Sending lots data disconnects the server - c#

I'm building a network library to use in further projects, I know a bit of networking (in general and programming) but I still encounter problems when I want to transfer larger packets on a high frequency. How would this be possible in TCP?
One possible solution would be chuncking, that is not a problem at all I'll just put them in a buffer and have the whole packet again. This causes overhead at the server, handling lots of data is consuming lots of resources. And it affects the stability because the server get somewhere stuck and the client throws an ObjectDisposedException at BeginSend (connection is closed). Of course its probably my fault but consider a 'relative' small packet of 2048 bytes (2 kB) which get chunked in 512 bytes (4 chunks):
//main.cs
static void Main(string[] args)
{
client = new Client("82.72.201.150", 2345);
client.SendCompleted += OnSend;
Console.WriteLine(client.Connect());
var bytes = new byte[2048];
for (int i = 0; i < bytes.Length; i++)
{
bytes[i] = (byte)((i*i + 0x25)%byte.MaxValue);
}
while (true)
{
SendChuncked(bytes);
Thread.Sleep(500);
}
}
static void SendChuncked(byte[] buffer, int chunksize = 512)
{
var chunks = buffer.Length/chunksize;
var rest = buffer.Length%chunksize;
var size = BitConverter.GetBytes(buffer.Length);
client.Send(size, 0, size.Length);
for (int i = 0; i < chunks; i++)
{
client.Send(buffer, i * chunksize, chunksize);
}
if (rest > 0)
client.Send(buffer, chunks * chunksize, rest);
}
//....
//client.cs
public struct TransferState
{
public byte[] buffer;
public int offset;
public int count;
public int handled;
public ManualResetEvent waitHandle;
public bool wait;
}
public void Send(byte[] buffer, int offset, int count)
{
var size = BitConverter.GetBytes(count);
Send(size, 0, size.Length, true);
Send(buffer, offset, count, false);
}
private void Send(byte[] buffer, int offset, int count, bool wait, TransferState? state = null)
{
state = state ?? new TransferState
{
buffer = buffer,
offset = offset,
count = count,
handled = 0,
wait = wait,
waitHandle = new ManualResetEvent(false)
};
socket.BeginSend(buffer, offset, count, SocketFlags.None, SendCallback, state);
if (wait)
{
((TransferState) state).waitHandle.WaitOne();
}
}
private void Send(byte[] buffer, int offset, int count, bool wait, TransferState? state = null)
{
state = state ?? new TransferState
{
buffer = buffer,
offset = offset,
count = count,
handled = 0,
wait = wait,
waitHandle = new ManualResetEvent(false)
};
socket.BeginSend(buffer, offset, count, SocketFlags.None, SendCallback, state);
if (wait)
{
((TransferState) state).waitHandle.WaitOne();
}
}
private void SendCallback(IAsyncResult result)
{
if (result.AsyncState is TransferState == false)
throw new ArgumentException("Invalid type of state.", "state");
var state = (TransferState)result.AsyncState;
var sent = socket.EndSend(result);
state.handled += sent;
var tosent = state.count - state.handled;
var offset = state.offset + state.handled;
if (tosent > 0)
{
Send(state.buffer, offset, tosent, state.wait, state);
}
else
{
state.waitHandle.Set();
SendCompleted(this, new TransferCompletedArgs(this, state));
}
}
//....
