Asynchronous socket, forced disconnection and reuse - c#

Im writing an application which is going to act as a tcp listener for a single client. The client is a java applet and will periodically connect to the listener, send some data and then wait for a response.
The code for the TcpServer class below has been largely lifted from an example provided by a more knowledgeable stackoverflow member in response to a different question.
Everything was going great until I found something in testing which wasnt mentioned in any of the interface documents I have. After the server has responded to the client it must then disconnect the client and start listening again.
My first thought was to call Disconnect() from inside SendData() but this results in a call to ReceiveCompleted() from somewhere and a nasty exception about the socket already being disposed.
Is this requirement easily achievable with the code design I have, and will I run into any problems in reusing the socket for subsequent connections?
sealed class TcpServer : IDisposable
{
#region Fields
private const int SocketBufferSize = 1024;
private readonly TcpListener tcpListener;
private Socket connectedSocket;
private bool disposed = false;
#endregion Fields
#region Constructors
public TcpServer(int port)
{
tcpListener = new TcpListener(IPAddress.Any, port);
tcpListener.Start();
tcpListener.BeginAcceptSocket(EndAcceptSocket, tcpListener);
}
~TcpServer()
{
Dispose(false);
}
#endregion Constructors
#region Events
public event EventHandler<DataReceivedEventArgs> DataReceived;
public event EventHandler<IPEndPointEventArgs> SocketConnected;
public event EventHandler<IPEndPointEventArgs> SocketDisconnected;
#endregion Events
#region Methods
public void Dispose()
{
Dispose(true);
}
public void SendData(byte[] data)
{
if (connectedSocket == null)
{
return;
}
connectedSocket.Send(data);
}
private void BeginReceiveAsync(Socket sock, SocketAsyncEventArgs e)
{
if (!sock.ReceiveAsync(e))
{
ReceiveCompleted(sock, e);
}
}
private void Connected(Socket socket)
{
var endPoint = (IPEndPoint)socket.RemoteEndPoint;
connectedSocket = socket;
OnSocketConnected(endPoint);
}
private void Disconnect(Socket socket)
{
var endPoint = (IPEndPoint)socket.RemoteEndPoint;
socket.Close();
connectedSocket = null;
OnSocketDisconnected(endPoint);
tcpListener.BeginAcceptSocket(EndAcceptSocket, tcpListener);
}
private void Dispose(bool disposing)
{
if (this.disposed == false)
{
if (disposing)
{
try
{
if (tcpListener != null)
{
this.disposed = true;
tcpListener.Stop();
}
}
catch (Exception ex)
{
TraceLog.Error("TcpServer: tcpListener.Stop(): {0}", ex.Message);
}
try
{
if (connectedSocket != null)
{
connectedSocket.Close();
connectedSocket = null;
}
}
catch (SocketException ex)
{
TraceLog.Error("TcpServer: connectedSocket.Close(): {0}", ex);
}
}
this.disposed = true;
}
}
private void EndAcceptSocket(IAsyncResult asyncResult)
{
var listener = (TcpListener)asyncResult.AsyncState;
if (disposed)
{
return;
}
try
{
Socket sock = listener.EndAcceptSocket(asyncResult);
Connected(sock);
var e = new SocketAsyncEventArgs();
e.Completed += ReceiveCompleted;
e.SetBuffer(new byte[SocketBufferSize], 0, SocketBufferSize);
BeginReceiveAsync(sock, e);
}
catch (SocketException ex)
{
TraceLog.Error("TcpServer.EndAcceptSocket: {0}", ex.Message);
}
catch (Exception ex)
{
TraceLog.Error("TcpServer.EndAcceptSocket: {0}", ex.Message);
}
}
private void OnDataReceived(byte[] data, IPEndPoint ipEndPoint)
{
if (DataReceived != null)
{
DataReceived(this, new DataReceivedEventArgs(data, ipEndPoint));
}
}
private void OnSocketConnected(IPEndPoint ipEndPoint)
{
if (SocketConnected != null)
{
SocketConnected(this, new IPEndPointEventArgs(ipEndPoint));
}
}
private void OnSocketDisconnected(IPEndPoint ipEndPoint)
{
if (SocketDisconnected != null)
{
SocketDisconnected(this, new IPEndPointEventArgs(ipEndPoint));
}
}
private void ReceiveCompleted(object sender, SocketAsyncEventArgs e)
{
var sock = (Socket)sender;
if (!sock.Connected)
{
Disconnect(sock);
}
try
{
int size = e.BytesTransferred;
if (size == 0)
{
Disconnect(sock);
}
else
{
var buf = new byte[size];
Array.Copy(e.Buffer, buf, size);
ReceiveData(buf, (IPEndPoint)sock.RemoteEndPoint);
BeginReceiveAsync(sock, e);
}
}
catch (SocketException ex)
{
TraceLog.Error("TcpServer: ReceiveCompleted: {0}", ex.Message);
}
catch (Exception ex)
{
TraceLog.Error("TcpServer: ReceiveCompleted: {0}", ex.Message);
}
}
private void ReceiveData(byte[] data, IPEndPoint endPoint)
{
OnDataReceived(data, endPoint);
}
#endregion Methods
}

