Esempio n. 1
0
 public SimplexAsyncTransitStrategy(INetworkConnection con)
 {
     m_OwningConnection            = con;
     LastUDPACKReceived            = DateTime.MinValue;
     m_TCPSockState                = new SockState(null, 0, null);
     m_TCPSockState.AsyncEventArgs = new SocketAsyncEventArgs();
 }
Esempio n. 2
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        // Add a SocketAsyncEventArg instance to the pool.
        // "item" = SocketAsyncEventArgs instance to add to the pool.
        public void Push(SocketAsyncEventArgs item)
        {
            if (item == null)
            {
                throw new ArgumentNullException("Items added to a SocketAsyncEventArgsPool cannot be null");
            }

            SockState state = item.UserToken as SockState;

#if !SILVERLIGHT
            item.AcceptSocket = null;
#endif
            if (state != null)
            {
                state.Reset();
            }

            if (!state.IsCached)
            {
                return;
            }

            lock (this.pool)
            {
                this.pool.Push(item);
            }
        }
Esempio n. 3
0
        // Removes a SocketAsyncEventArgs instance from the pool.
        // returns SocketAsyncEventArgs removed from the pool.
        public SocketAsyncEventArgs Pop()
        {
            lock (this.pool)
            {
                SocketAsyncEventArgs args = null;
                if (pool.Count > 0)
                {
                    args = this.pool.Pop();
                }
                else
                {
                    args = new SocketAsyncEventArgs();
                    byte[] buffer = new byte[1024];

                    args.SetBuffer(buffer, 0, buffer.Length);

                    SockState recState = new SockState(args, buffer.Length, null);
                    recState.IsCached          = false;
                    recState.ID                = Interlocked.Decrement(ref SockStateID);
                    args.UserToken             = recState;
                    recState.BufferBlockOffset = 0;
                    recState.BufferBlockLength = 1024;
                }
                return(args);
            }
        }
        public void AssembleInboundPacket(byte[] buffer, int bytesReceived, SockState state)
        {
            try
            {
                int incomingPointer = 0; // how much of the incoming data have we read

                while (incomingPointer < bytesReceived)
                {
                    if (state.MessageLength == -1) // don't know how long the message is, still need to read the envelope
                    {
                        int leftForEnvelope = SockState.EnvelopeLength - state.PacketBufferPointer.Position;
                        int numToCopy       = leftForEnvelope;
                        int leftInBlock     = bytesReceived - incomingPointer;
                        if (numToCopy > leftInBlock)
                        {
                            numToCopy = leftInBlock;
                        }

                        Util.Copy(buffer, state.BufferBlockOffset + incomingPointer, state.PacketBuffer, state.PacketBufferPointer.Advance(numToCopy), numToCopy);
                        incomingPointer += numToCopy;

                        if (state.PacketBufferPointer.Position >= SockState.EnvelopeLength)
                        {
                            state.MessageLength   = BitConverter.ToInt32(state.PacketBuffer, 0);
                            state.PacketTypeID    = BitConverter.ToInt32(state.PacketBuffer, 4);
                            state.PacketSubTypeID = BitConverter.ToInt32(state.PacketBuffer, 8);// state.PacketBuffer[8];
                            state.Flags           = (PacketFlags)state.PacketBuffer[12];
                            state.PacketBufferPointer.Reset();
                            state.PacketBuffer = new byte[state.MessageLength];
                            continue;
                        }

                        return;
                    }

                    int bytesNeededToCompleteMessage = state.PacketBuffer.Length - state.PacketBufferPointer.Position;
                    int bytesToRead = bytesNeededToCompleteMessage;
                    if (bytesToRead > bytesReceived - incomingPointer)
                    {
                        bytesToRead = bytesReceived - incomingPointer;
                    }

                    Util.Copy(buffer, state.BufferBlockOffset + incomingPointer, state.PacketBuffer, state.PacketBufferPointer.Advance(bytesToRead), bytesToRead);
                    incomingPointer += bytesToRead;

                    if (state.PacketBufferPointer.Position >= state.MessageLength)
                    {
                        DeserializePacket(state);
                        state.Reset();
                    }
                }
            }
            catch (Exception readExc)
            {
                Log.LogMsg(readExc.Message + ": Shutting down socket.\r\n" + readExc.StackTrace);
                KillConnection("");
            }
        }
        /// <summary>
        /// Builds a packet object, given a raw binary buffer and some misc info
        /// </summary>
        /// <param name="state"></param>
        public void DeserializePacket(SockState state)
        {
            try
            {
                OnPacketReceived();
                // at this point, the envelope bytes have been chopped off
                byte[] body = OnPacketDataArrived(state.PacketBuffer, 0, state.PacketBuffer.Length, state.Flags);
                if (body == null || body.Length < 1)
                {
                    KillConnection("Authentication/Encryption Key error.");
                    return;
                }