public void Receive(TransferState? state = null)
{
if (state == null)
{
var buffer = new byte[sizeof(int)];
socket.BeginReceive(buffer, 0, sizeof (int), SocketFlags.None, ReceiveCallback, buffer);
}
else
{
var transferState = state.Value;
socket.BeginReceive(transferState.buffer, transferState.offset, transferState.count - transferState.handled, SocketFlags.None, ReceiveCallback, transferState);
}
}
private void ReceiveCallback(IAsyncResult result)
{
//receiving the amount to receive
if (result.AsyncState is byte[])
{
var buffer = (byte[])result.AsyncState;
var rec = socket.EndReceive(result);
if (rec != 4) //TODO: HANDLE MORE PROPERLY
throw new NotImplementedException("Error while receiving the amoount to receive.");
var toreceive = BitConverter.ToInt32(buffer, 0);
var state = new TransferState
{
buffer = new byte[toreceive],
count = toreceive,
wait = false
};
Receive(state);
}
//know we know the amount we can receive it till the end
else if (result.AsyncState is TransferState)
{
var state = (TransferState)result.AsyncState;
var rec = socket.EndReceive(result);
state.offset += rec;
state.handled += rec;
var toreceive = state.count - state.handled;
if (toreceive > 0)
{
Receive(state);
Debug.WriteLine("[{2}] size mismatch: {0}/{1}", state.handled, state.count, DateTime.Now.ToString("mm:ss.fff"));
}
else
{
ReceiveCompleted(this, new TransferCompletedArgs(this, state));
Receive();
}
}
else
{
throw new ArgumentException("State is not typeof byte[] or TransferState.");
}
}
So if its hard to follow:
The client tries to connect with the server
The server accepts
the client
The client first sends how long the buffer is
The
client starts sending the buffer (and loops this)
The server reads
how long the buffer is and allocates a buffer for it
The server
reads until the buffer is read and invokes an event (and loops this
proces as well)
So I don't know what actually happens, but the server stops receiving. While connected clients still sending data, after couple seconds an ObjectDisposedException is thrown at BeginSend. How would I resolve this from happening? (And have a stable server that can handle lots of traffic.)

Related

Read asynchronously data from NetworkStream with huge amount of packets

In my application every packet has 2 bytes length on the start. However after some time application starts receiving length less than zero. In synchronous client everything works correctly, but it's too slow. I'm 100% sure in Server everything is correct.
Connect:
public void Connect(IPAddress ip, int port)
{
tcpClient.Connect(ip, port);
stream = tcpClient.GetStream();
byte[] len_buffer = new byte[2];
stream.BeginRead(len_buffer, 0, len_buffer.Length, OnDataRead, len_buffer);
}
OnDataRead:
private void OnDataRead(IAsyncResult ar)
{
byte[] len = ar.AsyncState as byte[];
int length = BitConverter.ToInt16(len, 0);
byte[] buffer = new byte[length];
int remaining = length;
int pos = 0;
while (remaining != 0)
{
int add = stream.Read(buffer, pos, remaining);
pos += add;
remaining -= add;
}
Process(buffer);
len = new byte[2];
stream.EndRead(ar);
stream.BeginRead(len, 0, len.Length, OnDataRead, len);
}
As I can see, you're mixing up synchronious and asynchronious. That's a bad practice.
What you want is something like:
var header = ReadHeader(); // 2 bytes
var data = ReadData(header.DataSize);
I didn't use the network stream, but....
Here's an example of my async SocketReader:
public static class SocketReader
{
// This method will continues read until count bytes are read. (or socket is closed)
private static void DoReadFromSocket(Socket socket, int bytesRead, int count, byte[] buffer, Action<ArraySegment<byte>> endRead)
{
// Start a BeginReceive.
try
{
socket.BeginReceive(buffer, bytesRead, count - bytesRead, SocketFlags.None, (asyncResult) =>
{
// Get the bytes read.
int read = 0;
try
{
// if this goes wrong, the read remains 0
read = socket.EndReceive(asyncResult);
}
catch (ObjectDisposedException) { }
catch (Exception exception)
{
Trace.TraceError(exception.Message);
}
// if zero bytes received, the socket isn't available anymore.
if (read == 0)
{
endRead(new ArraySegment<byte>(buffer, 0, 0));
return;
}
// increase the bytesRead, (position within the buffer)
bytesRead += read;
// if all bytes are read, call the endRead with the buffer.
if (bytesRead == count)
// All bytes are read. Invoke callback.
endRead(new ArraySegment<byte>(buffer, 0, count));
else
// if not all bytes received, start another BeginReceive.
