My previous question on the same theme: C#: Asynchronous NamedPipeServerStream understanding Now I have next:
private void StartListeningPipes()
{
try
{
isPipeWorking = true;
namedPipeServerStream = new NamedPipeServerStream(PIPENAME, PipeDirection.InOut, 1, PipeTransmissionMode.Byte, PipeOptions.Asynchronous, BUFFERSIZE, BUFFERSIZE);
Console.Write("Waiting for client connection...");
while(isPipeWorking)
{
IAsyncResult asyncResult = namedPipeServerStream.BeginWaitForConnection(this.WaitForConnectionAsyncCallback, null);
Thread.Sleep(3*1000);
}
}
//// Catch the IOException that is raised if the pipe is broken or disconnected.
catch (IOException e)
{
Console.WriteLine("IOException: {0}. Restart pipe server...", e.Message);
StopListeningPipes();
StartListeningPipes();
}
//// Catch ObjectDisposedException if server was stopped. Then do nothing.
catch (ObjectDisposedException)
{
}
}
private void WaitForConnectionAsyncCallback(IAsyncResult result)
{
try
{
namedPipeServerStream.EndWaitForConnection(result);
Console.WriteLine("Client connected.");
namedPipeServerStream.WaitForPipeDrain();
byte[] buff = new byte[BUFFERSIZE];
namedPipeServerStream.Read(buff, 0, BUFFERSIZE);
string recStr = TrimNulls(buff);
Array.Clear(buff, 0, buff.Length);
Console.WriteLine();
Console.WriteLine("'"+recStr+"'");
}
catch (Exception e)
{
Console.WriteLine("Error: " + e.Message);
}
}
But I'm getting
The pipe is being closed Exception
everytime I receive a message from client
Why?
My client:
using (NamedPipeClientStream pipeStream = new NamedPipeClientStream(General.PIPENAME))
{
try
{
byte[] bytes = General.Iso88591Encoding.GetBytes(sendingMessage);
pipeStream.Write(bytes, 0, bytes.Length);
pipeStream.Flush();
pipeStream.WaitForPipeDrain();
}
catch (TimeoutException)
{
Console.WriteLine("Timeout error!");
}
catch (Exception e)
{
Console.WriteLine(string.Format("Error! ", e.Message));
}
}
Final code at the moment is:
/// <summary>
/// Create new NamedPipeServerStream for listening to pipe client connection
/// </summary>
private void ListenForPipeClients()
{
if (!this.isListeningToClients)
return;
try
{
PipeSecurity ps = new PipeSecurity();
PipeAccessRule par = new PipeAccessRule("Everyone", PipeAccessRights.ReadWrite, System.Security.AccessControl.AccessControlType.Allow);
ps.AddAccessRule(par);
pipeClientConnection = new NamedPipeServerStream(General.PIPENAME, PipeDirection.InOut, 1, PipeTransmissionMode.Byte, PipeOptions.Asynchronous, General.BUFFERSIZE, General.BUFFERSIZE, ps);
Console.Write("Waiting for client connection...");
/*namedPipeServerStream.WaitForConnection();
OnPipeConnected(namedPipeServerStream);*/
IAsyncResult result = pipeClientConnection.BeginWaitForConnection(OnPipeConnected, pipeClientConnection);
}
catch (ObjectDisposedException)
{
//// Catch ObjectDisposedException if server was stopped. Then do nothing.
}
catch (Exception e)
{
Console.WriteLine("Error occures: {0}. Restart pipe server...", e.Message);
this.logger.Add(LogLevel.Warning, string.Format("Error occures: {0}. Restart pipe server...", e.Message));
ListenForPipeClients();
}
}
/// <summary>
/// Async callback on client connected action
/// </summary>
/// <param name="asyncResult">Async result</param>
private void OnPipeConnected(IAsyncResult asyncResult)
{
using (var conn = (NamedPipeServerStream)asyncResult.AsyncState)
{
try
{
conn.EndWaitForConnection(asyncResult);
Console.WriteLine("Client connected.");
PipeClientConnection clientConnection = new PipeClientConnection(conn, notifierSenderCache, defaultStorageTime);
}
catch (Exception e)
{
Console.WriteLine(e.Message);
this.logger.Add(LogLevel.Warning, e.Message);
}
}
ListenForPipeClients();
}
It appears that you need a separate NamedPipeServerStream
for each client. (Note that I was not the one to discover this, see the other answers.) I'd imagine the working server-side would look something like this (draft code):
while(this.isServerRunning)
{
var pipeClientConnection = new NamedPipeServerStream(...);
try
{
pipeClientConnection.WaitForConnection();
}
catch(...)
{
...
continue;
}
ThreadPool.QueueUserWorkItem(state =>
{
// we need a separate variable here, so as not to make the lambda capture the pipeClientConnection variable, which is not recommended in multi-threaded scenarios
using(var pipeClientConn = (NamedPipeServerStream)state)
{
// do stuff
...
}
}, pipeClientConnection);
}
As a side note, as it was pointed out in a comment to your question, you're wasting memory with initiating a new async call every 3 seconds by calling BeginWaitForConnection
in a loop (the only case where this wouldn't waste memory is when new connections are made in intervals smaller than 3 seconds, but I doubt that you can know this for sure). You see, basically every 3 seconds you're initiating a new async call, regardless of whether the last one is still pending or has completed. Furthermore, it - once again - does not take into account that you need a separate NamedPipeServerStream
for each client.
To fix this issue, you need to eliminate the loop, and "chain" the BeginWaitForConnection calls using the callback method. This is a similar pattern you'll see quite often in async I/O when using .NET. Draft code:
private void StartListeningPipes()
{
if(!this.isServerRunning)
{
return;
}
var pipeClientConnection = new NamedPipeServerStream(...);
try
{
pipeClientConnection.BeginWaitForConnection(asyncResult =>
{
// note that the body of the lambda is not part of the outer try... catch block!
using(var conn = (NamedPipeServerStream)asyncResult.AsyncState)
{
try
{
conn.EndWaitForConnection(asyncResult);
}
catch(...)
{
...
}
// we have a connection established, time to wait for new ones while this thread does its business with the client
// this may look like a recursive call, but it is not: remember, we're in a lambda expression
// if this bothers you, just export the lambda into a named private method, like you did in your question
StartListeningPipes();
// do business with the client
conn.WaitForPipeDrain();
...
}
}, pipeClientConnection);
}
catch(...)
{
...
}
}
The control flow will be something like this:
I think that this is a lot more difficult than using blocking I/O - in fact, I'm not quite certain I got it right, please point it out if you see any mistakes - and it's also a lot more confusing.
To pause the server in either examples, you obviously would set the this.isServerRunning
flag to false
.
Ok. Stupied me. There should be one NamedPipeServerStream for each client. So if Async operation was completed, then have to recreate NamedPipeServerStream. Thanks this Multithreaded NamePipeServer in C#
Should be:
while(isPipeWorking)
{
IAsyncResult asyncResult = namedPipeServerStream.BeginWaitForConnection(this.WaitForConnectionAsyncCallback, null);
Thread.Sleep(3*1000);
if (asyncResult.IsCompleted)
{
RestartPipeServer();
break;
}
}
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