On full .Net Framework I use the following code:
socket.SetSocketOption(
SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, readTimeout);
socket.SetSocketOption(
SocketOptionLevel.Socket, SocketOptionName.SendTimeout, writeTimeout);
However, Windows Mobile does not support this and throws exceptions.
I am currently in the middle of testing this solution for implementing timeouts.
Does anyone know a better way? I'd like to avoid spawning multiple threads if possible, this is an embedded device after all.
This code works, raising timeouts when expected (it is a modified version of the example I linked in the question):
// copied from Mono, because CF lacks this enum
enum SocketError
{
IOPending = 997,
NoBufferSpaceAvailable = 10055,
TimedOut = 10060,
WouldBlock = 10035
}
// milliseconds
int receiveTimeout = 20000;
int sendTimeout = 20000;
public override int Read(byte[] buffer, int offset, int size)
{
int startTickCount = Environment.TickCount;
int received = 0;
do
{
List<Socket> sock = new List<Socket>(new Socket[] {socket});
Socket.Select(sock, null, null, receiveTimeout*1000 + 1);
if (Environment.TickCount > startTickCount + receiveTimeout)
throw new SocketException((int) SocketError.TimedOut);
try
{
received += socket.Receive(buffer, offset + received,
size - received, SocketFlags.None);
}
catch (SocketException ex)
{
if (ex.ErrorCode == (int) SocketError.WouldBlock ||
ex.ErrorCode == (int) SocketError.IOPending ||
ex.ErrorCode == (int) SocketError.NoBufferSpaceAvailable)
{
// socket buffer is probably empty, wait and try again
Thread.Sleep(30);
}
else
throw; // any serious error occurr
}
} while (received < size);
return received;
}
public override void Write(byte[] buffer, int offset, int size)
{
int startTickCount = Environment.TickCount;
int sent = 0;
do
{
List<Socket> sock = new List<Socket>(new Socket[] {socket});
Socket.Select(null, sock, null, sendTimeout*1000 + 1);
if (Environment.TickCount > startTickCount + sendTimeout)
throw new SocketException((int) SocketError.TimedOut);
try
{
sent += socket.Send(buffer, offset + sent,
size - sent, SocketFlags.None);
}
catch (SocketException ex)
{
if (ex.ErrorCode == (int) SocketError.WouldBlock ||
ex.ErrorCode == (int) SocketError.IOPending ||
ex.ErrorCode == (int) SocketError.NoBufferSpaceAvailable)
{
// socket buffer is probably full, wait and try again
Thread.Sleep(30);
}
else
throw; // any serious error occurr
}
} while (sent < size);
}
The crucial element missing from the example I found is Socket.Select(IList checkRead, IList checkWrite, IList checkError, int microSeconds)
. Bear in mind that this method may modify the list that is passed to it (that's why my code creates a new one each time) and measures time in microseconds instead of milliseconds. And remember to use Environment.TickCount
(which is a monotonic time source) instead of DateTime.Now
for measuring time.
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