// This method is invoked when an asynchronous send operation completes. // The method issues another receive on the socket to read any additional // data sent from the client // // <param name="e"></param> private void ProcessSend(SocketAsyncEventArgs e) { if (e.SocketError == SocketError.Success) { // done echoing data back to the client AsyncUserToken token = (AsyncUserToken)e.UserToken; // read the next block of data send from the client bool willRaiseEvent = token.Socket.ReceiveAsync(e); if (!willRaiseEvent) { ProcessReceive(e); } } else { CloseClientSocket(e); } }
private void CloseClientSocket(SocketAsyncEventArgs e) { AsyncUserToken token = e.UserToken as AsyncUserToken; // close the socket associated with the client try { token.Socket.Shutdown(SocketShutdown.Send); } // throws if client process has already closed catch (Exception) { } token.Socket.Close(); // decrement the counter keeping track of the total number of clients connected to the server Interlocked.Decrement(ref m_numConnectedSockets); m_maxNumberAcceptedClients.Release(); Console.WriteLine("A client has been disconnected from the server. There are {0} clients connected to the server", m_numConnectedSockets); // Free the SocketAsyncEventArg so they can be reused by another client m_readWritePool.Push(e); }