Whenever I'm writing code that wraps around System.Net.Sockets.Socket, I find myself constantly adding try/catch clauses for SocketException and ObjectDisposedException. In most cases, ObjectDisposedException can simply be ignored, as it, in 99% of cases, indicates that the client has simply disconnected.
At least that's my impression of how the Socket API in .NET works. Try adding some exception handlers here and there, and see how it goes. In any case, your Disconnect method should not do more than something like this:
public void Disconnect()
{
try
{
connectedSocket.Shutdown(SocketShutdown.Both);
}
catch (Exception)
{
// Ignore the exception. The client probably already disconnected.
}
connectedSocket.Dispose(); // This is safe; a double dispose will simply be ignored.
}
I hope that sheds some light on the issue...

Related

CPU running High after 2 hours of use

I'm working on a c# framework 4.8 project which has a number of tcp sockets (+/-20) waiting for data. When I start the project everything is fine and it receives like 10 packets a minute.
CPU is low round 10%
When the program runs for like 2 hours the CPU rises to 40-50% even when no data is received.
I've attached the remote debugger and discovered the Garbage Collector is collecting like Crazy. After profiling the CPU the Hotpath ends in System.Configuration.Dll.
Can anybody tell me what the system.configuration.dll has to do with sockets and how to fix this?
public class TcpConnectionState: ConnectionStateBase, IConnectionState
{
private byte[] _buffer;
private Socket _socket;
private ReceiveCallbackDelegate _receiveCallback;
public IPEndPoint Endpoint => (IPEndPoint)_socket.RemoteEndPoint;
private readonly ILogger _logger;
public TcpConnectionState(ILogger<TcpConnectionState> logger, Socket socket, byte[] buffer, IDevice device, ReceiveCallbackDelegate receiveCallback, DisconnectCallbackDelegate disconnectCallback):
base(device, disconnectCallback)
{
_logger = Validate.IsNotNull(logger, nameof(logger));
_socket = socket;
_buffer = buffer;
_receiveCallback = receiveCallback;
BeginReceive();
}
public bool IsConnected()
{
try
{
return !(_socket.Poll(1, SelectMode.SelectRead) && _socket.Available == 0);
}
catch (SocketException)
{
return false;
}
}
private void BeginReceive()
{
try
{
_socket.BeginReceive(_buffer, 0, _buffer.Length, SocketFlags.None, BeginReceiveCallback, null);
}
catch (SocketException)
{
Disconnect();
}
}
private void BeginReceiveCallback(IAsyncResult ar)
{
try
{
int bytesReceived = _socket.EndReceive(ar);
if (bytesReceived > 0)
{
var data = _buffer.Take<byte>(bytesReceived).ToArray<byte>();
_receiveCallback(data, null, _socket.RemoteEndPoint);
}
BeginReceive();
}
catch (SocketException ex)
{
if (ex.SocketErrorCode == SocketError.ConnectionReset)
{
_logger.LogInformation(ex.Message);
}
else
{
_logger.LogError(ex, string.Empty);
}
Disconnect();
}
catch(Exception ex)
{
_logger.LogError(ex, string.Empty);
Disconnect();
}
}
public void Send(byte[] data)
{
try
{
_socket.BeginSend(data, 0, data.Length, SocketFlags.None, BeginSendCallback, null);
_logger.LogTrace(data, d => $"Send {BitConverter.ToString(d)}");
_logger.LogDebug($"Sent {data.Length} bytes");
}
catch(SocketException ex)
{
if (ex.SocketErrorCode == SocketError.ConnectionReset)
{
_logger.LogInformation(ex.Message);
}
else
{
_logger.LogError(ex, string.Empty);
}
Disconnect();
}
catch (Exception ex)
{
_logger.LogError(ex, string.Empty);
Disconnect();
}
}
private void BeginSendCallback(IAsyncResult ar)
{
var bytesSent = _socket.EndSend(ar);
}
public override void Disconnect()
{
_socket.BeginDisconnect(false, BeginDisconnectCallback, null);
}
private void BeginDisconnectCallback(IAsyncResult ar)
{
_logger.LogDebug("Disconnect");
base.Disconnect();
}
}

