I currently have a TCP Server implemented using C# SAEA. What I would like to do is forward a message between 2 TCP Clients connected to the server (Client 1 and Client 2).
However, the Server takes the reference of receiveSendEventArgs of Client 2 and begins to prepare the buffer (SetBuffer) to send the message and I believe since the Socket is still in a "ReceiveSync" state for Client 2, it blows up with the following message:
"An asynchronous socket operation is already in progress using this SocketAsyncEventArgs instance."
Is there a way to switch Client 2 state on the Server from "ReceiveAsync"to "SendAsync" so that it doesn't error out when I try to SendData to Client 2? I know the Completed event is triggered when either Sending or Receiving operations complete, however, Simply Calling my IO_Completed method directly does not change the operation.
In a for loop setting up EventHandlers for Completed events for SocketAsyncEventArgs: eventArgObjectForPool.Completed += new EventHandler(IO_Completed);
void IO_Completed(object sender, SocketAsyncEventArgs e){
DataHoldingUserToken receiveSendToken = (DataHoldingUserToken)e.UserToken;
//More business logic here ...
// determine which type of operation just completed and call the associated handler
switch (e.LastOperation)
{
case SocketAsyncOperation.Receive:
if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("IO_Completed method in Receive, receiveSendToken id " + receiveSendToken.TokenId);
}
ProcessReceive(e);
break;
case SocketAsyncOperation.Send:
if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("IO_Completed method in Send, id " + receiveSendToken.TokenId);
}
ProcessSend(e);
break;
default:
//This exception will occur if you code the Completed event of some
//operation to come to this method, by mistake.
throw new ArgumentException("The last operation completed on the socket was not a receive or send");
}
}
private void StartReceive(SocketAsyncEventArgs receiveSendEventArgs) {
DataHoldingUserToken receiveSendToken = (DataHoldingUserToken)receiveSendEventArgs.UserToken;
if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("StartReceive(), receiveSendToken id " + receiveSendToken.TokenId);
}
switch (receiveSendToken.clientInfo.currentState)
{
case MyClient.ClientState.Connecting://This occurs when we get client to connect for first time. However, it will automatically disconnect
receiveSendToken.theMediator.HandleData(receiveSendToken.theDataHolder);
// Create a new DataHolder for next message.
receiveSendToken.CreateNewDataHolder();
//Reset the variables in the UserToken, to be ready for the
//next message that will be received on the socket in this
//SAEA object.
receiveSendToken.Reset(true);
receiveSendToken.theMediator.PrepareOutgoingData();
StartSend(receiveSendToken.theMediator.GiveBack());
//******************************************************************
break;
default:
//Set the buffer for the receive operation.
receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetReceive, this.socketListenerSettings.BufferSize);
// Post async receive operation on the socket.
bool willRaiseEvent = receiveSendEventArgs.AcceptSocket.ReceiveAsync(receiveSendEventArgs);
//Socket.ReceiveAsync returns true if the I/O operation is pending. The
//SocketAsyncEventArgs.Completed event on the e parameter will be raised
//upon completion of the operation. So, true will cause the IO_Completed
//method to be called when the receive operation completes.
//That's because of the event handler we created when building
//the pool of SocketAsyncEventArgs objects that perform receive/send.
//It was the line that said
//eventArgObjectForPool.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
//Socket.ReceiveAsync returns false if I/O operation completed synchronously.
//In that case, the SocketAsyncEventArgs.Completed event on the e parameter
if (!willRaiseEvent)
{
if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("StartReceive in if (!willRaiseEvent), receiveSendToken id " + receiveSendToken.TokenId);
}
ProcessReceive(receiveSendEventArgs);
}
break;
}
}
private void StartSend(SocketAsyncEventArgs receiveSendEventArgs) { DataHoldingUserToken receiveSendToken = (DataHoldingUserToken)receiveSendEventArgs.UserToken;
if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("StartSend, id " + receiveSendToken.TokenId);
}
if (Program.watchThreads == true) //for testing
{
DealWithThreadsForTesting("StartSend()", receiveSendToken);
}
if (receiveSendToken.sendBytesRemainingCount <= this.socketListenerSettings.BufferSize)
{
Program.testWriter.WriteLine("blocking:?(" + receiveSendEventArgs.AcceptSocket.Blocking + ")");
receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetSend, receiveSendToken.sendBytesRemainingCount);
//Copy the bytes to the buffer associated with this SAEA object.
Buffer.BlockCopy(receiveSendToken.dataToSend, receiveSendToken.bytesSentAlreadyCount, receiveSendEventArgs.Buffer, receiveSendToken.bufferOffsetSend, receiveSendToken.sendBytesRemainingCount);
}
else
{
//We cannot try to set the buffer any larger than its size.
//So since receiveSendToken.sendBytesRemainingCount > BufferSize, we just
//set it to the maximum size, to send the most data possible.
receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetSend, this.socketListenerSettings.BufferSize);
//Copy the bytes to the buffer associated with this SAEA object.
Buffer.BlockCopy(receiveSendToken.dataToSend, receiveSendToken.bytesSentAlreadyCount, receiveSendEventArgs.Buffer, receiveSendToken.bufferOffsetSend, this.socketListenerSettings.BufferSize);
//We'll change the value of sendUserToken.sendBytesRemainingCount
//in the ProcessSend method.
}
//post asynchronous send operation
bool willRaiseEvent = receiveSendEventArgs.AcceptSocket.SendAsync(receiveSendEventArgs);
if (!willRaiseEvent)
{
if (Program.watchProgramFlow == true) //for testing
{
Program.testWriter.WriteLine("StartSend in if (!willRaiseEvent), receiveSendToken id " + receiveSendToken.TokenId);
}
ProcessSend(receiveSendEventArgs);
}
}
答案 0 :(得分:1)
这不是我想要做的事情,但我可以打电话给以下人员:
receiveSendEventArgs.AcceptSocket.Write(strMyBuffer);
这允许我写入同一个套接字,我没有任何错误。我想坚持使用异步命令,但却屈服于同步写入,它不会影响我的服务器。也许还有其他解决方案。