                //Log.LogMsg("Deserializing packet type " + state.PacketTypeID.ToString());
                Packet newPacket = CreatePacket(state.PacketTypeID, state.PacketSubTypeID, state.Flags, body);
                newPacket.PacketSubTypeID = state.PacketSubTypeID;
                newPacket.RemoteEndPoint  = state.AsyncEventArgs.RemoteEndPoint as IPEndPoint;

                // Send delivery confirmation, check for duplicate packets, etc
                if (OnBeforePacketProcessed(newPacket))
                {
                    // do not ever delay clock sync packets, no matter what. clock sync packets are used to
                    // calculate latencies and to sync game clocks. waiting to respond is not an option, but since
                    // the handler for this packet is deep in the root NetworkConnection hiearchy, it shouldn't
                    // intefere, even with a client that otherwise delays packet handling
                    if (newPacket.PacketTypeID == (int)PacketType.ClockSync)
                    {
                        HandlePacket(newPacket);
                    }

                    // Determine if the packet should be handled immediately or late
                    else if (ProcessIncomingPacketsImmediately)
                    {
                        HandlePacket(newPacket);
                    }
                    else
                    {
                        lock (m_InboxLocker)
                        {
                            m_Inbox.Enqueue(newPacket);
                        }
                    }
                }
            }
            catch (Exception e)
            {
                Log.LogMsg("Exception in DeserializePacket: " + e.Message);
                KillConnection("Deserialize error. " + e.Message);
            }
        }
Esempio n. 6
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        public bool StartListening(AddressFamily family, int port, Func <IPEndPoint, INetworkConnection> getConMethod)
        {
            try
            {
                GetConnnection = getConMethod;
                if (Socket == null)
                {
                    Socket = new System.Net.Sockets.Socket(family, SocketType.Dgram, ProtocolType.Udp);
                    Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
                    Socket.ExclusiveAddressUse = false;
                    if (family == AddressFamily.InterNetworkV6)
                    {
                        Socket.SetSocketOption(SocketOptionLevel.IPv6, (SocketOptionName)27, 0);     // set IPV6Only to false.  enables dual mode socket - V4+v6
                        Socket.Bind(new IPEndPoint(IPAddress.IPv6Any, port));
                    }
                    else
                    {
                        Socket.Bind(new IPEndPoint(IPAddress.Any, port));
                    }
                }
                Port = ((IPEndPoint)Socket.LocalEndPoint).Port;

                m_ListenArgs     = new byte[1024];
                m_ListenerThread = new Thread(new ThreadStart(DoListen));
                m_ListenerThread.IsBackground = true;
                m_ListenerThread.Name         = "UDPListenerSimplex Read Thread";

                m_State = new SockState(null, 1024, null);


                if (family == AddressFamily.InterNetworkV6)
                {
                    m_EndPoint = new IPEndPoint(IPAddress.IPv6Any, 0);
                }
                else
                {
                    m_EndPoint = new IPEndPoint(IPAddress.Any, 0);
                }

                m_ListenerThread.Start();
            }
            catch (Exception e)
            {
                Log.LogMsg("UDPListenerSimplex - error start listen: " + e.Message);
                return(false);
            }
            Listening = true;
            Log.LogMsg("UDPListenerSimplex - Listening for UDP traffic on port " + port.ToString());
            return(true);
        }
Esempio n. 7
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        public static void Init(int bufferSize, int maxClients, int maxAcceptSockets)
        {
            maxClients *= 2; // each client has two sockets

            if (IsInitialized)
            {
                return;
            }

            IsInitialized = true;

            int total = bufferSize * ((maxClients * 2) + maxAcceptSockets + 3);

            m_Buffer = new BufferManager(total, bufferSize);

            m_PoolOfReadEventArgs   = new SocketAsyncEventArgsStack(maxClients + 1);
            m_PoolOfAcceptEventArgs = new SocketAsyncEventArgsStack(maxAcceptSockets + 1);
            m_PoolOfSendEventArgs   = new SocketAsyncEventArgsStack(maxClients + 1);