Socket disconnections and gracefully reconnect C#

I am building a tcp port forwarding application. The client connects to the server on a particular port and internally the request is routed in the server to a remote port and response is passed back to the client. Below is my code.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Threading;
namespace BBGRouter
{
class Router
{
#region log4net
private static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
#endregion //log4net
bool isShutdown = false;
private Socket router = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
public event EventHandler OnRestartNeeded;
//only one time
Thread thRouterTh;
public Router()
{
thRouterTh = new Thread(new ParameterizedThreadStart(RouterProc));
}
IPEndPoint local, remote;
public void Start(IPEndPoint local, IPEndPoint remote)
{
if (log.IsInfoEnabled) { log.Info("Listening on " + local); }
this.local = local;
this.remote = remote;
router.Bind(local);
router.Listen(10);
thRouterTh.Name = "router thread";
thRouterTh.Start();
}
void RouterProc(object obj)
{
while (!isShutdown)
{
try
{
var source = router.Accept();
if (log.IsInfoEnabled) { log.Info("Creating new session...."); }
var destination = new Router();
var state = new State(source, destination.router);
destination.Connect(remote, source);
source.BeginReceive(state.Buffer, 0, state.Buffer.Length, 0, OnDataReceive, state);
}
catch (Exception ex)
{
if (log.IsErrorEnabled) { log.Error("Exception in Router thread", ex); }
if (isShutdown) { if (log.IsInfoEnabled) { log.Info("Shutting down..."); } }
}
}
}
public void Join()
{
if (thRouterTh != null)
thRouterTh.Join();
}
private void StopAndFireRestart(EventArgs e)
{
Stop();
log.Info("Stopped router");
EventHandler handler = OnRestartNeeded;
if (handler != null)
{
log.Info("Firing the restart event now");
handler(this, e);
}
}
public void Stop()
{
try
{
isShutdown = true;
if (log.IsInfoEnabled) { log.Info("Stopping router thread"); }
router.Shutdown(SocketShutdown.Both);
//router.Shutdown(SocketShutdown.Receive);
}
catch (Exception ex)
{
if (log.IsErrorEnabled) { log.Error("Exception while stopping", ex); }
}
finally
{
thRouterTh.Interrupt();
router.Dispose();
}
}
private void Connect(EndPoint remoteEndpoint, Socket destination)
{
if (log.IsInfoEnabled) { log.InfoFormat("connecting session at {0}", remoteEndpoint.ToString()); }
var state = new State(router, destination);
try
{
router.Connect(remoteEndpoint);
router.BeginReceive(state.Buffer, 0, state.Buffer.Length, SocketFlags.None, OnDataReceive, state);
}
catch (SocketException e)
{
if (log.IsErrorEnabled) { log.Error(string.Format("SocketException while connect: Exception: {0}, ErrorCode: {1}", e, e.ErrorCode)); }
// Stop the service
StopAndFireRestart(new EventArgs());
}
catch (Exception ex)
{
if (log.IsErrorEnabled) { log.Error("exception while connect {0}", ex); }
}
}
private void OnDataReceive(IAsyncResult result)
{
var state = (State)result.AsyncState;
try
{
var bytesRead = state.SourceSocket.EndReceive(result);
if (bytesRead > 0)
{
log.Info(string.Format("Bytes read: {0}", bytesRead));
state.DestinationSocket.Send(state.Buffer, bytesRead, SocketFlags.None);
state.SourceSocket.BeginReceive(state.Buffer, 0, state.Buffer.Length, 0, OnDataReceive, state);
}
}
catch (Exception e)
{
if (log.IsErrorEnabled) { log.Error("Exception receiving the data, Closing source/destination sockets", e); }
//state.DestinationSocket.Close();
//state.SourceSocket.Close();
//StopAndFireRestart(new EventArgs());
}
}
private class State
{
public Socket SourceSocket { get; private set; }
public Socket DestinationSocket { get; private set; }
public byte[] Buffer { get; private set; }
public State(Socket source, Socket destination)
{
SourceSocket = source;
DestinationSocket = destination;
Buffer = new byte[8192];
}
}
}
}
The problem happens when suddenly the client gets disconnected from the remote port randomly after 4-5 hrs. How can I reconnect the client gracefully so that there is no change in the client code ?
Why don't you solve this issue with netsh?
netsh interface portproxy add v4tov4 listenport=LOCALPORT listenaddress=localhost connectport=REMOTEPORT connectaddress=REMOTEADDRESS
or
netsh interface portproxy add v4tov4 listenport=LOCALPORT connectport=REMOTEPORT connectaddress=REMOTEADDRESS
More information on netsh available on MSDN.

