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using System; using System.IO; using System.Net; using System.Net.Sockets; using Server; using Server.Misc; using Server.Network; namespace Server { public class SocketOptions { private const int CoalesceBufferSize = 512; // MSS that the core will use when buffering packets, a value of 0 will turn this buffering off and Nagle on private const bool CoalescePerSlice = true; // If buffering is enabled, should there be a slight delay after the first packet to produce optimal buffering? private static int[] m_AdditionalPorts = new int[0]; //private static int[] m_AdditionalPorts = new int[]{ 2594 }; public static void Initialize() { EventSink.SocketConnect += new SocketConnectEventHandler( EventSink_SocketConnect ); SendQueue.CoalesceBufferSize = CoalesceBufferSize; SendQueue.CoalescePerSlice = CoalescePerSlice; if ( m_AdditionalPorts.Length > 0 ) EventSink.ServerStarted += new ServerStartedEventHandler( EventSink_ServerStarted ); } public static void EventSink_ServerStarted() { for ( int i = 0; i < m_AdditionalPorts.Length; ++i ) Core.MessagePump.AddListener( new Listener( m_AdditionalPorts[i] ) ); } private static void EventSink_SocketConnect( SocketConnectEventArgs e ) { if ( !e.AllowConnection ) return; Socket s = e.Socket; s.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, 15000 ); s.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, 15000 ); if ( CoalesceBufferSize > 0 ) s.SetSocketOption( SocketOptionLevel.Tcp, SocketOptionName.NoDelay, 1 ); // RunUO uses its own algorithm } } }