            // Allocate one large byte buffer block, which all I/O operations will
            //use a piece of. This gaurds against memory fragmentation.
            m_Buffer.InitBuffer();

            // Let's make 1 extra SAEA to spare for each operation. If we do that, then we have to
            // consider it when we specify the buffer block's size in SocketListener
            // constructor.

            int[] maxOps = new int[] { maxClients + 1, maxClients + 1, maxAcceptSockets + 1 };
            SocketAsyncEventArgsStack[] pools = new SocketAsyncEventArgsStack[] { m_PoolOfSendEventArgs, m_PoolOfReadEventArgs, m_PoolOfAcceptEventArgs };

            for (int x = 0; x < maxOps.Length; x++)
            {
                for (int i = 0; i < maxOps[x]; i++)
                {
                    SocketAsyncEventArgs args = new SocketAsyncEventArgs();

                    // assign a byte buffer from the buffer block to
                    //this particular SocketAsyncEventArg object
                    m_Buffer.SetBuffer(args);

                    SockState recState = new SockState(args, bufferSize, pools[x]);
                    recState.ID                = i + 1;
                    args.UserToken             = recState;
                    recState.BufferBlockOffset = args.Offset;

                    // add this SocketAsyncEventArg object to the pool.
                    pools[x].Push(args);
                }
            }
        }
Esempio n. 8
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        /// <summary>
        /// Gets called when a receive operation resolves.  If we were listening for data and the connection
        /// closed, that also counts as a receive operation resolving.
        /// </summary>
        /// <param name="args"></param>
        private void OnReceiveResolved(SocketAsyncEventArgs args)
        {
            // Log.LogMsg("Testy 21");
            // Log.LogMsg("==>++++ Async RECEIVE Op Completed - #" + ((SockState)args.UserToken).ID.ToString() + "#");
            try
            {
                if (!OwningConnection.IsAlive && args.BytesTransferred > 0)
                {
                    // Log.LogMsg("Testy 22");
                    return;
                }

                SockState state = args.UserToken as SockState;
                // If there was a socket error, close the connection. This is NOT a normal
                // situation, if you get an error here.
                if (args.SocketError != SocketError.Success)
                {
                    // Log.LogMsg("Testy 222");
                    OwningConnection.KillConnection("Connection lost! Network receive error: " + args.SocketError);
                    //Jump out of the ProcessReceive method.
                    return;
                }

                // If no data was received, close the connection. This is a NORMAL
                // situation that shows when the client has finished sending data.
                if (args.BytesTransferred == 0)
                {
                    // Log.LogMsg("Testy 223");
                    OwningConnection.KillConnection("Connection closed by remote host.");
                    return;
                }

                //// Log.LogMsg("Testy 224");
                OwningConnection.ReceivedBytes(args.BytesTransferred);
                // restart listening process
                //// Log.LogMsg("Testy 225");
                OwningConnection.AssembleInboundPacket(args, state);
                //// Log.LogMsg("Testy 226");
                ListenForDataOnSocket();
            }
            catch (Exception ex)
            {
                //// Log.LogMsg("Testy 23");
                Log.LogMsg("Error ProcessReceive. " + ex.Message);
                OwningConnection.KillConnection("Error receive. " + ex.Message);
            }
        }
Esempio n. 9
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        public static void PushAcceptEventArg(SocketAsyncEventArgs args, EventHandler <SocketAsyncEventArgs> oldIOCompletedHandler)
        {
            args.Completed -= oldIOCompletedHandler;
            if (m_PoolOfAcceptEventArgs != null)
            {
                m_PoolOfAcceptEventArgs.Push(args);
                //Log.LogMsg("==> Pushed accept arg #" + ((SockState)args.UserToken).ID.ToString() + "#.  There are " + m_PoolOfAcceptEventArgs.Count.ToString() + " left");
            }
            else
            {
#if !SILVERLIGHT
                args.AcceptSocket = null;
#endif
                SockState state = args.UserToken as SockState;
                if (state != null)
                {
                    state.Reset();
                }
            }
        }
Esempio n. 10
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        /// <summary>
        /// Gets called when a receive operation resolves.  If we were listening for data and the connection
        /// closed, that also counts as a receive operation resolving.
        /// </summary>
        /// <param name="args"></param>
        private void OnReceiveResolved(bool isUDP, byte[] buffer, int bytesReceived, SocketError status, SockState sockState)
        {
            SocketDebug(10);
            //// Log.LogMsg("==>++++ Async RECEIVE Op Completed - #" + ((SockState)args.UserToken).ID.ToString() + "#");
            try
            {
                if (!OwningConnection.IsAlive && bytesReceived > 0)
                {
                    return;
                }

