Replace server Select loop with individual client threads.
This guarantees that any unexpected blocking calls due to network issues cannot stall the main server thread.
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@@ -41,13 +41,16 @@ namespace OpenRA.Mods.Common.Server
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nonBotClientCount = server.LobbyInfo.NonBotClients.Count();
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if (nonBotClientCount < 2 && server.Type != ServerType.Dedicated)
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{
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foreach (var c in server.Conns.ToList())
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server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
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if (c.Validated)
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server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
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}
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else
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{
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foreach (var c in server.Conns.ToList())
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{
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if (c == null || c.Socket == null)
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if (!c.Validated)
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continue;
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var client = server.GetClient(c);
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@@ -79,14 +82,11 @@ namespace OpenRA.Mods.Common.Server
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lastConnReport = Game.RunTime;
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var timeouts = server.Conns
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.Where(c => c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
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.Where(c => c.Validated && c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
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.OrderBy(c => c.TimeSinceLastResponse);
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foreach (var c in timeouts)
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{
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if (c == null || c.Socket == null)
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continue;
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var client = server.GetClient(c);
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if (client != null)
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server.SendMessage($"{client.Name} will be dropped in {(ConnTimeout - c.TimeSinceLastResponse) / 1000} seconds.");
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