void UDPSocket::HandleReceivedData(const nsACString& aRemoteAddress, const uint16_t& aRemotePort, const uint8_t* aData, const uint32_t& aDataLength) { if (mReadyState != SocketReadyState::Open) { return; } if (NS_FAILED(CheckInnerWindowCorrectness())) { return; } if (NS_FAILED(DispatchReceivedData(aRemoteAddress, aRemotePort, aData, aDataLength))) { CloseWithReason(NS_ERROR_TYPE_ERR); } }
void GameServer::Event_OnDataReceived(SocketServer* pSockServer, SocketContext* pSockConn, BYTE* pData, DWORD dwSize, bool bIsFirstData){ // Dispatch received data. DispatchReceivedData(pSockConn, pData, dwSize, bIsFirstData); }