C# async SocketException while binding

I am working on a client-server application on C# using async sockets. As I listen for connections, I keep getting this error
An unhandled exception of type 'System.Net.Sockets.SocketException'
occurred in System.dll
Additional information: Only one usage of each socket address (protocol/network address/port) is normally permitted
This is the line where this exception happens:
_listener.Bind(new IPEndPoint(0, port));
The code is under Listener.Start(int port). In the main program, here's how I call the method:
void btnListen_Click(object sender, EventArgs e)
{
_listener = new Listener();
_listener.Accepted += new Listener.SocketAcceptedHandler(listener_Accepted);
_listener.Start(8192);
}
I am testing both the client and server applications in my PC.
Here's the Listener class.
namespace serverPC
{
class Listener
{
public delegate void SocketAcceptedHandler(Socket e);
public event SocketAcceptedHandler Accepted;
Socket _listener;
public int Port;
public bool Running
{
get;
private set;
}
public Listener() {Port = 0;}
public void Start(int port)
{
if (Running)
return;
_listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_listener.Bind(new IPEndPoint(0, port)); // This is where the SocketException error occurs
_listener.Listen(0);
_listener.BeginAccept(acceptedCallback, null);
Running = true;
}
public void Stop()
{
if (!Running)
return;
_listener.Close();
Running = false;
}
void acceptedCallback(IAsyncResult ar)
{
try
{
Socket s = _listener.EndAccept(ar);
if (Accepted != null)
{
Accepted(s);
}
}
catch
{
}
if (Running)
{
try
{
_listener.BeginAccept(acceptedCallback, null);
}
catch
{
}
}
}
}
}
Here's the Client class.
namespace serverPC
{
struct ReceiveBuffer
{
public const int BUFFER_SIZE = 1024;
public byte[] Buffer;
public int ToReceive;
public MemoryStream BufStream;
public ReceiveBuffer(int toRec)
{
Buffer = new byte[BUFFER_SIZE];
ToReceive = toRec;
BufStream = new MemoryStream(toRec);
}
public void Dispose()
{
Buffer = null;
ToReceive = 0;
Close();
if (BufStream != null)
BufStream.Dispose();
}
public void Close()
{
if (BufStream != null && BufStream.CanWrite)
{
BufStream.Close();
}
}
}
class Client
{
byte[] lenBuffer;
ReceiveBuffer buffer;
Socket _socket;
public IPEndPoint EndPoint
{
get
{
if (_socket != null && _socket.Connected)
{
return (IPEndPoint)_socket.RemoteEndPoint;
}
return new IPEndPoint(IPAddress.None, 0);
}
}
public delegate void DisconnectedEventHandler(Client sender);
public event DisconnectedEventHandler Disconnected;
public delegate void DataReceivedEventHandler(Client sender, ReceiveBuffer e);
public event DataReceivedEventHandler DataReceived;
public Client(Socket s)
{
_socket = s;
lenBuffer = new byte[4];
}
public void Close()
{
if (_socket != null)
{
_socket.Disconnect(false);
_socket.Close();
}
buffer.Dispose();
_socket = null;
lenBuffer = null;
Disconnected = null;
DataReceived = null;
}
public void ReceiveAsync()
{
_socket.BeginReceive(lenBuffer, 0, lenBuffer.Length, SocketFlags.None, receiveCallback, null);
}
void receiveCallback(IAsyncResult ar)
{
try
{
int rec = _socket.EndReceive(ar);
if (rec == 0)
{
if (Disconnected != null)
{
Disconnected(this);
return;
}
if (rec != 4)
{
throw new Exception();
}
}
}
catch (SocketException se)
{
switch (se.SocketErrorCode)
{
case SocketError.ConnectionAborted:
case SocketError.ConnectionReset:
if (Disconnected != null)
{
Disconnected(this);
return;
}
break;
}
}
catch (ObjectDisposedException)
{
return;
}
catch (NullReferenceException)
{
return;
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
return;
}
buffer = new ReceiveBuffer(BitConverter.ToInt32(lenBuffer, 0));
_socket.BeginReceive(buffer.Buffer, 0, buffer.Buffer.Length, SocketFlags.None, receivePacketCallback, null);
}
void receivePacketCallback(IAsyncResult ar)
{
int rec = _socket.EndReceive(ar);
if (rec <= 0)
{
return;
}
buffer.BufStream.Write(buffer.Buffer, 0, rec);
buffer.ToReceive -= rec;
if(buffer.ToReceive > 0)
{
Array.Clear(buffer.Buffer, 0, buffer.Buffer.Length);
_socket.BeginReceive(buffer.Buffer, 0, buffer.Buffer.Length, SocketFlags.None, receivePacketCallback, null);
return;
}
if (DataReceived != null)
{
buffer.BufStream.Position = 0;
DataReceived(this, buffer);
}
buffer.Dispose();
ReceiveAsync();
}
}
}
Why do I get the SocketException error? Any help is appreciated. Thanks!
So the obvious things to check - Something is already listening on port 8192 or there's some other reason why your machine would reject your program opening that port (firewalls, etc).
The other problem is while you are blocking binding twice with the "Running" check, you're only doing that for the instance of listener - hitting the button will create a whole new listener and attempt to have it listen on port 8192 - which since you already have a listener bound there, will fail with that exception.

