using System; using System.Net; using System.Net.Sockets; using System.Text; namespace NetCoreServer { /// <summary> /// UDP client is used to read/write data from/into the connected UDP server /// </summary> /// <remarks>Thread-safe</remarks> public class UdpClient : IDisposable { /// <summary> /// Initialize UDP client with a given server IP address and port number /// </summary> /// <param name="address">IP address</param> /// <param name="port">Port number</param> public UdpClient(IPAddress address, int port) : this(new IPEndPoint(address, port)) {} /// <summary> /// Initialize UDP client with a given server IP address and port number /// </summary> /// <param name="address">IP address</param> /// <param name="port">Port number</param> public UdpClient(string address, int port) : this(new IPEndPoint(IPAddress.Parse(address), port)) {} /// <summary> /// Initialize UDP client with a given DNS endpoint /// </summary> /// <param name="endpoint">DNS endpoint</param> public UdpClient(DnsEndPoint endpoint) : this(endpoint as EndPoint, endpoint.Host, endpoint.Port) {} /// <summary> /// Initialize UDP client with a given IP endpoint /// </summary> /// <param name="endpoint">IP endpoint</param> public UdpClient(IPEndPoint endpoint) : this(endpoint as EndPoint, endpoint.Address.ToString(), endpoint.Port) {} /// <summary> /// Initialize UDP client with a given endpoint, address and port /// </summary> /// <param name="endpoint">Endpoint</param> /// <param name="address">Server address</param> /// <param name="port">Server port</param> private UdpClient(EndPoint endpoint, string address, int port) { Id = Guid.NewGuid(); Address = address; Port = port; Endpoint = endpoint; } /// <summary> /// Client Id /// </summary> public Guid Id { get; } /// <summary> /// UDP server address /// </summary> public string Address { get; } /// <summary> /// UDP server port /// </summary> public int Port { get; } /// <summary> /// Endpoint /// </summary> public EndPoint Endpoint { get; private set; } /// <summary> /// Socket /// </summary> public Socket Socket { get; private set; } /// <summary> /// Number of bytes pending sent by the client /// </summary> public long BytesPending { get; private set; } /// <summary> /// Number of bytes sending by the client /// </summary> public long BytesSending { get; private set; } /// <summary> /// Number of bytes sent by the client /// </summary> public long BytesSent { get; private set; } /// <summary> /// Number of bytes received by the client /// </summary> public long BytesReceived { get; private set; } /// <summary> /// Number of datagrams sent by the client /// </summary> public long DatagramsSent { get; private set; } /// <summary> /// Number of datagrams received by the client /// </summary> public long DatagramsReceived { get; private set; } /// <summary> /// Option: dual mode socket /// </summary> /// <remarks> /// Specifies whether the Socket is a dual-mode socket used for both IPv4 and IPv6. /// Will work only if socket is bound on IPv6 address. /// </remarks> public bool OptionDualMode { get; set; } /// <summary> /// Option: reuse address /// </summary> /// <remarks> /// This option will enable/disable SO_REUSEADDR if the OS support this feature /// </remarks> public bool OptionReuseAddress { get; set; } /// <summary> /// Option: enables a socket to be bound for exclusive access /// </summary> /// <remarks> /// This option will enable/disable SO_EXCLUSIVEADDRUSE if the OS support this feature /// </remarks> public bool OptionExclusiveAddressUse { get; set; } /// <summary> /// Option: bind the socket to the multicast UDP server /// </summary> public bool OptionMulticast { get; set; } /// <summary> /// Option: receive buffer limit /// </summary> public int OptionReceiveBufferLimit { get; set; } = 0; /// <summary> /// Option: receive buffer size /// </summary> public int OptionReceiveBufferSize { get; set; } = 8192; /// <summary> /// Option: send buffer limit /// </summary> public int OptionSendBufferLimit { get; set; } = 0; /// <summary> /// Option: send buffer size /// </summary> public int OptionSendBufferSize { get; set; } = 8192; #region Connect/Disconnect client /// <summary> /// Is the client connected? /// </summary> public bool IsConnected { get; private set; } /// <summary> /// Create a new socket object /// </summary> /// <remarks> /// Method may be override if you need to prepare some specific socket object in your implementation. /// </remarks> /// <returns>Socket object</returns> protected virtual Socket CreateSocket() { return new Socket(Endpoint.AddressFamily, SocketType.Dgram, ProtocolType.Udp); } /// <summary> /// Connect the client (synchronous) /// </summary> /// <returns>'true' if the client was successfully connected, 'false' if the client failed to connect</returns> public virtual bool Connect() { if (IsConnected) return false; // Setup buffers _receiveBuffer = new Buffer(); _sendBuffer = new Buffer(); // Setup event args _receiveEventArg = new SocketAsyncEventArgs(); _receiveEventArg.Completed += OnAsyncCompleted; _sendEventArg = new SocketAsyncEventArgs(); _sendEventArg.Completed += OnAsyncCompleted; // Create a new client socket Socket = CreateSocket(); // Update the client socket disposed flag IsSocketDisposed = false; // Apply the option: reuse address Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, OptionReuseAddress); // Apply the option: exclusive address use Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ExclusiveAddressUse, OptionExclusiveAddressUse); // Apply the option: dual mode (this option must be applied before recieving/sending) if (Socket.AddressFamily == AddressFamily.InterNetworkV6) Socket.DualMode = OptionDualMode; // Call the client connecting handler OnConnecting(); try { // Bind the acceptor socket to the endpoint if (OptionMulticast) Socket.Bind(Endpoint); else { var endpoint = new IPEndPoint((Endpoint.AddressFamily == AddressFamily.InterNetworkV6) ? IPAddress.IPv6Any : IPAddress.Any, 0); Socket.Bind(endpoint); } } catch (SocketException ex) { // Call the client error handler SendError(ex.SocketErrorCode); // Reset event args _receiveEventArg.Completed -= OnAsyncCompleted; _sendEventArg.Completed -= OnAsyncCompleted; // Call the client disconnecting handler OnDisconnecting(); // Close the client socket Socket.Close(); // Dispose the client socket Socket.Dispose(); // Dispose event arguments _receiveEventArg.Dispose(); _sendEventArg.Dispose(); // Call the client disconnected handler OnDisconnected(); return false; } // Prepare receive endpoint _receiveEndpoint = new IPEndPoint((Endpoint.AddressFamily == AddressFamily.InterNetworkV6) ? IPAddress.IPv6Any : IPAddress.Any, 0); // Prepare receive & send buffers _receiveBuffer.Reserve(OptionReceiveBufferSize); // Reset statistic BytesPending = 0; BytesSending = 0; BytesSent = 0; BytesReceived = 0; DatagramsSent = 0; DatagramsReceived = 0; // Update the connected flag IsConnected = true; // Call the client connected handler OnConnected(); return true; } /// <summary> /// Disconnect the client (synchronous) /// </summary> /// <returns>'true' if the client was successfully disconnected, 'false' if the client is already disconnected</returns> public virtual bool Disconnect() { if (!IsConnected) return false; // Reset event args _receiveEventArg.Completed -= OnAsyncCompleted; _sendEventArg.Completed -= OnAsyncCompleted; // Call the client disconnecting handler OnDisconnecting(); try { // Close the client socket Socket.Close(); // Dispose the client socket Socket.Dispose(); // Dispose event arguments _receiveEventArg.Dispose(); _sendEventArg.Dispose(); // Update the client socket disposed flag IsSocketDisposed = true; } catch (ObjectDisposedException) {} // Update the connected flag IsConnected = false; // Update sending/receiving flags _receiving = false; _sending = false; // Clear send/receive buffers ClearBuffers(); // Call the