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- using System;
- using System.Net;
- using System.Net.Sockets;
- using System.Text;
- using System.Threading;
- namespace NetCoreServer
- {
- /// <summary>
- /// TCP client is used to read/write data from/into the connected TCP server
- /// </summary>
- /// <remarks>Thread-safe</remarks>
- public class TcpClient : IDisposable
- {
- /// <summary>
- /// Initialize TCP client with a given server IP address and port number
- /// </summary>
- /// <param name="address">IP address</param>
- /// <param name="port">Port number</param>
- public TcpClient(IPAddress address, int port) : this(new IPEndPoint(address, port)) {}
- /// <summary>
- /// Initialize TCP client with a given server IP address and port number
- /// </summary>
- /// <param name="address">IP address</param>
- /// <param name="port">Port number</param>
- public TcpClient(string address, int port) : this(new IPEndPoint(IPAddress.Parse(address), port)) {}
- /// <summary>
- /// Initialize TCP client with a given DNS endpoint
- /// </summary>
- /// <param name="endpoint">DNS endpoint</param>
- public TcpClient(DnsEndPoint endpoint) : this(endpoint as EndPoint, endpoint.Host, endpoint.Port) {}
- /// <summary>
- /// Initialize TCP client with a given IP endpoint
- /// </summary>
- /// <param name="endpoint">IP endpoint</param>
- public TcpClient(IPEndPoint endpoint) : this(endpoint as EndPoint, endpoint.Address.ToString(), endpoint.Port) {}
- /// <summary>
- /// Initialize TCP 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 TcpClient(EndPoint endpoint, string address, int port)
- {
- Id = Guid.NewGuid();
- Address = address;
- Port = port;
- Endpoint = endpoint;
- }
- /// <summary>
- /// Client Id
- /// </summary>
- public Guid Id { get; }
- /// <summary>
- /// TCP server address
- /// </summary>
- public string Address { get; }
- /// <summary>
- /// TCP 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>
- /// 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: keep alive
- /// </summary>
- /// <remarks>
- /// This option will setup SO_KEEPALIVE if the OS support this feature
- /// </remarks>
- public bool OptionKeepAlive { get; set; }
- /// <summary>
- /// Option: TCP keep alive time
- /// </summary>
- /// <remarks>
- /// The number of seconds a TCP connection will remain alive/idle before keepalive probes are sent to the remote
- /// </remarks>
- public int OptionTcpKeepAliveTime { get; set; } = -1;
- /// <summary>
- /// Option: TCP keep alive interval
- /// </summary>
- /// <remarks>
- /// The number of seconds a TCP connection will wait for a keepalive response before sending another keepalive probe
- /// </remarks>
- public int OptionTcpKeepAliveInterval { get; set; } = -1;
- /// <summary>
- /// Option: TCP keep alive retry count
- /// </summary>
- /// <remarks>
- /// The number of TCP keep alive probes that will be sent before the connection is terminated
- /// </remarks>
- public int OptionTcpKeepAliveRetryCount { get; set; } = -1;
- /// <summary>
- /// Option: no delay
- /// </summary>
- /// <remarks>
- /// This option will enable/disable Nagle's algorithm for TCP protocol
- /// </remarks>
- public bool OptionNoDelay { 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
- private SocketAsyncEventArgs _connectEventArg;
- /// <summary>
- /// Is the client connecting?
- /// </summary>
- public bool IsConnecting { get; private set; }
- /// <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.Stream, ProtocolType.Tcp);
- }
- /// <summary>
- /// Connect the client (synchronous)
- /// </summary>
- /// <remarks>
- /// Please note that synchronous connect will not receive data automatically!
- /// You should use Receive() or ReceiveAsync() method manually after successful connection.
