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UdsClient.cs
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963 lines (805 loc) · 31.6 KB
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using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
namespace NetCoreServer
{
/// <summary>
/// Unix Domain Socket client is used to read/write data from/into the connected Unix Domain Socket server
/// </summary>
/// <remarks>Thread-safe</remarks>
public class UdsClient : IDisposable
{
/// <summary>
/// Initialize Unix Domain Socket client with a given socket path
/// </summary>
/// <param name="path">Socket path</param>
public UdsClient(string path) : this(new UnixDomainSocketEndPoint(path)) {}
/// <summary>
/// Initialize Unix Domain Socket client with a given Unix Domain Socket endpoint
/// </summary>
/// <param name="endpoint">Unix Domain Socket endpoint</param>
public UdsClient(UnixDomainSocketEndPoint endpoint)
{
Id = Guid.NewGuid();
Endpoint = endpoint;
}
/// <summary>
/// Client Id
/// </summary>
public Guid Id { get; }
/// <summary>
/// Endpoint
/// </summary>
public EndPoint Endpoint { get; private set; }
/// <summary>
/// Socket
/// </summary>
public Socket Socket { get; private set; }
/// <summary>
/// Number of bytes pending sent by the client
/// </summary>
public long BytesPending { get; private set; }
/// <summary>
/// Number of bytes sending by the client
/// </summary>
public long BytesSending { get; private set; }
/// <summary>
/// Number of bytes sent by the client
/// </summary>
public long BytesSent { get; private set; }
/// <summary>
/// Number of bytes received by the client
/// </summary>
public long BytesReceived { get; private set; }
/// <summary>
/// Option: receive buffer limit
/// </summary>
public int OptionReceiveBufferLimit { get; set; } = 0;
/// <summary>
/// Option: receive buffer size
/// </summary>
public int OptionReceiveBufferSize { get; set; } = 8192;
/// <summary>
/// Option: send buffer limit
/// </summary>
public int OptionSendBufferLimit { get; set; } = 0;
/// <summary>
/// Option: send buffer size
/// </summary>
public int OptionSendBufferSize { get; set; } = 8192;
#region Connect/Disconnect client
private SocketAsyncEventArgs _connectEventArg;
/// <summary>
/// Is the client connecting?
/// </summary>
public bool IsConnecting { get; private set; }
/// <summary>
/// Is the client connected?
/// </summary>
public bool IsConnected { get; private set; }
/// <summary>
/// Create a new socket object
/// </summary>
/// <remarks>
/// Method may be override if you need to prepare some specific socket object in your implementation.
/// </remarks>
/// <returns>Socket object</returns>
protected virtual Socket CreateSocket()
{
return new Socket(Endpoint.AddressFamily, SocketType.Stream, ProtocolType.IP);
}
/// <summary>
/// Connect the client (synchronous)
/// </summary>
/// <remarks>
/// Please note that synchronous connect will not receive data automatically!
/// You should use Receive() or ReceiveAsync() method manually after successful connection.
/// </remarks>
/// <returns>'true' if the client was successfully connected, 'false' if the client failed to connect</returns>
public virtual bool Connect()
{
if (IsConnected || IsConnecting)
return false;
// Setup buffers
_receiveBuffer = new Buffer();
_sendBufferMain = new Buffer();
_sendBufferFlush = new Buffer();
// Setup event args
_connectEventArg = new SocketAsyncEventArgs();
_connectEventArg.RemoteEndPoint = Endpoint;
_connectEventArg.Completed += OnAsyncCompleted;
_receiveEventArg = new SocketAsyncEventArgs();
_receiveEventArg.Completed += OnAsyncCompleted;
_sendEventArg = new SocketAsyncEventArgs();
_sendEventArg.Completed += OnAsyncCompleted;
// Create a new client socket
Socket = CreateSocket();
// Update the client socket disposed flag
IsSocketDisposed = false;
// Call the client connecting handler
OnConnecting();
try
{
// Connect to the server
Socket.Connect(Endpoint);
}
catch (SocketException ex)
{
// Call the client error handler
SendError(ex.SocketErrorCode);
// Reset event args
_connectEventArg.Completed -= OnAsyncCompleted;