DoReadFromSocket(socket, bytesRead, count, buffer, endRead);
}, null);
}
catch (Exception exception)
{
Trace.TraceError(exception.Message);
endRead(new ArraySegment<byte>(buffer, 0, 0));
}
}
public static void ReadFromSocket(Socket socket, int count, Action<ArraySegment<byte>> endRead)
{
// read from socket, construct a new buffer.
DoReadFromSocket(socket, 0, count, new byte[count], endRead);
}
public static void ReadFromSocket(Socket socket, int count, byte[] buffer, Action<ArraySegment<byte>> endRead)
{
// if you do have a buffer available, you can pass that one. (this way you do not construct new buffers for receiving and able to reuse buffers)
// if the buffer is too small, raise an exception, the caller should check the count and size of the buffer.
if (count > buffer.Length)
throw new ArgumentOutOfRangeException(nameof(count));
DoReadFromSocket(socket, 0, count, buffer, endRead);
}
}
Usage:
SocketReader.ReadFromSocket(socket, 2, (headerData) =>
{
if(headerData.Count == 0)
{
// nothing/closed
return;
}
// Read the length of the data.
int length = BitConverter.ToInt16(headerData.Array, headerData.Offset);
SocketReader.ReadFromSocket(socket, length, (dataBufferSegment) =>
{
if(dataBufferSegment.Count == 0)
{
// nothing/closed
return;
}
Process(dataBufferSegment);
// extra: if you need a binaryreader..
using(var stream = new MemoryStream(dataBufferSegment.Array, dataBufferSegment.Offset, dataBufferSegment.Count))
using(var reader = new BinaryReader(stream))
{
var whatever = reader.ReadInt32();
}
}
});
You can optimize the receive buffer by passing a buffer (look at the overloads)
Continues receiving: (reusing receivebuffer)
public class PacketReader
{
private byte[] _receiveBuffer = new byte[2];
// This will run until the socket is closed.
public void StartReceiving(Socket socket, Action<ArraySegment<byte>> process)
{
SocketReader.ReadFromSocket(socket, 2, _receiveBuffer, (headerData) =>
{
if(headerData.Count == 0)
{
// nothing/closed
return;
}
// Read the length of the data.
int length = BitConverter.ToInt16(headerData.Array, headerData.Offset);
// if the receive buffer is too small, reallocate it.
if(_receiveBuffer.Length < length)
_receiveBuffer = new byte[length];
SocketReader.ReadFromSocket(socket, length, _receiveBuffer, (dataBufferSegment) =>
{
if(dataBufferSegment.Count == 0)
{
// nothing/closed
return;
}
try
{
process(dataBufferSegment);
}
catch { }
StartReceiving(socket, process);
});
});
}
}
Usage:
private PacketReader _reader;
public void Start()
{
_reader = new PacketReader(socket, HandlePacket);
}
private void HandlePacket(ArraySegment<byte> packet)
{
// do stuff.....
}

How to use SharpPcap to dump packets fast

I'm using SharpPcap to dump packets to a .pcap file. My problem is, that it's working to slow to capture any amount of network traffic and I run out of memory eventually.
How can i speed up the file writing process?
Here is the code I'm using:
private void WriteToPCAPThread(object o)
{
this.WritePcapThreadDone.Reset();
string captureFileName = (string)o;
CaptureFileWriterDevice captureFileWriter = new CaptureFileWriterDevice(this.device, captureFileName);
captureFileWriter.Open();
RawCapture packet;
bool success;
while (this.capturing)
{
success = this.captures.TryDequeue(out packet);
if (success)
{
captureFileWriter.Write(packet);
}
else
{
// Queue emptied
Thread.Sleep(50);
}
}
}
Thanks in advance for any ideas.