Serial.readline - out of memory

I am reading from an Arduino, which is sending text through the USB port. The Arduino sends the status of it's outputs every second. On the command received event I set a couple of checkboxes (either shutter open or mains on, or lights on) and also it outputs the data it received to a multiline text box.
Anyway.... it all works, for a few seconds, then slows down and eventually after about 10 minutes I get a Out of Memory exception. I cant figure out whats going wrong, I assume its in the class that reads the serial data - so here is that code, can anybody see anything wrong?
using System;
using System.IO.Ports;
namespace WOCA.Core.SerialComms
{
internal class ArduinoCommunicator : ICommunicator
{
public event EventHandler<CommsEventsArg> CommandReceived;
internal ArduinoCommunicator(string comPort)
{
Port = new SerialPort(comPort) {BaudRate = 9600, DtrEnable = true};
Port.DataReceived += PortOnDataReceived;
}
private SerialPort Port { get; set; }
public bool IsOpen { get; set; }
public void Open()
{
try
{
if (!Port.IsOpen)
{
Port.Open();
IsOpen = true;
}
else
{
throw new InvalidSerialCommsException("Serial port already open");
}
}
catch (Exception ex)
{
throw new InvalidSerialCommsException("Serial Port error: " + ex.Message);
}
}
public void Close()
{
try
{
if (Port.IsOpen)
{
Port.Close();
IsOpen = false;
}
else
{
throw new InvalidSerialCommsException("Serial port not open");
}
}
catch (Exception)
{
throw new InvalidSerialCommsException("Serial port error");
}
}
public void SendCommand(string command)
{
try
{
if (Port.IsOpen)
{
Port.Write(command);
}
else
{
throw new InvalidSerialCommsException("Serial port not open");
}
}
catch (Exception)
{
throw new InvalidSerialCommsException("Serial port error, the command has not been sent");
}
}
private void PortOnDataReceived(object sender, SerialDataReceivedEventArgs serialDataReceivedEventArgs)
{
SerialPort serialPort = sender as SerialPort;
if (serialPort != null)
{
string command = serialPort.ReadLine();
command = command.Remove(command.Length-1,1);
CommsEventsArg args = new CommsEventsArg(command);
OnCommandReceived(args);
}
}
protected virtual void OnCommandReceived(CommsEventsArg e)
{
EventHandler<CommsEventsArg> handler = CommandReceived;
if (handler != null)
{
handler(this, e);
}
}
}
}
This may be caused by the implementation of the class SerialPort. It may never never gives to control to other threads so the finalization thread cannot finalize the objects and free the memory. See my article about it: http://alexatnet.com/articles/net-memory-management-and-garbage-collector#best-practices
To fix it you need to add
Thread.CurrentThread.Join(100)
For example, it may be added to PortOnDataReceived. This will allow finalization thread to run pending finalizers.