- /// </remarks>
- /// <returns>'true' if the client was successfully connected, 'false' if the client failed to connect</returns>
- public virtual bool Connect()
- {
- if (IsConnected || IsConnecting)
- return false;
- // Setup buffers
- _receiveBuffer = new Buffer();
- _sendBufferMain = new Buffer();
- _sendBufferFlush = new Buffer();
- // Setup event args
- _connectEventArg = new SocketAsyncEventArgs();
- _connectEventArg.RemoteEndPoint = Endpoint;
- _connectEventArg.Completed += OnAsyncCompleted;
- _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: dual mode (this option must be applied before connecting)
- if (Socket.AddressFamily == AddressFamily.InterNetworkV6)
- Socket.DualMode = OptionDualMode;
- // Call the client connecting handler
- OnConnecting();
- try
- {
- // Connect to the server
- Socket.Connect(Endpoint);
- }
- catch (SocketException ex)
- {
- // Call the client error handler
- SendError(ex.SocketErrorCode);
- // Reset event args
- _connectEventArg.Completed -= OnAsyncCompleted;
- _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
- _connectEventArg.Dispose();
- _receiveEventArg.Dispose();
- _sendEventArg.Dispose();
- // Call the client disconnected handler
- OnDisconnected();
- return false;
- }
- // Apply the option: keep alive
- if (OptionKeepAlive)
- Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.KeepAlive, true);
- if (OptionTcpKeepAliveTime >= 0)
- Socket.SetSocketOption(SocketOptionLevel.Tcp, SocketOptionName.TcpKeepAliveTime, OptionTcpKeepAliveTime);
- if (OptionTcpKeepAliveInterval >= 0)
- Socket.SetSocketOption(SocketOptionLevel.Tcp, SocketOptionName.TcpKeepAliveInterval, OptionTcpKeepAliveInterval);
- if (OptionTcpKeepAliveRetryCount >= 0)
- Socket.SetSocketOption(SocketOptionLevel.Tcp, SocketOptionName.TcpKeepAliveRetryCount, OptionTcpKeepAliveRetryCount);
- // Apply the option: no delay
- if (OptionNoDelay)
- Socket.SetSocketOption(SocketOptionLevel.Tcp, SocketOptionName.NoDelay, true);
- // Prepare receive & send buffers
- _receiveBuffer.Reserve(OptionReceiveBufferSize);
- _sendBufferMain.Reserve(OptionSendBufferSize);
- _sendBufferFlush.Reserve(OptionSendBufferSize);
- // Reset statistic
- BytesPending = 0;
- BytesSending = 0;
- BytesSent = 0;
- BytesReceived = 0;
- // Update the connected flag
- IsConnected = true;
- // Call the client connected handler
- OnConnected();
- // Call the empty send buffer handler
- if (_sendBufferMain.IsEmpty)
- OnEmpty();
- 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 && !IsConnecting)
- return false;
- // Cancel connecting operation
- if (IsConnecting)
- Socket.CancelConnectAsync(_connectEventArg);
- // Reset event args
- _connectEventArg.Completed -= OnAsyncCompleted;
- _receiveEventArg.Completed -= OnAsyncCompleted;
- _sendEventArg.Completed -= OnAsyncCompleted;
- // Call the client disconnecting handler
- OnDisconnecting();
- try
- {
- try
- {
- // Shutdown the socket associated with the client
- Socket.Shutdown(SocketShutdown.Both);
- }
- catch (SocketException) {}
- // Close the client socket
- Socket.Close();
- // Dispose the client socket
- Socket.Dispose();
- // Dispose event arguments
- _connectEventArg.Dispose();
- _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();
- }
- /// <summary>
- /// Connect the client (asynchronous)
- /// </summary>
- /// <returns>'true' if the client was successfully connected, 'false' if the client failed to connect</returns>
- public virtual bool ConnectAsync()
- {
- if (IsConnected || IsConnecting)
- return false;
- // Setup buffers
- _receiveBuffer = new Buffer();
- _sendBufferMain = new Buffer();
- _sendBufferFlush = new Buffer();
- // Setup event args
- _connectEventArg = new SocketAsyncEventArgs();
- _connectEventArg.RemoteEndPoint = Endpoint;
- _connectEventArg.Completed += OnAsyncCompleted;
- _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: dual mode (this option must be applied before connecting)
