Пример #1
0
        /// <summary>
        /// Start receiving data from the socket.
        /// </summary>
        public void Start()
        {
            // don't start if disposing
            if (_disposing)
            {
                return;
            }

            // ensure we don't start multiple times
            if (Interlocked.CompareExchange(ref _started, 1, 0) == 1)
            {
                // already started! can't call Start() twice.
                throw new InvalidOperationException("Cannot call AsyncSocket.Start() more than once.");
            }

            // configure for receive
            var args = SocketEventArgsCache.AllocateForReceive(OnSocketReceive);

            // start a receive request and immediately check to see if the receive is already complete
            // otherwise OnIOCompleted will get called when the receive is complete
            if (!Socket.ReceiveAsync(args))
            {
                ReceiveSocketData(args);
            }
        }
Пример #2
0
        /// <summary>
        /// Complete processing a buffer of bytes read from the socket.
        /// </summary>
        private void CompleteReceive()
        {
            // ReadSocketData temporarily releases the lock (and then enters it again), so we need to ensure
            // we haven't disposed in the meantime
            if (_disposing)
            {
                _readLock.Release();
                return;
            }

            if (_receivedBuffer.TakeItem().Length > 0)
            {
                _receivedBuffer.Release();
                ManagerUpdate.Control.AddSingle(ProcessReceivedData);
                return;
            }
            _receivedBuffer.Release();

            // flop the processing flag
            _readLock.Release();

            // any bytes in the queue?
            if (_receivedBuffer.TakeItem().Length > 0 && _readLock.TryTake)
            {
                _receivedBuffer.Release();
                ManagerUpdate.Control.AddSingle(ProcessReceivedData);
                return;
            }
            _receivedBuffer.Release();

            // socket may have been closed already due to connection error.
            // if not try receiving more data
            if (Socket.Connected)
            {
                // receiveAsync returns true if the I/O operation is pending. An event will be raised upon completion.
                // returns false if the I/O operation completed synchronously.
                var args = SocketEventArgsCache.AllocateForReceive(OnSocketReceive);
                if (!Socket.ReceiveAsync(args))
                {
                    ReceiveSocketData(args);
                }
            }
            else
            {
                if (_disposing)
                {
                    return;
                }
                ProcessError("Cannot receive, socket is not connected.");
            }
        }