I ended up writing my own StreamWriter. Now I get 100% performance out of my SSD.
public PcapStream
{
private Stream BaseStream;
public PcapStream(Stream BaseStream)
{
this.BaseStream=BaseStream;
}
public void Write(RawCapture packet)
{
byte[] arr = new byte[packet.Data.Length + 16];
byte[] sec = BitConverter.GetBytes((uint)packet.Timeval.Seconds);
byte[] msec = BitConverter.GetBytes((uint)packet.Timeval.MicroSeconds);
byte[] incllen = BitConverter.GetBytes((uint)packet.Data.Length);
byte[] origlen = BitConverter.GetBytes((uint)packet.Data.Length);
Array.Copy(sec, arr, sec.Length);
int offset = sec.Length;
Array.Copy(msec, 0, arr, offset, msec.Length);
offset += msec.Length;
Array.Copy(incllen, 0, arr, offset, incllen.Length);
offset += incllen.Length;
Array.Copy(origlen, 0, arr, offset, origlen.Length);
offset += origlen.Length;
Array.Copy(packet.Data, 0, arr, offset, packet.Data.Length);
BaseStream.Write(arr, 0, arr.Length);
}

C# Socket ReceiveAsync

I am used to sync sockets and had a few headaches to get to the point where I am now, especially with Socket.Receive(..) not always receiveing all bytes
Here is my code what I used to use
public byte[] Receive(int size)
{
var buffer = new byte[size];
var r = 0;
do
{
// ReSharper disable once InconsistentlySynchronizedField
var c = _clientSocket.Receive(buffer, r, size - r, SocketFlags.None);
if (c == 0)
{
throw new SocketExtendedException();
}
r += c;
} while (r != buffer.Length);
return buffer;
}
Now I started to use sockets in Windows Phone BUT .Receive(..) is not available and I managed to get Socket.ReceiveAsync(..) working but I am concerned (no problems happened so far) here is my new code, I have not implemented the checking if all bytes has been recieved or not nor do I know if I have to with the following code
private byte[] ReadBySize(int size = 4)
{
var readEvent = new AutoResetEvent(false);
var buffer = new byte[size];
var recieveArgs = new SocketAsyncEventArgs()
{
UserToken = readEvent
};
recieveArgs.SetBuffer(buffer, 0, size);
recieveArgs.Completed += recieveArgs_Completed;
_connecter.ReceiveAsync(recieveArgs);
readEvent.WaitOne();
if (recieveArgs.BytesTransferred == 0)
{
if (recieveArgs.SocketError != SocketError.Success)
throw new SocketException((int)recieveArgs.SocketError);
throw new CommunicationException();
}
return buffer;
}
void recieveArgs_Completed(object sender, SocketAsyncEventArgs e)
{
var are = (AutoResetEvent)e.UserToken;
are.Set();
}
This is my first use of ReceiveAsync can someone point out anything I might have done wrong or need to change
Ok I went and took a large buffer and send it in batches with a sleep interval in between to replicate 'not all bytes received' So my code above doesn't recieve all bytes. for those who also use ReceiveAsync(..) here is my code that works
private byte[] ReadBySize(int size = 4)
{
var readEvent = new AutoResetEvent(false);
var buffer = new byte[size]; //Receive buffer
var totalRecieved = 0;
do
{
var recieveArgs = new SocketAsyncEventArgs()
{
UserToken = readEvent
};
recieveArgs.SetBuffer(buffer, totalRecieved, size - totalRecieved);//Receive bytes from x to total - x, x is the number of bytes already recieved
recieveArgs.Completed += recieveArgs_Completed;
_connecter.ReceiveAsync(recieveArgs);
readEvent.WaitOne();//Wait for recieve
if (recieveArgs.BytesTransferred == 0)//If now bytes are recieved then there is an error
{
if (recieveArgs.SocketError != SocketError.Success)
throw new ReadException(ReadExceptionCode.UnexpectedDisconnect,"Unexpected Disconnect");
throw new ReadException(ReadExceptionCode.DisconnectGracefully);
}
totalRecieved += recieveArgs.BytesTransferred;
} while (totalRecieved != size);//Check if all bytes has been received
return buffer;
}
void recieveArgs_Completed(object sender, SocketAsyncEventArgs e)
{
var are = (AutoResetEvent)e.UserToken;
are.Set();