- if (Socket.AddressFamily == AddressFamily.InterNetworkV6)
- Socket.DualMode = OptionDualMode;
- // Update the connecting flag
- IsConnecting = true;
- // Call the client connecting handler
- OnConnecting();
- // Async connect to the server
- if (!Socket.ConnectAsync(_connectEventArg))
- ProcessConnect(_connectEventArg);
- return true;
- }
- /// <summary>
- /// Disconnect the client (asynchronous)
- /// </summary>
- /// <returns>'true' if the client was successfully disconnected, 'false' if the client is already disconnected</returns>
- public virtual bool DisconnectAsync() => Disconnect();
- /// <summary>
- /// Reconnect the client (asynchronous)
- /// </summary>
- /// <returns>'true' if the client was successfully reconnected, 'false' if the client is already reconnected</returns>
- public virtual bool ReconnectAsync()
- {
- if (!DisconnectAsync())
- return false;
- while (IsConnected)
- Thread.Yield();
- return ConnectAsync();
- }
- #endregion
- #region Send/Receive data
- // Receive buffer
- private bool _receiving;
- private Buffer _receiveBuffer;
- private SocketAsyncEventArgs _receiveEventArg;
- // Send buffer
- private readonly object _sendLock = new object();
- private bool _sending;
- private Buffer _sendBufferMain;
- private Buffer _sendBufferFlush;
- private SocketAsyncEventArgs _sendEventArg;
- private long _sendBufferFlushOffset;
- /// <summary>
- /// Send data to the server (synchronous)
- /// </summary>
- /// <param name="buffer">Buffer to send</param>
- /// <returns>Size of sent data</returns>
- public virtual long Send(byte[] buffer) => Send(buffer.AsSpan());
- /// <summary>
- /// Send data to the server (synchronous)
- /// </summary>
- /// <param name="buffer">Buffer to send</param>
- /// <param name="offset">Buffer offset</param>
- /// <param name="size">Buffer size</param>
- /// <returns>Size of sent data</returns>
- public virtual long Send(byte[] buffer, long offset, long size) => Send(buffer.AsSpan((int)offset, (int)size));
- /// <summary>
- /// Send data to the server (synchronous)
- /// </summary>
- /// <param name="buffer">Buffer to send as a span of bytes</param>
- /// <returns>Size of sent data</returns>
- public virtual long Send(ReadOnlySpan<byte> buffer)
- {
- if (!IsConnected)
- return 0;
- if (buffer.IsEmpty)
- return 0;
- // Sent data to the server
- long sent = Socket.Send(buffer, SocketFlags.None, out SocketError ec);
- if (sent > 0)
- {
- // Update statistic
- BytesSent += sent;
- // Call the buffer sent handler
- OnSent(sent, BytesPending + BytesSending);
- }
- // Check for socket error
- if (ec != SocketError.Success)
- {
- SendError(ec);
- Disconnect();
- }
- return sent;
- }
- /// <summary>
- /// Send text to the server (synchronous)
- /// </summary>
- /// <param name="text">Text string to send</param>
- /// <returns>Size of sent text</returns>
- public virtual long Send(string text) => Send(Encoding.UTF8.GetBytes(text));
- /// <summary>
- /// Send text to the server (synchronous)
- /// </summary>
- /// <param name="text">Text to send as a span of characters</param>
- /// <returns>Size of sent text</returns>
- public virtual long Send(ReadOnlySpan<char> text) => Send(Encoding.UTF8.GetBytes(text.ToArray()));
- /// <summary>
- /// Send data to the server (asynchronous)
- /// </summary>
- /// <param name="buffer">Buffer to send</param>
- /// <returns>'true' if the data was successfully sent, 'false' if the client is not connected</returns>
- public virtual bool SendAsync(byte[] buffer) => SendAsync(buffer.AsSpan());
- /// <summary>
- /// Send data to the server (asynchronous)
- /// </summary>
- /// <param name="buffer">Buffer to send</param>
- /// <param name="offset">Buffer offset</param>
- /// <param name="size">Buffer size</param>
- /// <returns>'true' if the data was successfully sent, 'false' if the client is not connected</returns>
- public virtual bool SendAsync(byte[] buffer, long offset, long size) => SendAsync(buffer.AsSpan((int)offset, (int)size));