client disconnected handler OnDisconnected(); return true; } /// <summary> /// Reconnect the client (synchronous) /// </summary> /// <returns>'true' if the client was successfully reconnected, 'false' if the client is already reconnected</returns> public virtual bool Reconnect() { if (!Disconnect()) return false; return Connect(); } #endregion #region Multicast group /// <summary> /// Setup multicast: bind the socket to the multicast UDP server /// </summary> /// <param name="enable">Enable/disable multicast</param> public virtual void SetupMulticast(bool enable) { OptionReuseAddress = enable; OptionMulticast = enable; } /// <summary> /// Join multicast group with a given IP address (synchronous) /// </summary> /// <param name="address">IP address</param> public virtual void JoinMulticastGroup(IPAddress address) { if (Endpoint.AddressFamily == AddressFamily.InterNetworkV6) Socket.SetSocketOption(SocketOptionLevel.IPv6, SocketOptionName.AddMembership, new IPv6MulticastOption(address)); else Socket.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.AddMembership, new MulticastOption(address)); // Call the client joined multicast group notification OnJoinedMulticastGroup(address); } /// <summary> /// Join multicast group with a given IP address (synchronous) /// </summary> /// <param name="address">IP address</param> public virtual void JoinMulticastGroup(string address) { JoinMulticastGroup(IPAddress.Parse(address)); } /// <summary> /// Leave multicast group with a given IP address (synchronous) /// </summary> /// <param name="address">IP address</param> public virtual void LeaveMulticastGroup(IPAddress address) { if (Endpoint.AddressFamily == AddressFamily.InterNetworkV6) Socket.SetSocketOption(SocketOptionLevel.IPv6, SocketOptionName.DropMembership, new IPv6MulticastOption(address)); else Socket.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.DropMembership, new MulticastOption(address)); // Call the client left multicast group notification OnLeftMulticastGroup(address); } /// <summary> /// Leave multicast group with a given IP address (synchronous) /// </summary> /// <param name="address">IP address</param> public virtual void LeaveMulticastGroup(string address) { LeaveMulticastGroup(IPAddress.Parse(address)); } #endregion #region Send/Receive data // Receive and send endpoints EndPoint _receiveEndpoint; EndPoint _sendEndpoint; // Receive buffer private bool _receiving; private Buffer _receiveBuffer; private SocketAsyncEventArgs _receiveEventArg; // Send buffer private bool _sending; private Buffer _sendBuffer; private SocketAsyncEventArgs _sendEventArg; /// <summary> /// Send datagram to the connected server (synchronous) /// </summary> /// <param name="buffer">Datagram buffer to send</param> /// <returns>Size of sent datagram</returns> public virtual long Send(byte[] buffer) => Send(buffer.AsSpan()); /// <summary> /// Send datagram to the connected server (synchronous) /// </summary> /// <param name="buffer">Datagram buffer to send</param> /// <param name="offset">Datagram buffer offset</param> /// <param name="size">Datagram buffer size</param> /// <returns>Size of sent datagram</returns> public virtual long Send(byte[] buffer, long offset, long size) => Send(buffer.AsSpan((int)offset, (int)size)); /// <summary> /// Send datagram to the connected server (synchronous) /// </summary> /// <param name="buffer">Datagram buffer to send as a span of bytes</param> /// <returns>Size of sent datagram</returns> public virtual long Send(ReadOnlySpan<byte> buffer) => Send(Endpoint, buffer); /// <summary> /// Send text to the connected server (synchronous) /// </summary> /// <param name="text">Text string to send</param> /// <returns>Size of sent datagram</returns> public virtual long Send(string text) => Send(Encoding.UTF8.GetBytes(text)); /// <summary> /// Send text to the connected server (synchronous) /// </summary> /// <param name="text">Text to send as a span of