}
The way I work with my Socket applications is to send a Buffer that consist of some variables
[0] -> 0,1,2 0 is keep alive, 1 means there are data, 2 means a type off error occured
[1,2,3,4] size of the actual buffer I am sending
[x(size of 1,2,3,4)] the actual 'Serialized' data buffer
You could create a socket extension like:
public static Task<int> ReceiveAsync(this Socket socket,
byte[] buffer, int offset, int size, SocketFlags socketFlags)
{
if (socket == null) throw new ArgumentNullException(nameof(socket));
var tcs = new TaskCompletionSource<int>();
socket.BeginReceive(buffer, offset, size, socketFlags, ar =>
{
try { tcs.TrySetResult(socket.EndReceive(ar)); }
catch (Exception e) { tcs.TrySetException(e); }
}, state: null);
return tcs.Task;
}
And then a method to read the size you want like this:
public static async Task<byte[]> ReadFixed(Socket socket, int bufferSize)
{
byte[] ret = new byte[bufferSize];
for (int read = 0; read < bufferSize; read += await socket.ReceiveAsync(ret, read, ret.Length - read, SocketFlags.None)) ;
return ret;
}

Network stream stuck on stream.Read(byte[] byte, int offset, int size)

What I'm trying to do is to received a large number of bytes (about 5MB data) sent from the client side
Below is the code where data(byte[]) is received
byte[] receivedBytesRaw = new byte[4000];
//first, initialize network stream
NetworkStream stream = client.GetStream();
//The bytesNeeded is the size of bytes which is a protocol sent by the client side indicating the size of byte which will be sent
int bytesNeeded = 4000;
int bytesReceived = 0;
do
{
int bytesRead = stream.Read(receivedBytesRaw, bytesReceived, bytesNeeded - bytesReceived);
networkValidation.addBytesToList(receivedBytesRaw, ref receivedBytes);
bytesReceived += bytesRead;
} while (bytesReceived < bytesNeeded);
But now I'm stuck on a problem:
Everytime when data arrives, the do while loop loops for the first time, and the return value (i) is 26, then it loops again, this time, when it goes to " i = stream.Read(receivedBytesRaw, 0, receivedBytesRaw.Length);", the program seems waiting for the client side to send data and have no response, also, when I check "receivedBytesRaw", the data was incomplete, only the first 13 bytes was received, the remaining space in the byte array remains null, and the stream.DataAvailable is false
Why the server side received incomplete data?
Note: when I try to send small data (a string), it's ok
=====================================================================
Edited
Below is the client side code which sends data:
private int sendData(byte[] dataSend, string IP, int portNumber)
{
TcpClient clientSide = new TcpClient();
int result = -1;
try
{
clientSide.Connect(IP, portNumber);
}
catch (Exception ex)
{
return 2;
}
NetworkStream netStream = clientSide.GetStream();
if (netStream.CanWrite)
{
byte[] replyMsg = new byte[1024];
netStream.Write(dataSend, 0, dataSend.Length);
netStream.Flush();
result = 0;
}
else
{
result = 1;
}
return result;
}
Because it's a stream, and can be partial received. Are you sure you are always receiving packages with te size of 2048 bytes?
int i = 0;
int bytesNeeded = 200;
int bytesReceived = 0;
do
{
//read byte from client
int bytesRead = stream.Read(receivedBytesRaw, bytesReceived, bytesNeeded-bytesReceived);
bytesReceived += bytesRead;
// merge byte array to another byte array
} while (bytesReceived < bytesNeeded);
I think you need a frame protocol, try create a protocol like, writing the size of the data that follows.
example: (psuedo)
void SendData(byte[] data)
{
// get the 4 bytes of a int value.
byte[] dataLength = BitConverter.GetBytes(data.Lenght);
// write the length to the stream.
stream.Write(dataLength, 0, dataLength.Length);
// write the data bytes.
stream.Write(data, 0, data.Length);
}
void Receive()
{
// read 4 bytes from the stream.