                // If there was a socket error, close the connection. This is NOT a normal
                // situation, if you get an error here.
                if (status != SocketError.Success)
                {
                    if (!OwningConnection.ShuttingDown)
                    {
                        SocketDebug(11);
                        OwningConnection.KillConnection("Connection lost! Network receive error: " + status);
                    }
                    //Jump out of the ProcessReceive method.
                    return;
                }

                SocketDebug(12);
                m_TCPSockState.AsyncEventArgs.RemoteEndPoint = OwningConnection.MyTCPSocket.RemoteEndPoint;

                // If no data was received, close the connection. This is a NORMAL
                // situation that shows when the client has finished sending data.
                if (bytesReceived == 0)
                {
                    if (!OwningConnection.ShuttingDown)
                    {
                        OwningConnection.KillConnection("Connection closed by remote host.");
                    }
                    return;
                }

                OwningConnection.ReceivedBytes(bytesReceived);

                // restart listening process
                OwningConnection.AssembleInboundPacket(buffer, bytesReceived, sockState);
            }
            catch (ThreadAbortException abort)
            {
            }
            catch (Exception ex)
            {
                Log.LogMsg("Error ProcessReceive. " + ex.Message);
                OwningConnection.KillConnection("Error receive. " + ex.Message);
            }
        }
Esempio n. 11
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        /// <summary>
        /// Gets called when a send operation resolves.
        /// </summary>
        private void OnSendResolved(SocketAsyncEventArgs args, SockState state)
        {
            //// Log.LogMsg("Testy 13");
            try
            {
                OwningConnection.SentBytes(state.PacketBufferPointer.Position);
                bool isUDP = (state.Flags & PacketFlags.UDP) != 0;
                //Log.LogMsg("==>#### Async SEND Op Completed - #" + ((SockState)args.UserToken).ID.ToString() + "#");
                if (args.SocketError == SocketError.Success)
                {
                    //// Log.LogMsg("Testy 14");
                    state.PacketBufferPointer.Advance(args.BytesTransferred);
                    if (state.PacketBufferPointer.Position >= state.PacketBuffer.Length)
                    {
                        OwningConnection.PacketSent();
                        // Done sending packet.
                        state.Reset();
                        //Log.LogMsg("==>Done sending packet. Sent " + state.PacketBufferPointer.Position.ToString() + " bytes.");

                        // done sending packet, see if we have anything in the queue ready to go
                        bool             more  = false;
                        Queue <NetQItem> sendQ = isUDP ? m_SendQueueUDP : m_SendQueue;
                        lock (sendQ)
                        {
                            if (sendQ.Count > 0)
                            {
                                NetQItem itm = sendQ.Dequeue();
                                state.PacketBuffer = itm.Data;
                                state.Flags        = itm.Flags;
                                more = true;
                            }
                            else
                            {
                                // release the sending lock
                                if (isUDP)
                                {
                                    //Log.LogMsg("UDP send queue emptied.");
                                    Interlocked.Exchange(ref m_SendingUDP, 0);
                                }
                                else
                                {
                                    //Log.LogMsg("TCP send queue emptied.");
                                    Interlocked.Exchange(ref m_Sending, 0);
                                }
                            }
                        }

                        if (more)
                        {
                            //// Log.LogMsg("Testy 15");
                            SendBuffer(args, state, isUDP);
                        }

                        return;
                    }
                    else
                    {
                        //// Log.LogMsg("Testy 16");
                        // not done sending.  send again.
                        //Log.LogMsg("==>Continuing send.  " + state.PacketBufferPointer.Position.ToString() + " / " + state.PacketBuffer.Length.ToString() + " sent so far.");
                        SendBuffer(args, state, isUDP);
                    }
                }
                else
                {
                    //If we are in this else-statement, there was a socket error.
                    OwningConnection.KillConnection("Error sending packet. " + args.SocketError.ToString());
                }
            }
            catch (Exception ex)
            {
                //// Log.LogMsg("Testy 17");
                Log.LogMsg("Failed to ProcessSend. " + ex.Message);
                OwningConnection.KillConnection("Send error. " + ex.Message);
            }
        }
Esempio n. 12
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        /// <summary>
        /// We dont usually send everything all at once in the buffer.  This method sends what's in the buffer out in a piece by piece fashion.
        /// </summary>
        private void SendBuffer(SocketAsyncEventArgs args, SockState state, bool isUDP)
        {
            try
            {
#if !SILVERLIGHT
                //Log.LogMsg("==>$$$$ Async SEND op started - #" + ((SockState)args.UserToken).ID.ToString() + "#");
                if (!OwningConnection.BlockingMode)
#endif
                {
                    int toSend = state.PacketBuffer.Length - state.PacketBufferPointer.Position;
                    if (toSend > state.BufferBlockLength)
                    {
                        toSend = state.BufferBlockLength;
                    }