characters</param> /// <returns>Size of sent datagram</returns> public virtual long Send(ReadOnlySpan<char> text) => Send(Encoding.UTF8.GetBytes(text.ToArray())); /// <summary> /// Send datagram to the given endpoint (synchronous) /// </summary> /// <param name="endpoint">Endpoint to send</param> /// <param name="buffer">Datagram buffer to send</param> /// <returns>Size of sent datagram</returns> public virtual long Send(EndPoint endpoint, byte[] buffer) => Send(endpoint, buffer.AsSpan()); /// <summary> /// Send datagram to the given endpoint (synchronous) /// </summary> /// <param name="endpoint">Endpoint to send</param> /// <param name="buffer">Datagram buffer to send</param> /// <param name="offset">Datagram buffer offset</param> /// <param name="size">Datagram buffer size</param> /// <returns>Size of sent datagram</returns> public virtual long Send(EndPoint endpoint, byte[] buffer, long offset, long size) => Send(endpoint, buffer.AsSpan((int)offset, (int)size)); /// <summary> /// Send datagram to the given endpoint (synchronous) /// </summary> /// <param name="endpoint">Endpoint to send</param> /// <param name="buffer">Datagram buffer to send as a span of bytes</param> /// <returns>Size of sent datagram</returns> public virtual long Send(EndPoint endpoint, ReadOnlySpan<byte> buffer) { if (!IsConnected) return 0; if (buffer.IsEmpty) return 0; try { // Sent datagram to the server long sent = Socket.SendTo(buffer, SocketFlags.None, endpoint); if (sent > 0) { // Update statistic DatagramsSent++; BytesSent += sent; // Call the datagram sent handler OnSent(endpoint, sent); } return sent; } catch (ObjectDisposedException) { return 0; } catch (SocketException ex) { SendError(ex.SocketErrorCode); Disconnect(); return 0; } } /// <summary> /// Send text to the given endpoint (synchronous) /// </summary> /// <param name="endpoint">Endpoint to send</param> /// <param name="text">Text string to send</param> /// <returns>Size of sent datagram</returns> public virtual long Send(EndPoint endpoint, string text) => Send(endpoint, Encoding.UTF8.GetBytes(text)); /// <summary> /// Send text to the given endpoint (synchronous) /// </summary> /// <param name="endpoint">Endpoint to send</param> /// <param name="text">Text to send as a span of characters</param> /// <returns>Size of sent datagram</returns> public virtual long Send(EndPoint endpoint, ReadOnlySpan<char> text) => Send(endpoint, Encoding.UTF8.GetBytes(text.ToArray())); /// <summary> /// Send datagram to the connected server (asynchronous) /// </summary> /// <param name="buffer">Datagram buffer to send</param> /// <returns>'true' if the datagram was successfully sent, 'false' if the datagram was not sent</returns> public virtual bool SendAsync(byte[] buffer) => SendAsync(buffer.AsSpan()); /// <summary> /// Send datagram to the connected server (asynchronous) /// </summary> /// <param name="buffer">Datagram buffer to send</param> /// <param name="offset">Datagram buffer offset</param> /// <param name="size">Datagram buffer size</param> /// <returns>'true' if the datagram was successfully sent, 'false' if the datagram was not sent</returns> public virtual bool SendAsync(byte[] buffer, long offset, long size) => SendAsync(buffer.AsSpan((int)offset, (int)size)); /// <summary> /// Send datagram to the connected server (asynchronous) /// </summary> /// <param name="buffer">Datagram buffer to send as a span of bytes</param> /// <returns>'true' if the datagram was successfully sent, 'false' if the datagram was not sent</returns> public virtual bool SendAsync(ReadOnlySpan<byte> buffer) => SendAsync(Endpoint, buffer); /// <summary> /// Send text to the connected server (asynchronous) /// </summary> /// <param name="text">Text string to send</param> /// <returns>'true' if the text was successfully sent, 'false' if the text was not sent</returns> public virtual bool SendAsync(string text) => SendAsync(Encoding.UTF8.GetBytes(text)); /// <summary> /// Send text