ReadBuffer(buffer, 4);
// convert those 4 bytes to an int.
int dataLength = BitConverter.ToInt32(buffer, 0);
// read bytes with dataLength as count.
ReadBuffer(buffer, dataLength);
}
// read until the right amount of bytes are read.
void ReadBuffer(byte[] buffer, int length)
{
int i = 0;
int bytesNeeded = length;
int bytesReceived = 0;
do
{
//read byte from client
int bytesRead = stream.Read(buffer, bytesReceived, bytesNeeded-bytesReceived);
bytesReceived += bytesRead;
// merge byte array to another byte array
} while (bytesReceived < bytesNeeded); // <- you should do this async.
}
This is just an example..
Another solution you could try is using async reads.
I made a class that reads until all bytes are read. If it isn't a problem that the complete file is read, you could try this:
Example:
This example show that you can read a simple protocol. ReadPacket handles a length + data message. So the sender will first send an int value containing the length of data that follows.
The StartReading method reads a filename and the filedata. It will store up to 10mb max filesize. But this isn't originally designed for receiving files.
const int MaxFileSize = 10 * 1024 * 1024;
private void Example()
{
Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
socket.Connect("localhost", 12345);
StartReading(socket);
}
private void StartReading(Socket socket)
{
ReadPacket(socket, (filenameData) =>
{
if (filenameData.Count == 0)
{
// disconnected
return;
}
// parse the filename
string filename = Encoding.UTF8.GetString(filenameData.Array, filenameData.Offset, filenameData.Count);
Trace.WriteLine("Receiving file :" + filename);
ReadPacket(socket, (fileData) =>
{
if (fileData.Count == 0)
{
// disconnected
return;
}
Trace.WriteLine("Writing file :" + filename);
// write to the file
using (FileStream stream = new FileStream(filename, FileMode.Create, FileAccess.Write))
stream.Write(fileData.Array, fileData.Offset, fileData.Count);
// start waiting for another packet.
StartReading(socket);
});
});
}
private void ReadPacket(Socket socket, Action<ArraySegment<byte>> endRead)
{
// read header. (length of data) (4 bytes)
EasySocketReader.ReadFromSocket(socket, 4, (headerBufferSegment) =>
{
// if the ReadFromSocket returns 0, the socket is closed.
if (headerBufferSegment.Count == 0)
{
// disconnected;
endRead(new ArraySegment<byte>());
return;
}
// Get the length of the data that follows
int length = BitConverter.ToInt32(headerBufferSegment.Array, headerBufferSegment.Offset);
// Check the length
if (length > MaxFileSize)
{
// disconnect
endRead(new ArraySegment<byte>());
return;
}
// Read bytes specified in length.
EasySocketReader.ReadFromSocket(socket, length, (dataBufferSegment) =>
{
// if the ReadFromSocket returns 0, the socket is closed.
if (dataBufferSegment.Count == 0)
{
endRead(new ArraySegment<byte>());
return;
}
endRead(dataBufferSegment);
});
});
}
The EasySocketReader class can be found on my blog: http://csharp.vanlangen.biz/network-programming/async-sockets/asyncsocketreader/
The original EasyPacketReader can be found here: http://csharp.vanlangen.biz/network-programming/async-sockets/easypacketreader/
For the sending part, you could use something like this:
private void SendFile(Socket socket, string filename)
{
byte[] filenameData = Encoding.UTF8.GetBytes(filename);
socket.Send(BitConverter.GetBytes(filenameData.Length));
socket.Send(filenameData);
int fileSize;
byte[] fileData;
using (FileStream stream = new FileStream(filename, FileMode.Open, FileAccess.Read))
{
fileSize = (int)stream.Length;
if (fileSize > MaxFileSize)
throw new ArgumentOutOfRangeException("File too big");
fileData = new byte[fileSize];
stream.Read(fileData, 0, fileSize);
}
socket.Send(BitConverter.GetBytes(fileSize));
socket.Send(fileData);
}

Socket OnData event

I'm currently in a little bit of a pickle. I have some code that reads data from a socket whenever data is available but currently it is in a while loop on a separate thread and chews through 50% of the CPU when the function returns because of no data available. What I would really like is a blocking function for Sockets that blocks until data is available, or at least a OnData event that could be listened on. I originally converted this code from AS3 (Flash) but their sockets class has the OnData event I need... just in the wrong language.