_receiveEventArg.Completed -= OnAsyncCompleted;
_sendEventArg.Completed -= OnAsyncCompleted;
// Call the client disconnecting handler
OnDisconnecting();
// Close the client socket
Socket.Close();
// Dispose the client socket
Socket.Dispose();
// Dispose event arguments
_connectEventArg.Dispose();
_receiveEventArg.Dispose();
_sendEventArg.Dispose();
// Call the client disconnected handler
OnDisconnected();
return false;
}
// Prepare receive & send buffers
_receiveBuffer.Reserve(OptionReceiveBufferSize);
_sendBufferMain.Reserve(OptionSendBufferSize);
_sendBufferFlush.Reserve(OptionSendBufferSize);
// Reset statistic
BytesPending = 0;
BytesSending = 0;
BytesSent = 0;
BytesReceived = 0;
// Update the connected flag
IsConnected = true;
// Call the client connected handler
OnConnected();
// Call the empty send buffer handler
if (_sendBufferMain.IsEmpty)
OnEmpty();
return true;
}
/// <summary>
/// Disconnect the client (synchronous)
/// </summary>
/// <returns>'true' if the client was successfully disconnected, 'false' if the client is already disconnected</returns>
public virtual bool Disconnect()
{
if (!IsConnected && !IsConnecting)
return false;
// Cancel connecting operation
if (IsConnecting)
Socket.CancelConnectAsync(_connectEventArg);
// Reset event args
_connectEventArg.Completed -= OnAsyncCompleted;
_receiveEventArg.Completed -= OnAsyncCompleted;
_sendEventArg.Completed -= OnAsyncCompleted;
// Call the client disconnecting handler
OnDisconnecting();
try
{
try
{
// Shutdown the socket associated with the client
Socket.Shutdown(SocketShutdown.Both);
}
catch (SocketException) {}
// Close the client socket
Socket.Close();
// Dispose the client socket
Socket.Dispose();
// Dispose event arguments
_connectEventArg.Dispose();
_receiveEventArg.Dispose();
_sendEventArg.Dispose();
// Update the client socket disposed flag
IsSocketDisposed = true;
}
catch (ObjectDisposedException) {}
// Update the connected flag
IsConnected = false;
// Update sending/receiving flags
_receiving = false;
_sending = false;
// Clear send/receive buffers
ClearBuffers();
// Call the client disconnected handler
OnDisconnected();
return true;
}
/// <summary>
/// Reconnect the client (synchronous)
/// </summary>
/// <returns>'true' if the client was successfully reconnected, 'false' if the client is already reconnected</returns>
public virtual bool Reconnect()
{
if (!Disconnect())
return false;
return Connect();
}
/// <summary>
/// Connect the client (asynchronous)
/// </summary>
/// <returns>'true' if the client was successfully connected, 'false' if the client failed to connect</returns>
public virtual bool ConnectAsync()
{
if (IsConnected || IsConnecting)
return false;
// Setup buffers
_receiveBuffer = new Buffer();
_sendBufferMain = new Buffer();
_sendBufferFlush = new Buffer();
// Setup event args
_connectEventArg = new SocketAsyncEventArgs();
_connectEventArg.RemoteEndPoint = Endpoint;
_connectEventArg.Completed += OnAsyncCompleted;
_receiveEventArg = new SocketAsyncEventArgs();
_receiveEventArg.Completed += OnAsyncCompleted;
_sendEventArg = new SocketAsyncEventArgs();
_sendEventArg.Completed += OnAsyncCompleted;
// Create a new client socket
Socket = CreateSocket();
// Update the client socket disposed flag
IsSocketDisposed = false;
// Update the connecting flag
IsConnecting = true;
// Call the client connecting handler
OnConnecting();
// Async connect to the server
if (!Socket.ConnectAsync(_connectEventArg))
ProcessConnect(_connectEventArg);
return true;
}
/// <summary>
/// Disconnect the client (asynchronous)
/// </summary>
/// <returns>'true' if the client was successfully disconnected, 'false' if the client is already disconnected</returns>
public virtual bool DisconnectAsync() => Disconnect();
/// <summary>
/// Reconnect the client (asynchronous)
/// </summary>
/// <returns>'true' if the client was successfully reconnected, 'false' if the client is already reconnected</returns>
public virtual bool ReconnectAsync()
{
if (!DisconnectAsync())
return false;
while (IsConnected)
Thread.Yield();
return ConnectAsync();
}
#endregion
#region Send/Receive data
// Receive buffer
private bool _receiving;