to the connected server (asynchronous) /// </summary> /// <param name="text">Text to send as a span of characters</param> /// <returns>'true' if the text was successfully sent, 'false' if the text was not sent</returns> public virtual bool SendAsync(ReadOnlySpan<char> text) => SendAsync(Encoding.UTF8.GetBytes(text.ToArray())); /// <summary> /// Send datagram to the given endpoint (asynchronous) /// </summary> /// <param name="endpoint">Endpoint to send</param> /// <param name="buffer">Datagram buffer to send</param> /// <returns>'true' if the datagram was successfully sent, 'false' if the datagram was not sent</returns> public virtual bool SendAsync(EndPoint endpoint, byte[] buffer) => SendAsync(endpoint, buffer.AsSpan()); /// <summary> /// Send datagram to the given endpoint (asynchronous) /// </summary> /// <param name="endpoint">Endpoint to send</param> /// <param name="buffer">Datagram buffer to send</param> /// <param name="offset">Datagram buffer offset</param> /// <param name="size">Datagram buffer size</param> /// <returns>'true' if the datagram was successfully sent, 'false' if the datagram was not sent</returns> public virtual bool SendAsync(EndPoint endpoint, byte[] buffer, long offset, long size) => SendAsync(endpoint, buffer.AsSpan((int)offset, (int)size)); /// <summary> /// Send datagram to the given endpoint (asynchronous) /// </summary> /// <param name="endpoint">Endpoint to send</param> /// <param name="buffer">Datagram buffer to send as a span of bytes</param> /// <returns>'true' if the datagram was successfully sent, 'false' if the datagram was not sent</returns> public virtual bool SendAsync(EndPoint endpoint, ReadOnlySpan<byte> buffer) { if (_sending) return false; if (!IsConnected) return false; if (buffer.IsEmpty) return true; // Check the send buffer limit if (((_sendBuffer.Size + buffer.Length) > OptionSendBufferLimit) && (OptionSendBufferLimit > 0)) { SendError(SocketError.NoBufferSpaceAvailable); return false; } // Fill the main send buffer _sendBuffer.Append(buffer); // Update statistic BytesSending = _sendBuffer.Size; // Update send endpoint _sendEndpoint = endpoint; // Try to send the main buffer TrySend(); return true; } /// <summary> /// Send text to the given endpoint (asynchronous) /// </summary> /// <param name="endpoint">Endpoint to send</param> /// <param name="text">Text string to send</param> /// <returns>'true' if the text was successfully sent, 'false' if the text was not sent</returns> public virtual bool SendAsync(EndPoint endpoint, string text) => SendAsync(endpoint, Encoding.UTF8.GetBytes(text)); /// <summary> /// Send text to the given endpoint (asynchronous) /// </summary> /// <param name="endpoint">Endpoint to send</param> /// <param name="text">Text to send as a span of characters</param> /// <returns>'true' if the text was successfully sent, 'false' if the text was not sent</returns> public virtual bool SendAsync(EndPoint endpoint, ReadOnlySpan<char> text) => SendAsync(endpoint, Encoding.UTF8.GetBytes(text.ToArray())); /// <summary> /// Receive a new datagram from the given endpoint (synchronous) /// </summary> /// <param name="endpoint">Endpoint to receive from</param> /// <param name="buffer">Datagram buffer to receive</param> /// <returns>Size of received datagram</returns> public virtual long Receive(ref EndPoint endpoint, byte[] buffer) { return Receive(ref endpoint, buffer, 0, buffer.Length); } /// <summary> /// Receive a new datagram from the given endpoint (synchronous) /// </summary> /// <param name="endpoint">Endpoint to receive from</param> /// <param name="buffer">Datagram buffer to receive</param> /// <param name="offset">Datagram buffer offset</param> /// <param name="size">Datagram buffer size</param> /// <returns>Size of received datagram</returns> public virtual long Receive(ref EndPoint endpoint, byte[] buffer, long offset, long size) { if (!IsConnected) return 0; if (size == 0) return 0; try { // Receive