Reputation: 43
This is my current setup (using UDP):
void OnDataReceived(IAsyncResult result)
{
IPEndPoint ep = new IPEndPoint(IPAddress.Any, 0);
byte[] buffer = socket.EndReceive(result, ref ep);
Packet p = new Packet(Encoding.ASCII.GetString(buffer, 0, buffer.Length));
//process packet
socket.BeginReceive(new AsyncCallback(OnDataReceived), socket);
}
I was wondering what would happen if I immediately call socket.BeginReceive after calling EndReceive and then process the packet to obtain a continous packet flow like this:
void OnDataReceived(IAsyncResult result)
{
IPEndPoint ep = new IPEndPoint(IPAddress.Any, 0);
byte[] buffer = socket.EndReceive(result, ref ep);
socket.BeginReceive(new AsyncCallback(OnDataReceived), socket);
Packet p = new Packet(Encoding.ASCII.GetString(buffer, 0, buffer.Length));
//process packets
}
If a packet is received as soon as I call BeginReceive, would this conflict with the current packet processing somehow?
Also if this would not conflict would changing to TCP make this disfunctional?
Upvotes: 4
Views: 4156
Reputation: 4379
Looks like you are creating some sort of recursive handler there. I am unsure how that will work, probably not in a good way. I usually go for a separate reader thread that listens to incoming data and passes it on to an event. This has served me well in the past. I have not looked into using async for this though.
Here is some example code on how to use a separate thread to handle incoming UDP data. It is not complete but should give you an idea of how to set it up.
private Thread _udpReadThread;
private volatile bool _terminateThread;
public event DataEventHandler OnDataReceived;
public delegate void DataEventHandler(object sender, DataEventArgs e);
private void CreateUdpReadThread()
{
_udpReadThread = new Thread(UdpReadThread) { Name = "UDP Read thread" };
_udpReadThread.Start(new IPEndPoint(IPAddress.Any, 1234));
}
private void UdpReadThread(object endPoint)
{
var myEndPoint = (EndPoint)endPoint;
var udpListener = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
udpListener.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
// Important to specify a timeout value, otherwise the socket ReceiveFrom()
// will block indefinitely if no packets are received and the thread will never terminate
udpListener.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, 100);
udpListener.Bind(myEndPoint);
try
{
while (!_terminateThread)
{
try
{
var buffer = new byte[1024];
var size = udpListener.ReceiveFrom(buffer, ref myEndPoint);
Array.Resize(ref buffer, size);
// Let any consumer(s) handle the data via an event
FireOnDataReceived(((IPEndPoint)(myEndPoint)).Address, buffer);
}
catch (SocketException socketException)
{
// Handle socket errors
}
}
}
finally
{
// Close Socket
udpListener.Shutdown(SocketShutdown.Both);
udpListener.Close();
}
}
public class DataEventArgs : EventArgs
{
public byte[] Data { get; private set; }
public IPAddress IpAddress { get; private set; }
public DataEventArgs(IPAddress ipaddress, byte[] data)
{
IpAddress = ipaddress;
Data = data;
}
}
Upvotes: 5