void ServerLoop() { var parser = new OscPacketParser(_dispatcher); var buffer = new byte[4096]; while (!_disposed) { try { int dataRead = _socket.Receive(buffer); if (!_disposed && dataRead > 0) parser.Parse(buffer, dataRead); } catch (SocketException) { // It might exited by timeout. Nothing to do. } catch (ThreadAbortException) { // Abort silently. } catch (Exception e) { #if UNITY_EDITOR || UNITY_STANDALONE if (!_disposed) UnityEngine.Debug.Log(e); #else if (!_disposed) System.Console.WriteLine(e); #endif break; } } }
void ServerLoop() { var parser = new OscPacketParser(_dispatcher); var buffer = new byte[32768]; // zk WAS 4096. Increased the size had to avoid buffer overrunn with longer OSC JSON strings. while (!_disposed) { socketSetup(); try { int dataRead = _socket.Receive(buffer); if (!_disposed && dataRead > 0) { parser.Parse(buffer, dataRead); } } catch (SocketException) { // It might exited by timeout. Nothing to do. } catch (ThreadAbortException) { // Abort silently. } catch (Exception e) { #if UNITY_EDITOR || UNITY_STANDALONE if (!_disposed) { UnityEngine.Debug.Log(e); } #else if (!_disposed) { System.Console.WriteLine(e); } #endif break; } } }