datagram from the server long received = Socket.ReceiveFrom(buffer, (int)offset, (int)size, SocketFlags.None, ref endpoint); // Update statistic DatagramsReceived++; BytesReceived += received; // Call the datagram received handler OnReceived(endpoint, buffer, offset, size); return received; } catch (ObjectDisposedException) { return 0; } catch (SocketException ex) { SendError(ex.SocketErrorCode); Disconnect(); return 0; } } /// <summary> /// Receive text from the given endpoint (synchronous) /// </summary> /// <param name="endpoint">Endpoint to receive from</param> /// <param name="size">Text size to receive</param> /// <returns>Received text</returns> public virtual string Receive(ref EndPoint endpoint, long size) { var buffer = new byte[size]; var length = Receive(ref endpoint, buffer); return Encoding.UTF8.GetString(buffer, 0, (int)length); } /// <summary> /// Receive datagram from the server (asynchronous) /// </summary> public virtual void ReceiveAsync() { // Try to receive datagram TryReceive(); } /// <summary> /// Try to receive new data /// </summary> private void TryReceive() { if (_receiving) return; if (!IsConnected) return; try { // Async receive with the receive handler _receiving = true; _receiveEventArg.RemoteEndPoint = _receiveEndpoint; _receiveEventArg.SetBuffer(_receiveBuffer.Data, 0, (int)_receiveBuffer.Capacity); if (!Socket.ReceiveFromAsync(_receiveEventArg)) ProcessReceiveFrom(_receiveEventArg); } catch (ObjectDisposedException) {} } /// <summary> /// Try to send pending data /// </summary> private void TrySend() { if (_sending) return; if (!IsConnected) return; try { // Async write with the write handler _sending = true; _sendEventArg.RemoteEndPoint = _sendEndpoint; _sendEventArg.SetBuffer(_sendBuffer.Data, 0, (int)(_sendBuffer.Size)); if (!Socket.SendToAsync(_sendEventArg)) ProcessSendTo(_sendEventArg); } catch (ObjectDisposedException) {} } /// <summary> /// Clear send/receive buffers /// </summary> private void ClearBuffers() { // Clear send buffers _sendBuffer.Clear(); // Update statistic BytesPending = 0; BytesSending = 0; } #endregion #region IO processing /// <summary> /// This method is called whenever a receive or send operation is completed on a socket /// </summary> private void OnAsyncCompleted(object sender, SocketAsyncEventArgs e) { if (IsSocketDisposed) return; // Determine which type of operation just completed and call the associated handler switch (e.LastOperation) { case SocketAsyncOperation.ReceiveFrom: ProcessReceiveFrom(e); break; case SocketAsyncOperation.SendTo: ProcessSendTo(e); break; default: throw new ArgumentException("The last operation completed on the socket was not a receive or send"); } } /// <summary> /// This method is invoked when an asynchronous receive from operation completes /// </summary> private void ProcessReceiveFrom(SocketAsyncEventArgs e) { _receiving = false; if (!IsConnected) return; // Disconnect on error if (e.SocketError != SocketError.Success) { SendError(e.SocketError); Disconnect(); return; } // Received some data from the server long size = e.BytesTransferred; // Update statistic DatagramsReceived++; BytesReceived += size; // Call the datagram received handler OnReceived(e.RemoteEndPoint, _receiveBuffer.Data, 0, size); // If the receive buffer is full increase its size if (_receiveBuffer.Capacity == size) { // Check the receive buffer limit if (((2 * size) > OptionReceiveBufferLimit) && (OptionReceiveBufferLimit > 0)) { SendError(SocketError.NoBufferSpaceAvailable); Disconnect(); return; } _receiveBuffer.Reserve(2 * size); } } /// <summary> /// This method is invoked when an asynchronous send to operation completes /// </summary> private void ProcessSendTo(SocketAsyncEventArgs e) { _sending = false; if (!IsConnected) return; // Disconnect on error if (e.SocketError != SocketError.Success) { SendError(e.SocketError); Disconnect(); return; } long sent = e.BytesTransferred; // Send some data to the server