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Before this change, server/host shutdown closed sockets directly in ServerConnection::stop(), which bypassed the normal disconnect flow. As a result, clients could be dropped without receiving a proper DisconnectPacket during stop/kill/world-close paths. Also, WinsockNetLayer::Shutdown() could destroy synchronization objects while host-side recv threads were still exiting, causing a crash in RecvThreadProc (access violation on world close in host mode). |
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| .. | ||
| 4JLibs | ||
| GameConfig | ||
| Iggy | ||
| Leaderboards | ||
| Network | ||
| Sentient | ||
| Social | ||
| XML | ||
| KeyboardMouseInput.cpp | ||
| KeyboardMouseInput.h | ||
| Minecraft_Macros.h | ||
| PostProcesser.cpp | ||
| Resource.h | ||
| Windows64_App.cpp | ||
| Windows64_App.h | ||
| Windows64_Minecraft.cpp | ||
| Windows64_UIController.cpp | ||
| Windows64_UIController.h | ||
| Windows64_Xuid.h | ||
| Xbox_BuildVer.h | ||