                    args.SetBuffer(state.BufferBlockOffset, toSend);
                    Util.Copy(state.PacketBuffer, state.PacketBufferPointer.Position, args.Buffer, state.BufferBlockOffset, toSend);

                    Socket socket = OwningConnection.MyTCPSocket;
#if !SILVERLIGHT
                    if (isUDP)
                    {
                        socket = OwningConnection.MyUDPSocket;
                        //Log.LogMsg("UDP Send Target = " + SendTarget.ToString());
                        args.RemoteEndPoint = OwningConnection.UDPSendTarget;
                        if (!socket.SendToAsync(args))
                        {
                            //// Log.LogMsg("Testy 7");
                            OnSendResolved(args, state);
                        }
                    }
                    else
#endif
                    {
                        if (!socket.SendAsync(args))
                        {
                            //// Log.LogMsg("Testy 8");
                            OnSendResolved(args, state);
                        }
                    }
                }
#if !SILVERLIGHT
                else
                {
                    if (isUDP)
                    {
                        //// Log.LogMsg("Testy 9");
                        OwningConnection.MyUDPSocket.SendTo(state.PacketBuffer, OwningConnection.UDPSendTarget);
                    }
                    else
                    {
                        //// Log.LogMsg("Testy 10");
                        OwningConnection.MyTCPSocket.Blocking = true;
                        OwningConnection.MyTCPSocket.Send(state.PacketBuffer);
                    }

                    //// Log.LogMsg("Testy 11");
                    OwningConnection.SentBytes(state.PacketBuffer);
                    OwningConnection.PacketSent();
                }
#endif
            }
            catch (Exception e)
            {
                //// Log.LogMsg("Testy 12");
                Log.LogMsg("Error SendBuffer. " + e.Message);
                OwningConnection.KillConnection("Send error. " + e.Message);
            }
        }
Esempio n. 13
0
        /// <summary>
        /// Sends arbitrary bytes of data across the wire.  Note that if the remote endpoint can't decipher the data
        /// as a known packet, the connection will be dropped by that endpoint immediately.
        /// </summary>
        /// <param name="data">bytes to send</param>
        public virtual int Send(byte[] data, PacketFlags flags)
        {
            //Log.LogMsg("@__@ Monitor Enter");
            if (!OwningConnection.IsAlive)
            {
                //// Log.LogMsg("Testy 3");
                return(-1);
            }

            //Log.LogMsg("==>Sending " + data.Length.ToString() + " bytes.");
            try
            {
                bool isUDP = (flags & PacketFlags.UDP) != 0;

#if SILVERLIGHT
                // Silverlight can't do UDP and it can only send Async, i.e. Non-Blocking
                isUDP = false;
                OwningConnection.BlockingMode = false;
#endif
                if (isUDP)
                {
                    //// Log.LogMsg("Testy 4");
                    if (!OwningConnection.CanSendUDP)
                    {
                        Log.LogMsg("!!! Tried sending UDP packet when the connection wasn't yet ready to send UDP. Dropping packet.");
                        return(0);
                    }

                    // Don't allow fragmenting UDP packets
                    if (data.Length > m_SendArgsUDP.Buffer.Length && data.Length > 1024)
                    {
                        Log.LogMsg("Message exceeded UDP size. Sending via TCP instead.");
                        flags &= ~PacketFlags.UDP;
                    }
                }