- /// <summary>
- /// Send data to the server (asynchronous)
- /// </summary>
- /// <param name="buffer">Buffer to send as a span of bytes</param>
- /// <returns>'true' if the data was successfully sent, 'false' if the client is not connected</returns>
- public virtual bool SendAsync(ReadOnlySpan<byte> buffer)
- {
- if (!IsConnected)
- return false;
- if (buffer.IsEmpty)
- return true;
- lock (_sendLock)
- {
- // Check the send buffer limit
- if (((_sendBufferMain.Size + buffer.Length) > OptionSendBufferLimit) && (OptionSendBufferLimit > 0))
- {
- SendError(SocketError.NoBufferSpaceAvailable);
- return false;
- }
- // Fill the main send buffer
- _sendBufferMain.Append(buffer);
- // Update statistic
- BytesPending = _sendBufferMain.Size;
- // Avoid multiple send handlers
- if (_sending)
- return true;
- else
- _sending = true;
- // Try to send the main buffer
- TrySend();
- }
- return true;
- }
- /// <summary>
- /// Send text to the server (asynchronous)
- /// </summary>
- /// <param name="text">Text string to send</param>
- /// <returns>'true' if the text was successfully sent, 'false' if the client is not connected</returns>
- public virtual bool SendAsync(string text) => SendAsync(Encoding.UTF8.GetBytes(text));
- /// <summary>
- /// Send text to the 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 client is not connected</returns>
- public virtual bool SendAsync(ReadOnlySpan<char> text) => SendAsync(Encoding.UTF8.GetBytes(text.ToArray()));
- /// <summary>
- /// Receive data from the server (synchronous)
- /// </summary>
- /// <param name="buffer">Buffer to receive</param>
- /// <returns>Size of received data</returns>
- public virtual long Receive(byte[] buffer) { return Receive(buffer, 0, buffer.Length); }
- /// <summary>
- /// Receive data from the server (synchronous)
- /// </summary>
- /// <param name="buffer">Buffer to receive</param>
- /// <param name="offset">Buffer offset</param>
- /// <param name="size">Buffer size</param>
- /// <returns>Size of received data</returns>
- public virtual long Receive(byte[] buffer, long offset, long size)
- {
- if (!IsConnected)
- return 0;
- if (size == 0)
- return 0;
- // Receive data from the server
- long received = Socket.Receive(buffer, (int)offset, (int)size, SocketFlags.None, out SocketError ec);
- if (received > 0)
- {
- // Update statistic
- BytesReceived += received;
- // Call the buffer received handler
- OnReceived(buffer, 0, received);
- }
- // Check for socket error
- if (ec != SocketError.Success)
- {
- SendError(ec);
- Disconnect();
- }
- return received;
- }
- /// <summary>
- /// Receive text from the server (synchronous)
- /// </summary>
- /// <param name="size">Text size to receive</param>
- /// <returns>Received text</returns>
- public virtual string Receive(long size)
- {
- var buffer = new byte[size];
- var length = Receive(buffer);
- return Encoding.UTF8.GetString(buffer, 0, (int)length);
- }
- /// <summary>
- /// Receive data from the server (asynchronous)
- /// </summary>
- public virtual void ReceiveAsync()
- {
- // Try to receive data from the server
- TryReceive();
- }
- /// <summary>
- /// Try to receive new data
- /// </summary>
- private void TryReceive()
- {
- if (_receiving)
- return;
- if (!IsConnected)
- return;
- bool process = true;
- while (process)
- {
- process = false;
- try
- {
- // Async receive with the receive handler
- _receiving = true;
- _receiveEventArg.SetBuffer(_receiveBuffer.Data, 0, (int)_receiveBuffer.Capacity);
- if (!Socket.ReceiveAsync(_receiveEventArg))
- process = ProcessReceive(_receiveEventArg);
- }
- catch (ObjectDisposedException) {}
- }
- }
- /// <summary>
- /// Try to send pending data
- /// </summary>
- private void TrySend()
- {
- if (!IsConnected)
- return;
- bool empty = false;
- bool process = true;
- while (process)
- {
- process = false;
- lock (_sendLock)
- {
- // Is previous socket send in progress?