if (sent > 0) { // Update statistic BytesSending = 0; BytesSent += sent; // Clear the send buffer _sendBuffer.Clear(); // Call the buffer sent handler OnSent(_sendEndpoint, sent); } } #endregion #region Session handlers /// <summary> /// Handle client connecting notification /// </summary> protected virtual void OnConnecting() {} /// <summary> /// Handle client connected notification /// </summary> protected virtual void OnConnected() {} /// <summary> /// Handle client disconnecting notification /// </summary> protected virtual void OnDisconnecting() {} /// <summary> /// Handle client disconnected notification /// </summary> protected virtual void OnDisconnected() {} /// <summary> /// Handle client joined multicast group notification /// </summary> /// <param name="address">IP address</param> protected virtual void OnJoinedMulticastGroup(IPAddress address) {} /// <summary> /// Handle client left multicast group notification /// </summary> /// <param name="address">IP address</param> protected virtual void OnLeftMulticastGroup(IPAddress address) {} /// <summary> /// Handle datagram received notification /// </summary> /// <param name="endpoint">Received endpoint</param> /// <param name="buffer">Received datagram buffer</param> /// <param name="offset">Received datagram buffer offset</param> /// <param name="size">Received datagram buffer size</param> /// <remarks> /// Notification is called when another datagram was received from some endpoint /// </remarks> protected virtual void OnReceived(EndPoint endpoint, byte[] buffer, long offset, long size) {} /// <summary> /// Handle datagram sent notification /// </summary> /// <param name="endpoint">Endpoint of sent datagram</param> /// <param name="sent">Size of sent datagram buffer</param> /// <remarks> /// Notification is called when a datagram was sent to the server. /// This handler could be used to send another datagram to the server for instance when the pending size is zero. /// </remarks> protected virtual void OnSent(EndPoint endpoint, long sent) {} /// <summary> /// Handle error notification /// </summary> /// <param name="error">Socket error code</param> protected virtual void OnError(SocketError error) {} #endregion #region Error handling /// <summary> /// Send error notification /// </summary> /// <param name="error">Socket error code</param> private void SendError(SocketError error) { // Skip disconnect errors if ((error == SocketError.ConnectionAborted) || (error == SocketError.ConnectionRefused) || (error == SocketError.ConnectionReset) || (error == SocketError.OperationAborted) || (error == SocketError.Shutdown)) return; OnError(error); } #endregion #region IDisposable implementation /// <summary> /// Disposed flag /// </summary> public bool IsDisposed { get; private set; } /// <summary> /// Client socket disposed flag /// </summary> public bool IsSocketDisposed { get; private set; } = true; // Implement IDisposable. public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } protected virtual void Dispose(bool disposingManagedResources) { // The idea here is that Dispose(Boolean) knows whether it is // being called to do explicit cleanup (the Boolean is true) // versus being called due to a garbage collection (the Boolean // is false). This distinction is useful because, when being // disposed explicitly, the Dispose(Boolean) method can safely // execute code using reference type fields that refer to other // objects knowing for sure that these other objects have not been // finalized or disposed of yet. When the Boolean is false, // the Dispose(Boolean) method should not execute code that // refer to reference type fields because those objects may // have already been finalized." if (!IsDisposed) { if (disposingManagedResources) { // Dispose managed resources here... Disconnect(); } // Dispose unmanaged resources here... // Set large fields to null here... // Mark as disposed. IsDisposed = true; } } #endregion } }