C # Asynchronous Network IO and OutOfMemoryException

I am working on a client / server application in C # and I need to get asynchronous sockets to work so that I can handle multiple connections at once. Technically, it works the way it does now, but I get it OutOfMemoryExceptionafter about 3 minutes of work. MSDN says use WaitHandlerto execute WaitOne()after socket.BeginAccept(), but it really prevents me from doing this. When I try to do this in code, it says that it WaitHandleris an abstract class or interface, and I cannot create it. I thought that perhaps Id would try a static link, but it has no method WaitOne(), just WaitAll()andWaitAny(). The main problem is that in the documents it does not give a complete piece of code, so you cannot see what happens to their wait handler. its just a variable called allDone, which also has a method Reset()in the fragment that waithandler does not have.

After searching in my documents, I found some related things in the AutoResetEventnamespace Threading. He has a method WaitOne()and a Reset(). So I tried it around while(true) { ... socket.BeginAccept( ... ); ... }. Unfortunately, this forces us to use only one connection at a time. Therefore, I’m not quite sure where to go. Here is my code:

 class ServerRunner
    {
        private Byte[] data = new Byte[2048];
        private int size = 2048;
        private Socket server;
        static AutoResetEvent allDone = new AutoResetEvent(false);

        public ServerRunner()
        {
            server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            IPEndPoint iep = new IPEndPoint(IPAddress.Any, 33333);
            server.Bind(iep);
            Console.WriteLine("Server initialized..");
        }

        public void Run()
        {

            server.Listen(100);
            Console.WriteLine("Listening...");
            while (true)
            {
                //allDone.Reset();
                server.BeginAccept(new AsyncCallback(AcceptCon), server);
                //allDone.WaitOne();
            }
        }

        void AcceptCon(IAsyncResult iar)
        {
            Socket oldserver = (Socket)iar.AsyncState;
            Socket client = oldserver.EndAccept(iar);
            Console.WriteLine(client.RemoteEndPoint.ToString() + " connected");
            byte[] message = Encoding.ASCII.GetBytes("Welcome");
            client.BeginSend(message, 0, message.Length, SocketFlags.None, new AsyncCallback(SendData), client);
        }

        void SendData(IAsyncResult iar)
        {
            Socket client = (Socket)iar.AsyncState;
            int sent = client.EndSend(iar);
            client.BeginReceive(data, 0, size, SocketFlags.None, new AsyncCallback(ReceiveData), client);
        }

        void ReceiveData(IAsyncResult iar)
        {
            Socket client = (Socket)iar.AsyncState;
            int recv = client.EndReceive(iar);
            if (recv == 0)
            {
                client.Close();
                server.BeginAccept(new AsyncCallback(AcceptCon), server);
                return;
            }
            string receivedData = Encoding.ASCII.GetString(data, 0, recv);
            //process received data here
            byte[] message2 = Encoding.ASCII.GetBytes("reply");
            client.BeginSend(message2, 0, message2.Length, SocketFlags.None, new AsyncCallback(SendData), client);
        }
    }
+3
source share
1 answer

MSDN?

:

+2

Source: https://habr.com/ru/post/1742646/


All Articles