private void DataReceived(IAsyncResult iasyncResult_0) { if (!this.bool_0) { try { int num = 0; try { num = base.EndReceive(iasyncResult_0); } catch { this.method_1(); return; } if (num > 0) { byte[] array = ByteUtility.ChompBytes(this.mDataBuffer, 0, num); this.method_8(ref array); this.WaitForData(); } else { this.method_1(); } } catch { this.method_1(); } } }
private void OnReceive(IAsyncResult ar) { if (!this.bool_0) { try { int num = 0; try { num = base.EndReceive(ar); } catch { this.method_1(); return; } if (num < 0) { this.method_1(); } else { byte[] array = ByteUtility.ChompBytes(this.Buffer, 0, num); this.method_8(ref array); this.BeginReceive(); } } catch { this.method_1(); } } }
private void DataReceived(IAsyncResult iAr) { // Connection not stopped yet? if (this.Alive == false) { return; } // Do an optional wait before processing the data if (RECEIVEDATA_MILLISECONDS_DELAY > 0) { Thread.Sleep(RECEIVEDATA_MILLISECONDS_DELAY); } // How many bytes has server received? int numReceivedBytes = 0; try { numReceivedBytes = mSocket.EndReceive(iAr); } catch (ObjectDisposedException) { ConnectionDead(); return; } catch (Exception ex) { AleedaEnvironment.GetLog().WriteUnhandledExceptionError("IonTcpConnection.DataReceived", ex); ConnectionDead(); return; } if (numReceivedBytes > 0) { // Copy received data buffer byte[] dataToProcess = ByteUtility.ChompBytes(mDataBuffer, 0, numReceivedBytes); // Decipher received data? if (mEncryptionStarted) { dataToProcess = mRc4.Decipher(dataToProcess, numReceivedBytes); } // Route data to GameClient to parse and process messages RouteData(ref dataToProcess); //Environment.GetHabboHotel().GetClients().GetClient(this.ID).HandleConnectionData(ref dataToProcess); } // Wait for new data WaitForData(); }
private void DataReceived(IAsyncResult iAr) { // Connection not stopped yet? if (this.Alive == false) { return; } // Do an optional wait before processing the data if (RECEIVEDATA_MILLISECONDS_DELAY > 0) { Thread.Sleep(RECEIVEDATA_MILLISECONDS_DELAY); } // How many bytes has server received? int numReceivedBytes = 0; try { numReceivedBytes = mSocket.EndReceive(iAr); } catch (ObjectDisposedException) { ConnectionDead(); return; } catch (Exception ex) { Core.GetStandardOut().PrintError(ex.Message); ConnectionDead(); return; } if (numReceivedBytes > 0) { // Copy received data buffer byte[] dataToProcess = ByteUtility.ChompBytes(mDataBuffer, 0, numReceivedBytes); // Route data to GameClient to parse and process messages RouteData(ref dataToProcess); HandleConnectionData(ref dataToProcess); } // Wait for new data WaitForData(); }
private void DataReceived(IAsyncResult iAr) { // Connection not stopped yet? if (!IsAlive()) return; // How many bytes has server received? int numReceivedBytes; try { numReceivedBytes = _socket.EndReceive(iAr); } catch (ObjectDisposedException) { Close(); return; } catch (Exception ex) { CoreManager.ServerCore.GetStandardOut().PrintException(ex); Close(); return; } if (numReceivedBytes > 0) { // Copy received data buffer byte[] dataToProcess = ByteUtility.ChompBytes(_dataBuffer, 0, numReceivedBytes); // Route data to GameClient to parse and process messages RouteData(ref dataToProcess); } // Wait for new data WaitForData(); }