I currently have this code in the code that handles a client connecting:
ServerThread = new Thread(() =>
{
while (server.Connected && ServerContinue)
{
ReceiveFromServer(server, client);
}
Disconnect(server, client, false);
});
ServerThread.Start();
And this is the code in ReceiveFromServer:
bool isReady = false;
int messageLength = 0;
int dataAvailable = 0;
UInt16 packetSize = 0;
byte[] temp = new byte[2];
do
{
dataAvailable = server.Available;
if (isReady)
{
if (dataAvailable >= messageLength)
{
byte[] temp1 = new byte[2000];
int bytesRead = server.Receive(temp1, 0, messageLength, SocketFlags.None);
byte[] data = new byte[bytesRead + 2];
Buffer.BlockCopy(temp1, 0, data, 2, messageLength);
Helpers.ByteArray tempo = data;
tempo.writeByte(temp[1]);
tempo.writeByte(temp[0]);
if (!VersionCheckPass)
{
Send(tempo, client);
return;
}
ServerPacketHandler(tempo, client);
messageLength = 0;
isReady = false;
temp = new byte[2];
}
}
else if(dataAvailable > 2)
{
server.Receive(temp, 0, 2, SocketFlags.None);
temp = temp.Reverse().ToArray();
packetSize = BitConverter.ToUInt16(temp, 0);
if (packetSize > 0)
{
messageLength = packetSize;
isReady = true;
}
}
}
while (dataAvailable > 2 && dataAvailable >= messageLength && ServerContinue);
But the issue here is that when dataAvailable is 0 the function simply returns, and then RecevieFromServer is called again in the thread. This means that alot of the CPU is used by simply calling ReceiveFromServer and then returning again.
I currently have Thread.Sleep(10) after ReceiveFromServer in the ServerThread but this is inefficient. So my question is, Is there a way to block until data is available or is there an event that I can handle? Or does anyone else have any suggestions on how to do the same thing I am currently doing but it doesn't loop endlessly whilst there is no data available.
Found a really easy (and obvious) solution to block until data is available. Call Socket.Receive with a receive size of 0. The socket blocks until there is data to receive, then reads 0 bytes from the socket, and unblocks. Its really quite marvelous :) Heres how I implemented it:
ServerThread = new Thread(() =>
{
byte[] zero = new byte[0];
while (Server.Connected && ServerContinue)
{
server.Receive(zero, 0, SocketFlags.None);
ReceiveFromServer(server, client);
}
Disconnect(server, client, false);
});
Thanks for all the help.
Josh
There is not a lot of re-write needed. Your code looks like it's just receiving the message and then passing off to another routine to process it.
My reply to this thread pretty much covers what you're wanting to do:
C# Sockets and Multithreading
My socketReadCallBack function is:
private void OnDataReceived(IAsyncResult asyn)
{
ReceiveState rState = (ReceiveState)asyn.AsyncState;
Socket client = rState.Client;
SocketError socketError = SocketError.TypeNotFound;
if (!client.Connected)
{
// Not Connected anymore ?
return;
}
_LastComms = DateTime.Now;
_LastIn = _LastComms;
int dataOffset = 0;
int restOfData = 0;
int dataRead = 0;
Boolean StreamClosed = false;
long rStateDataLength = 0;
long LastrStateDataLength = 0;
try
{
dataRead = client.EndReceive(asyn, out socketError);
}
catch (Exception excpt)
{
// Handle error - use your own code..
}
if (socketError != SocketError.Success)
{
// Has Connection been lost ?
