eConnectionWriteThreads))
{
while (con->writeTick())
;
//Sleep(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.
EnterCriticalSection(cs);
con->writeThreads--;
LeaveCriticalSection(cs);
ShutdownManager::HasFinished(ShutdownManager::eConnectionWriteThreads);
return 0;
}
int Connection::runClose(void* lpParam)
{
Connection *con = dynamic_cast<Connection *>(static_cast<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 *>(static_cast<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;
}