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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: 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
)
;
// 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
(
)
{
return
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/Recieve 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
)
{
return
Send
(
buffer
,
0
,
buffer
.
Length
)
;
}
/// <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
)
{
if
(
!
IsConnected
)
return
0
;
if
(
size
==
0
)
return
0
;
// Sent data to the server
long
sent
=
Socket
.
Send
(
buffer
,
(
int
)
offset
,
(
int
)
size
,
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
)
{
return
Send
(
Encoding
.
UTF8
.
GetBytes
(
text
)
)
;
}
/// <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
)
{
return
SendAsync
(
buffer
,
0
,
buffer
.
Length
)
;
}
/// <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
)
{
if
(
!
IsConnected
)
return
false
;
if
(
size
==
0
)
return
true
;
lock
(
_sendLock
)
{
// Check the send buffer limit
if
(
(
(
_sendBufferMain
.
Size
+
size
)
>
OptionSendBufferLimit
)
&&
(
OptionSendBufferLimit
>
0
)
)
{
SendError
(
SocketError
.
NoBufferSpaceAvailable
)
;
return
false
;
}
// Fill the main send buffer
_sendBufferMain
.
Append
(
buffer
,
offset
,
size
)
;
// 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
)
{
return
SendAsync
(
Encoding
.
UTF8
.
GetBytes
(
text
)
)
;
}
/// <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
)
;
// 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 chunk 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 chunk 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...
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