private Buffer _receiveBuffer;
private SocketAsyncEventArgs _receiveEventArg;
// Send buffer
private readonly object _sendLock = new object();
private bool _sending;
private Buffer _sendBufferMain;
private Buffer _sendBufferFlush;
private SocketAsyncEventArgs _sendEventArg;
private long _sendBufferFlushOffset;
/// <summary>
/// Send data to the server (synchronous)
/// </summary>
/// <param name="buffer">Buffer to send</param>
/// <returns>Size of sent data</returns>
public virtual long Send(byte[] buffer) => Send(buffer.AsSpan());
/// <summary>
/// Send data to the server (synchronous)
/// </summary>
/// <param name="buffer">Buffer to send</param>
/// <param name="offset">Buffer offset</param>
/// <param name="size">Buffer size</param>
/// <returns>Size of sent data</returns>
public virtual long Send(byte[] buffer, long offset, long size) => Send(buffer.AsSpan((int)offset, (int)size));
/// <summary>
/// Send data to the server (synchronous)
/// </summary>
/// <param name="buffer">Buffer to send as a span of bytes</param>
/// <returns>Size of sent data</returns>
public virtual long Send(ReadOnlySpan<byte> buffer)
{
if (!IsConnected)
return 0;
if (buffer.IsEmpty)
return 0;
// Sent data to the server
long sent = Socket.Send(buffer, SocketFlags.None, out SocketError ec);
if (sent > 0)
{
// Update statistic
BytesSent += sent;
// Call the buffer sent handler
OnSent(sent, BytesPending + BytesSending);
}
// Check for socket error
if (ec != SocketError.Success)
{
SendError(ec);
Disconnect();
}
return sent;
}
/// <summary>
/// Send text to the server (synchronous)
/// </summary>
/// <param name="text">Text string to send</param>
/// <returns>Size of sent text</returns>
public virtual long Send(string text) => Send(Encoding.UTF8.GetBytes(text));
/// <summary>
/// Send text to the server (synchronous)
/// </summary>
/// <param name="text">Text to send as a span of characters</param>
/// <returns>Size of sent text</returns>
public virtual long Send(ReadOnlySpan<char> text) => Send(Encoding.UTF8.GetBytes(text.ToArray()));
/// <summary>
/// Send data to the server (asynchronous)
/// </summary>
/// <param name="buffer">Buffer to send</param>
/// <returns>'true' if the data was successfully sent, 'false' if the client is not connected</returns>
public virtual bool SendAsync(byte[] buffer) => SendAsync(buffer.AsSpan());
/// <summary>
/// Send data to the server (asynchronous)
/// </summary>
/// <param name="buffer">Buffer to send</param>
/// <param name="offset">Buffer offset</param>
/// <param name="size">Buffer size</param>
/// <returns>'true' if the data was successfully sent, 'false' if the client is not connected</returns>
public virtual bool SendAsync(byte[] buffer, long offset, long size) => SendAsync(buffer.AsSpan((int)offset, (int)size));
/// <summary>
/// Send data to the server (asynchronous)
/// </summary>
/// <param name="buffer">Buffer to send as a span of bytes</param>
/// <returns>'true' if the data was successfully sent, 'false' if the client is not connected</returns>
public virtual bool SendAsync(ReadOnlySpan<byte> buffer)
{
if (!IsConnected)
return false;
if (buffer.IsEmpty)
return true;
lock (_sendLock)
{
// Check the send buffer limit
if (((_sendBufferMain.Size + buffer.Length) > OptionSendBufferLimit) && (OptionSendBufferLimit > 0))
{
SendError(SocketError.NoBufferSpaceAvailable);
return false;
}
// Fill the main send buffer
_sendBufferMain.Append(buffer);
// Update statistic
BytesPending = _sendBufferMain.Size;
// Avoid multiple send handlers
if (_sending)
return true;
else
_sending = true;
// Try to send the main buffer
TrySend();
}
return true;
}
/// <summary>
/// Send text to the server (asynchronous)
/// </summary>
/// <param name="text">Text string to send</param>
/// <returns>'true' if the text was successfully sent, 'false' if the client is not connected</returns>
public virtual bool SendAsync(string text) => SendAsync(Encoding.UTF8.GetBytes(text));
/// <summary>
/// Send text to the server (asynchronous)
/// </summary>
/// <param name="text">Text to send as a span of characters</param>