                if (!OwningConnection.BlockingMode)
                {
                    // send via asyncsend, but only one send op can be in progress at one time
                    // out of order packets can happen because the actual send is done with I/O completion ports and if multiple
                    // packets get submitted to the I/O queue they could be processed out of order, especially if the packet are of wildly differing sizes
                    if (isUDP)
                    {
                        //// Log.LogMsg("Testy 5");
                        lock (m_SendQueueUDP)
                        {
                            if (1 == Interlocked.Exchange(ref m_SendingUDP, 1))
                            {
                                // failed to get the lock - a message is in progress.  queue message.
                                NetQItem qi = new NetQItem();
                                qi.Flags = flags;
                                qi.Data  = data;
                                m_SendQueueUDP.Enqueue(qi);
                                Log.LogMsg("Queueing UDP packet. Now " + m_SendQueueUDP.Count.ToString() + " in Queue.");
                                return(1);
                            }
                            //Log.LogMsg("Acquired UDP send lock.");
                        }
                    }
                    else
                    {
                        lock (m_SendQueue)
                        {
                            if (1 == Interlocked.Exchange(ref m_Sending, 1))
                            {
                                // failed to get the lock - a message is in progress.  queue message.
                                NetQItem qi = new NetQItem();
                                qi.Flags = flags;
                                qi.Data  = data;
                                m_SendQueue.Enqueue(qi);
                                Log.LogMsg("Queueing TCP packet. Now " + m_SendQueue.Count.ToString() + " in Queue.");
                                return(1);
                            }
                            //Log.LogMsg("Acquired TCP send lock.");
                        }
                    }
                }

                SocketAsyncEventArgs args  = isUDP ? m_SendArgsUDP : m_SendArgs;
                SockState            state = args.UserToken as SockState;
                state.Flags        = flags;
                state.PacketBuffer = data;
                //// Log.LogMsg("Testy 6");
                SendBuffer(args, state, isUDP);
            }
            catch (Exception sendExc)
            {
                OwningConnection.KillConnection(sendExc.Message);
                return(-1);;
            }

            return(1);
        }
Esempio n. 14
0
        /// <summary>
        /// Gets called when a receive operation resolves.  If we were listening for data and the connection
        /// closed, that also counts as a receive operation resolving.
        /// </summary>
        /// <param name="args"></param>
        private void OnReceiveResolved(SocketAsyncEventArgs args)
        {
            //// Log.LogMsg("Testy 50");
            //// Log.LogMsg("==>++++ Async RECEIVE Op Completed - #" + ((SockState)args.UserToken).ID.ToString() + "#");
            INetworkConnection con = null;

            try
            {
                if (m_ShuttingDown || !Listening)
                {
                    return;
                }

                //// Log.LogMsg("Testy 51");
                con = GetConnnection(args.RemoteEndPoint as IPEndPoint);
                if (args.SocketError == SocketError.Success && con == null || !con.IsAlive)
                {
                    //// Log.LogMsg("Testy 52");
                    throw new ArgumentException("UDPListener - received packet from unknown connection " + args.RemoteEndPoint.ToString());
                }

                SockState state = args.UserToken as SockState;
                if (args.SocketError != SocketError.Success)
                {
                    //// Log.LogMsg("Testy 53");
                    con.KillConnection("UDP Connection lost! Network receive error: " + args.SocketError.ToString());
                    //Jump out of the ProcessReceive method.
                    return;
                }

                // If no data was received, close the connection. This is a NORMAL
                // situation that shows when the client has finished sending data.
                if (args.BytesTransferred == 0)
                {
                    //// Log.LogMsg("Testy 54");
                    con.KillConnection("Connection closed by remote host.");
                    return;
                }

                // restart listening process
                //// Log.LogMsg("Testy 55");
                con.AssembleInboundPacket(args, state);
            }
            catch (Exception ex)
            {
                Log.LogMsg("UDPListener Error ProcessReceive. " + ex.Message);
                if (con != null)
                {
                    con.KillConnection("UDPListener Error receive. " + ex.Message);
                }
            }
            finally
            {
                if (!m_ShuttingDown)
                {
                    bool willRaiseEvent = false;

                    // Post async receive operation on the socket.
                    //Log.LogMsg("==><<<< TCP Async RECEIVE op started - #" + ((SockState)m_RecArgs.UserToken).ID.ToString() + "#");
                    willRaiseEvent = Socket.ReceiveFromAsync(args);
                    if (!willRaiseEvent)
                    {
                        OnReceiveResolved(args);
                    }
                }
            }
        }
Esempio n. 15
0
 /// <summary>
 /// Assembles the packet across however many frames it takes
 /// </summary>
 /// <param name="data"></param>
 public void AssembleInboundPacket(SocketAsyncEventArgs args, SockState state)
 {
     AssembleInboundPacket(args.Buffer, args.BytesTransferred, state);
 }