- if (_sendBufferFlush.IsEmpty)
- {
- // Swap flush and main buffers
- _sendBufferFlush = Interlocked.Exchange(ref _sendBufferMain, _sendBufferFlush);
- _sendBufferFlushOffset = 0;
- // Update statistic
- BytesPending = 0;
- BytesSending += _sendBufferFlush.Size;
- // Check if the flush buffer is empty
- if (_sendBufferFlush.IsEmpty)
- {
- // Need to call empty send buffer handler
- empty = true;
- // End sending process
- _sending = false;
- }
- }
- else
- return;
- }
- // Call the empty send buffer handler
- if (empty)
- {
- OnEmpty();
- return;
- }
- try
- {
- // Async write with the write handler
- _sendEventArg.SetBuffer(_sendBufferFlush.Data, (int)_sendBufferFlushOffset, (int)(_sendBufferFlush.Size - _sendBufferFlushOffset));
- if (!Socket.SendAsync(_sendEventArg))
- process = ProcessSend(_sendEventArg);
- }
- catch (ObjectDisposedException) {}
- }
- }
- /// <summary>
- /// Clear send/receive buffers
- /// </summary>
- private void ClearBuffers()
- {
- lock (_sendLock)
- {
- // Clear send buffers
- _sendBufferMain.Clear();
- _sendBufferFlush.Clear();
- _sendBufferFlushOffset= 0;
- // 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.Connect:
- ProcessConnect(e);
- break;
- case SocketAsyncOperation.Receive:
- if (ProcessReceive(e))
- TryReceive();
- break;
- case SocketAsyncOperation.Send:
- if (ProcessSend(e))
- TrySend();
- 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 connect operation completes
- /// </summary>
- private void ProcessConnect(SocketAsyncEventArgs e)
- {
- IsConnecting = false;
- if (e.SocketError == SocketError.Success)
- {
- // Apply the option: keep alive
- if (OptionKeepAlive)
- Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.KeepAlive, true);
- if (OptionTcpKeepAliveTime >= 0)
- Socket.SetSocketOption(SocketOptionLevel.Tcp, SocketOptionName.TcpKeepAliveTime, OptionTcpKeepAliveTime);
- if (OptionTcpKeepAliveInterval >= 0)
- Socket.SetSocketOption(SocketOptionLevel.Tcp, SocketOptionName.TcpKeepAliveInterval, OptionTcpKeepAliveInterval);
- if (OptionTcpKeepAliveRetryCount >= 0)
- Socket.SetSocketOption(SocketOptionLevel.Tcp, SocketOptionName.TcpKeepAliveRetryCount, OptionTcpKeepAliveRetryCount);
- // Apply the option: no delay
- if (OptionNoDelay)
- Socket.SetSocketOption(SocketOptionLevel.Tcp, SocketOptionName.NoDelay, true);
- // Prepare receive & send buffers
- _receiveBuffer.Reserve(OptionReceiveBufferSize);
- _sendBufferMain.Reserve(OptionSendBufferSize);
- _sendBufferFlush.Reserve(OptionSendBufferSize);
- // Reset statistic
- BytesPending = 0;
- BytesSending = 0;
- BytesSent = 0;
- BytesReceived = 0;
- // Update the connected flag
- IsConnected = true;
- // Try to receive something from the server
- TryReceive();
- // Check the socket disposed state: in some rare cases it might be disconnected while receiving!
