Пример #1
0
        private void BeginClientConnect(IAsyncResult ar)
        {
            try
            {
                // Retrieve the socket from the state object.
                var client = (Socket)ar.AsyncState;

                // Complete the connection.
                client.EndConnect(ar);

                // start receiving
                var packet = new ConnectionsControllerformation
                {
                    Socket  = client,
                    Payload = new byte[DefaultPacketSize]
                };
                client.BeginReceive(packet.Payload, 0, DefaultPacketSize, SocketFlags.None, ReceiveCallback, packet);

                OnClientConnected();
            }
            catch
            {
                // ignored
            }
        }
Пример #2
0
        private void ReceiveCallback(IAsyncResult ar)
        {
            try
            {
                // Retrieve the state object and the handler socket
                // from the asynchronous state object.
                var packet = (ConnectionsControllerformation)ar.AsyncState;

                // the client.
                var client = packet.Socket;

                // Read data from the socket.
                var bytesRead = client.EndReceive(ar);
                if (bytesRead == 0)
                {
                    return;
                }

                // There  might be more data, so store the data received so far.
                // state.Sb.Append(Encoding.ASCII.GetString(state.Buffer, 0, bytesRead));

                //  we received it all.
                HandleReceived(client, packet.Payload, bytesRead);

                // Not all data received. Get more.
                packet = new ConnectionsControllerformation
                {
                    Socket  = client,
                    Payload = new byte[DefaultPacketSize]
                };
                client.BeginReceive(packet.Payload, 0, DefaultPacketSize, 0, ReceiveCallback, packet);
            }
            catch (ArgumentException)
            {
                // seen happening when we receive something after disconnecting.
                // the heartbeat will reemove the socket.
            }
            catch (SocketException)
            {
            }
            catch (ObjectDisposedException)
            {
                // the client socket might have been disconnected.
            }
        }
Пример #3
0
        private void BeginServerAccept(IAsyncResult ar)
        {
            try
            {
                // Get the socket that handles the client request.
                // var listener = (Socket)ar.AsyncState;

                // Create the state object.
                var client = _socket.EndAccept(ar);

                try
                {
                    // then listen for a new connection right away.
                    // unless of course we are disconnected.
                    // in that case, don't listen for anything else.
                    _socket.BeginAccept(BeginServerAccept, _socket);

                    // register this socket
                    RegisterClientSocket(client);

                    var packet = new ConnectionsControllerformation
                    {
                        Socket  = client,
                        Payload = new byte[DefaultPacketSize]
                    };
                    client.BeginReceive(packet.Payload, 0, DefaultPacketSize, SocketFlags.None, ReceiveCallback, packet);
                }
                catch
                {
                    client.Disconnect(true);
                }
            }
            catch
            {
                // ignored
            }
        }