I'm currently writing a component to communicate with an Ethernet based device and am having to use asynchronous sockets. At times when I receive specific 'commands' from the device, I need to raise an event for whatever program is using my component (most usually a WinForm.) I'm creating a sample form for the user but I am having difficulty allowing the client form to receive the events and modify the form; I'm getting the typical "Cross-thread operation not valid: Control 'listStrings' accessed from a thread other than the thread it was created on."
I've tried reading over Implementing the Event-based Asynchronous Pattern, and Walkthrough: Implementing a Component That Supports the Event-based Asynchronous Pattern, though it doesn't quite seem to be exactly what I need, especially when reading "Opportunities for Implementing the Event-based Asynchronous Pattern" in the first link.
.Net / C# is more of a hobby than profession, and in this project - this is the last piece I need to figure out before being able to complete it. Would it be better to use a "thread-safe" (I know, everyone throws that term around like it only means one thing) existing TCP/IP component rather than trying to implement it myself?
EDIT: Here's my network class code to show you how I'm implementing it now. I forget where I came across this snippet, but it's worked fine up until I've added the form.
internal class Network
{
private Device dev;
private TcpClient client;
private NetworkStream ns;
private byte[] buffer = new byte[2048];
private Queue<byte[]> _msgQ = new Queue<byte[]>();
public Network(Device d)
{
dev = d;
}
internal void Connect(string ipAddress, int port)
{
client = new TcpClient();
client.BeginConnect(ipAddress, port, new AsyncCallback(OnConnect), null);
}
internal byte[] getLocalIp()
{
return ((IPEndPoint)client.Client.LocalEndPoint).Address.GetAddressBytes();
}
private void OnConnect(IAsyncResult ar)
{
try
{
client.EndConnect(ar);
ns = new NetworkStream(client.Client);
ns.BeginRead(buffer, 0, 2048, new AsyncCallback(OnRead), null);
while (_msgQ.Count > 0)
{
byte[] message = _msgQ.Dequeue();
ns.Write(message, 0, message.Length);
}
dev.dvDevice._connected = true;
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
internal void Disconnect()
{
try
{
client.Close();
dev.dvDevice._connected = false;
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
internal void Write(byte[] message)
{
if ((!client.Connected) || ns == null)
{
_msgQ.Enqueue(message);
return;
}
ns.Write(message, 0, message.Length);
}
private void OnWrite(IAsyncResult ar)
{
try
{
ns.EndWrite(ar);
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
private void OnRead(IAsyncResult ar)
{
try
{
int recv = ns.EndRead(ar);
byte[] message = new byte[recv];
Buffer.BlockCopy(buffer, 0, message, 0, recv);
dev.dvDevice._mh.Parse(message);
ns.BeginRead(buffer, 0, 2048, new AsyncCallback(OnRead), null);
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
}
Device is the class which is exposed to the client. It contains a MessageHandler (_mh) class which does all the parsing. Device contains the public event which is called by the MessageHandler on specific responses. Hopefully this helps in what I have so far; I'd prefer not having to rewrite too much, but to make it right (and work properly), I will if I must.
EDIT (2): My goal for this library is that the user should not at all have to manage any of the threads - so when an event is raised, say "ReceiveString", the user should just be able to act on it without any thought.
EDIT (3): More code for completeness.
public delegate void OnStringEvent(byte[] str);
public class Device
{
internal struct _device
{
// other stuff too, but here's what's important
public bool _connected;
public bool _online;
public MessageHandler _mh;
public Network _net;
}
public event OnStringEvent OnString;
internal void ReceiveString(byte[] str)
{
OnString(str);
}
internal _device dvDevice;
public Device(int device_number, int system_number)
{
dvDevice = new _device(device_number, system_number);
dvDevice._mh = new MessageHandler(this);
dvDevice._net = new Network(this);
}
}
internal class MessageHandler
{
private Device dev;
public MessageHandler(Device d)
{
dev = d;
}
public void Parse(byte[] message)
{
// The code goes through the message and does what it needs to
// and determines what to do next - sometimes write back or something else
// Eventually if it receives a specific command, it will do this:
dev.ReceiveString(ParseMessage(ref _reader));
}
}
Do youself a favor and rely on TPL to do the synchronization lifting for you. Example:
NetworkStream stream = MySocket.NetworkStream;
// creat a Task<int> returning the number of bytes read based on the Async patterned Begin- and EndRead methods of the Stream
Task<int> task = Task<int>.Factory.FromAsync(
fs.BeginRead, fs.EndRead, data, 0, data.Length, null);
// Add the continuation, which returns a Task<string>.
return task.ContinueWith((task) =>
{
if (task.IsFaulted)
{
ExceptionTextBox.Text = task.Exception.Message;
}
else
{
ResultTextBox.Text = string.Format("Read {0} bytes into data", task.Result);
}
}, TaskScheduler.FromCurrentSynchronizationContext());
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