OnConnectionDropped(client);
return;
}
if (dataRead <= 0)
{
// Has connection been lost ?
OnConnectionDropped(client);
return;
}
while (dataRead > 0)
{
//check to determine what income data contain: size prefix or message
if (!rState.DataSizeReceived)
{
//there is already some data in the buffer
if (rState.Data.Length > 0)
{
restOfData = PrefixSize - (int)rState.Data.Length;
rState.Data.Write(rState.Buffer, dataOffset, restOfData);
dataRead -= restOfData;
dataOffset += restOfData;
}
else if (dataRead >= PrefixSize)
{ //store whole data size prefix
rState.Data.Write(rState.Buffer, dataOffset, PrefixSize);
dataRead -= PrefixSize;
dataOffset += PrefixSize;
}
else
{ // store only part of the size prefix
rState.Data.Write(rState.Buffer, dataOffset, dataRead);
dataOffset += dataRead;
dataRead = 0;
}
if (rState.Data.Length == PrefixSize)
{ //we received data size prefix
rState.DataSize = BitConverter.ToInt32(rState.Data.GetBuffer(), 0);
rState.DataSizeReceived = true;
//reset internal data stream
rState.Data.Position = 0;
rState.Data.SetLength(0);
}
else
{ //we received just part of the prefix information
//issue another read
client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
SocketFlags.None, new AsyncCallback(socketReadCallBack),
rState);
return;
}
}
//at this point we know the size of the pending data
// Object disposed exception may raise here
try
{
rStateDataLength = rState.Data.Length;
LastrStateDataLength = rStateDataLength;
}
catch (ObjectDisposedException Ode)
{
StreamClosed = true;
}
if (!StreamClosed)
{
if ((rStateDataLength + dataRead) >= rState.DataSize)
{ //we have all the data for this message
restOfData = rState.DataSize - (int)rState.Data.Length;
rState.Data.Write(rState.Buffer, dataOffset, restOfData);
//Console.WriteLine("Data message received. Size: {0}",
// rState.DataSize);
// Is this a heartbeat message ?
if (rState.Data.Length == 2)
{
// Yes
HeartBeatReceived();
}
else
{
//charArray = new char[uniEncoding.GetCharCount(
//byteArray, 0, count)];
//uniEncoding.GetDecoder().GetChars(
// byteArray, 0, count, charArray, 0);
//Console.WriteLine(charArray);
//rState.Data.Position = 0;
DecodeMessageReceived(GetStringFromStream(rState.Data));
}
dataOffset += restOfData;
dataRead -= restOfData;
//message received - cleanup internal memory stream
rState.Data = new MemoryStream();
rState.Data.Position = 0;
rState.DataSizeReceived = false;
rState.DataSize = 0;
if (dataRead == 0)
{
//no more data remaining to process - issue another receive
if (_IsConnected)
{
client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
SocketFlags.None, new AsyncCallback(socketReadCallBack),
rState);
return;
}
}
else
continue; //there's still some data to process in the buffers
}
else
{ //there is still data pending, store what we've
//received and issue another BeginReceive
if (_IsConnected)
{
rState.Data.Write(rState.Buffer, dataOffset, dataRead);
client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
SocketFlags.None, new AsyncCallback(socketReadCallBack), rState);
dataRead = 0;
}
}
}
else
{
// Stream closed, but have we read everything ?
if (LastrStateDataLength + dataRead == rState.DataSize)
{
// We're equal, get ready for more
//no more data remaining to process - issue another receive
if (_IsConnected)
{
client.BeginReceive(rState.Buffer, 0, rState.Buffer.Length,
SocketFlags.None, new AsyncCallback(socketReadCallBack),
rState);
}
return;
}
else
{
// We should have more..
// Report Error
}
}
// If we've been disconnected, provide a graceful exit
if (!_IsConnected)
dataRead = -1;
}
}
I've got a few more things in here than you need like provision for a heartbeat message and raising events on connection dropped etc.

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