I'm trying to implement async sockets for my project. Here's the code
public void Start(int listeningPort)
{
var ipHostInfo = Dns.Resolve(Dns.GetHostName());
var ipAddress = ipHostInfo.AddressList[0];
var localEndPoint = new IPEndPoint(ipAddress, listeningPort);
_listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_listener.Bind(localEndPoint);
_listener.Listen(3000);
Started = true;
Task.Factory.StartNew(() =>
{
while (Started)
{
allDone.Reset();
_listener.BeginAccept(AcceptCallback, _listener);
allDone.WaitOne();
}
});
}
public void Stop()
{
Started = false;
_listener.Shutdown(SocketShutdown.Both); //<-- throws SocketException
_listener.Close(2000);
_listener = null;
}
public void Kick(IClient client)
{
try
{
Clients.Remove(client);
client.Socket.Shutdown(SocketShutdown.Both);
client.Socket.Close();
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message);
}
}
private void AcceptCallback(IAsyncResult ar)
{
Socket handler = null;
try
{
allDone.Set();
var listener = (Socket) ar.AsyncState;
handler = listener.EndAccept(ar);
var client = new Client(this, handler);
Clients.Add(client);
var state = new StateObject();
state.Socket = handler;
handler.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0, ReadCallback, state);
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message);
var client = ClientBySocket(handler);
if(handler != null && client != null) Kick(client);
}
}
private void ReadCallback(IAsyncResult ar)
{
Socket handler = null;
try
{
var state = (StateObject) ar.AsyncState;
handler = state.Socket;
var bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
if (Received != null)
{
var buff = new byte[bytesRead];
if (buff[0] == 0)
{
Stop();
}
return;
Array.Copy(state.Buffer, buff, bytesRead);
Debug.WriteLine(Encoding.UTF8.GetString(buff));
try
{
Received(this, new ReceiveArgs(buff));
}
catch(Exception ex)
{
Debug.WriteLine(ex.Message);
}
}
}
handler.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0, ReadCallback, state);
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message);
var client = ClientBySocket(handler);
if (handler != null && client != null) Kick(client);
}
}
but everytime I call Stop (which in turn, calls shutdown) (no matter clients are connected or not), Socket.Shutdown throws SocketException with message
Additional information: A request to send or receive data was disallowed because the socket is not connected and (when sending on a datagram socket using a sendto call) no address was supplied
I'm really stuck here. Anyone knows what I'm doing wrong?
Handling SocketException is pretty easy and straightforward. Similar to any other checked exception, we must either throw it or surround it with a try-catch block.
Closed socket connection - The most common cause of SocketException is reading or writing from or to a closed socket connection. It can also occur when the connection is closed before all the data is read in the socket buffer. Slow network - A poor network connection might also cause a SocketException .
Class SocketException Thrown to indicate that there is an error creating or accessing a Socket.
In summary, use shutdown to send a shutdown sequence at the TCP level and use close to free up the resources used by the socket data structures in your process. If you haven't issued an explicit shutdown sequence by the time you call close then one is initiated for you.
Your listening socket is not connected. I think the message says this quite well. Everytime you accept a connection you get a new socket that is independent. The original socket is never connected to anything.
Just don't call Shutdown on it.
Btw, your Accept loop is using async IO, then waiting for it to complete. That makes no sense. Use the synchronous version.
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