- if (IsSocketDisposed)
- return;
- // Call the client connected handler
- OnConnected();
- // Call the empty send buffer handler
- if (_sendBufferMain.IsEmpty)
- OnEmpty();
- }
- else
- {
- // Call the client disconnected handler
- SendError(e.SocketError);
- OnDisconnected();
- }
- }
- /// <summary>
- /// This method is invoked when an asynchronous receive operation completes
- /// </summary>
- private bool ProcessReceive(SocketAsyncEventArgs e)
- {
- if (!IsConnected)
- return false;
- long size = e.BytesTransferred;
- // Received some data from the server
- if (size > 0)
- {
- // Update statistic
- BytesReceived += size;
- // Call the buffer received handler
- OnReceived(_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);
- DisconnectAsync();
- return false;
- }
- _receiveBuffer.Reserve(2 * size);
- }
- }
- _receiving = false;
- // Try to receive again if the client is valid
- if (e.SocketError == SocketError.Success)
- {
- // If zero is returned from a read operation, the remote end has closed the connection
- if (size > 0)
- return true;
- else
- DisconnectAsync();
- }
- else
- {
- SendError(e.SocketError);
- DisconnectAsync();
- }
- return false;
- }
- /// <summary>
- /// This method is invoked when an asynchronous send operation completes
- /// </summary>
- private bool ProcessSend(SocketAsyncEventArgs e)
- {
- if (!IsConnected)
- return false;
- long size = e.BytesTransferred;
- // Send some data to the server
- if (size > 0)
- {
- // Update statistic
- BytesSending -= size;
- BytesSent += size;
- // Increase the flush buffer offset
- _sendBufferFlushOffset += size;
- // Successfully send the whole flush buffer
- if (_sendBufferFlushOffset == _sendBufferFlush.Size)
- {
- // Clear the flush buffer
- _sendBufferFlush.Clear();
- _sendBufferFlushOffset = 0;
- }
- // Call the buffer sent handler
- OnSent(size, BytesPending + BytesSending);
- }
- // Try to send again if the client is valid
- if (e.SocketError == SocketError.Success)
- return true;
- else
- {
- SendError(e.SocketError);
- DisconnectAsync();
- return false;
- }
- }
- #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 buffer received notification
- /// </summary>
- /// <param name="buffer">Received buffer</param>
- /// <param name="offset">Received buffer offset</param>
- /// <param name="size">Received buffer size</param>
- /// <remarks>
- /// Notification is called when another part of buffer was received from the server
- /// </remarks>
- protected virtual void OnReceived(byte[] buffer, long offset, long size) {}
- /// <summary>
- /// Handle buffer sent notification
- /// </summary>
- /// <param name="sent">Size of sent buffer</param>
- /// <param name="pending">Size of pending buffer</param>
- /// <remarks>
- /// Notification is called when another part of buffer was sent to the server.
- /// This handler could be used to send another buffer to the server for instance when the pending size is zero.
- /// </remarks>
- protected virtual void OnSent(long sent, long pending) {}
- /// <summary>
- /// Handle empty send buffer notification
- /// </summary>
- /// <remarks>
- /// Notification is called when the send buffer is empty and ready for a new data to send.
- /// This handler could be used to send another buffer to the server.
- /// </remarks>
- protected virtual void OnEmpty() {}
- /// <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...
- DisconnectAsync();
- }
- // Dispose unmanaged resources here...
- // Set large fields to null here...
- // Mark as disposed.
- IsDisposed = true;
- }
- }
- #endregion
- }
- }
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