Multiple TcpListeners not working

I made an "Acceptor" class which in the cunstroctor it accepts an amount of TcpListeners. Starting from port 8484 and above.
class Acceptor
{
private List<TcpListener> Listeners;
private static int clientCount = 0;
private static int portStart = 8484;
public Acceptor(int capacity)
{
Listeners = new List<TcpListener>(capacity);
for (int i = 0; i < capacity; i++)
{
Listeners.Add(new TcpListener(IPAddress.Any, portStart));
portStart++;
}
foreach (TcpListener listener in Listeners)
{
try
{
listener.Start();
listener.BeginAcceptSocket(new AsyncCallback(EndAccept), null);
}
catch (SocketException ex)
{
Debug.WriteLine("Failed to start TcpListener, Error {0}.", ex.Message);
}
}
Debug.WriteLine(string.Format("Initiated {0} Listeners from 8484 - {1}.", capacity, portStart));
}
public void EndAccept(IAsyncResult IAR)
{
TcpListener Listener = (TcpListener)IAR.AsyncState;
Socket socket = Listener.EndAcceptSocket(IAR);
frmMain.Clients.Add(clientCount, new Client(socket));
Listener.Stop();
Listener = null;
clientCount++;
frmMain.Instance.UpdateClients();
}
}
However, that doesn't work. The program crashes when accepting a new connection, why's that?
You're passing null as the "state" in BeginAcceptSocket, thus the error when you attempt to cast it back and then use it.
Try changing this line:
listener.BeginAcceptSocket(new AsyncCallback(EndAccept), null);
To:
listener.BeginAcceptSocket(new AsyncCallback(EndAccept), listener);
This is how i implement a Listener:
public class EasySocketListener : IDisposable
{
private Socket _socket;
public void Start(int port)
{
_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_socket.Bind(new IPEndPoint(IPAddress.Any, port));
_socket.Listen(1);
StartAccepting();
}
private void StartAccepting()
{
try
{
_socket.BeginAccept((asyncResult) =>
{
try
{
Socket clientSocket = _socket.EndAccept(asyncResult);
if (OnSocketAccept != null)
OnSocketAccept(this, new SocketEventArgs(clientSocket));
StartAccepting();
}
catch { }
}, null);
}
catch { }
}
public void Dispose()
{
if (_socket != null)
{
_socket.Dispose();
_socket = null;
}
}
public event EventHandler<SocketEventArgs> OnSocketAccept;
}
This can accept multiple client sockets. When a client connects, the OnSocketAccept triggers.
Needs the SocketEventArgs:
public class SocketEventArgs : EventArgs
{
public Socket Socket { get; private set; }
public SocketEventArgs(Socket socket)
{
Socket = socket;
}
}
example:
private void Init()
{
_listener = new EasySocketListener();
_listener.OnSocketAccept += Listener_OnSocketAccept;
_listener.Start(port);
}
private void Listener_OnSocketAccept(object sender, SocketEventArgs e)
{
Debug.WriteLine( e.Socket.RemoteEndPoint );
}
This will come on my blog http://csharp.vanlangen.biz but haven't wrote it there yet. You can find some methods for reading asynchronous from a socket.

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