/// <returns>'true' if the text was successfully sent, 'false' if the client is not connected</returns>
public virtual bool SendAsync(ReadOnlySpan<char> text) => SendAsync(Encoding.UTF8.GetBytes(text.ToArray()));
/// <summary>
/// Receive data from the server (synchronous)
/// </summary>
/// <param name="buffer">Buffer to receive</param>
/// <returns>Size of received data</returns>
public virtual long Receive(byte[] buffer) { return Receive(buffer, 0, buffer.Length); }
/// <summary>
/// Receive data from the server (synchronous)
/// </summary>
/// <param name="buffer">Buffer to receive</param>
/// <param name="offset">Buffer offset</param>
/// <param name="size">Buffer size</param>
/// <returns>Size of received data</returns>
public virtual long Receive(byte[] buffer, long offset, long size)
{
if (!IsConnected)
return 0;
if (size == 0)
return 0;
// Receive data from the server
long received = Socket.Receive(buffer, (int)offset, (int)size, SocketFlags.None, out SocketError ec);
if (received > 0)
{
// Update statistic
BytesReceived += received;
// Call the buffer received handler
OnReceived(buffer, 0, received);
}
// Check for socket error
if (ec != SocketError.Success)
{
SendError(ec);
Disconnect();
}
return received;
}
/// <summary>
/// Receive text from the server (synchronous)
/// </summary>
/// <param name="size">Text size to receive</param>
/// <returns>Received text</returns>
public virtual string Receive(long size)
{
var buffer = new byte[size];
var length = Receive(buffer);
return Encoding.UTF8.GetString(buffer, 0, (int)length);
}
/// <summary>
/// Receive data from the server (asynchronous)
/// </summary>
public virtual void ReceiveAsync()
{
// Try to receive data from the server
TryReceive();
}
/// <summary>
/// Try to receive new data
/// </summary>
private void TryReceive()
{
if (_receiving)
return;
if (!IsConnected)
return;
bool process = true;
while (process)
{
process = false;
try
{
// Async receive with the receive handler
_receiving = true;
_receiveEventArg.SetBuffer(_receiveBuffer.Data, 0, (int)_receiveBuffer.Capacity);
if (!Socket.ReceiveAsync(_receiveEventArg))
process = ProcessReceive(_receiveEventArg);
}
catch (ObjectDisposedException) {}
}
}
/// <summary>
/// Try to send pending data
/// </summary>
private void TrySend()
{
if (!IsConnected)
return;
bool empty = false;
bool process = true;
while (process)
{
process = false;
lock (_sendLock)
{
// Is previous socket send in progress?
if (_sendBufferFlush.IsEmpty)
{
// Swap flush and main buffers
_sendBufferFlush = Interlocked.Exchange(ref _sendBufferMain, _sendBufferFlush);
_sendBufferFlushOffset = 0;
// Update statistic
BytesPending = 0;
BytesSending += _sendBufferFlush.Size;
// Check if the flush buffer is empty
if (_sendBufferFlush.IsEmpty)
{
// Need to call empty send buffer handler
empty = true;
// End sending process
_sending = false;
}
}
else
return;
}
// Call the empty send buffer handler
if (empty)
{
OnEmpty();
return;
}
try
{
// Async write with the write handler
_sendEventArg.SetBuffer(_sendBufferFlush.Data, (int)_sendBufferFlushOffset, (int)(_sendBufferFlush.Size - _sendBufferFlushOffset));
if (!Socket.SendAsync(_sendEventArg))
process = ProcessSend(_sendEventArg);
}
catch (ObjectDisposedException) {}
}
}
/// <summary>
/// Clear send/receive buffers
/// </summary>
private void ClearBuffers()
{
lock (_sendLock)
{
// Clear send buffers
_sendBufferMain.Clear();
_sendBufferFlush.Clear();
_sendBufferFlushOffset= 0;
// Update statistic
BytesPending = 0;
BytesSending = 0;
}
}
#endregion
#region IO processing
/// <summary>
/// This method is called whenever a receive or send operation is completed on a socket
/// </summary>
private void OnAsyncCompleted(object sender, SocketAsyncEventArgs e)
{
if (IsSocketDisposed)
return;
// Determine which type of operation just completed and call the associated handler
switch (e.LastOperation)
{
case SocketAsyncOperation.Connect:
ProcessConnect(e);
break;
case SocketAsyncOperation.Receive:
if (ProcessReceive(e))
TryReceive();
break;
case SocketAsyncOperation.Send:
if (ProcessSend(e))
TrySend();
break;
default:
throw new ArgumentException("The last operation completed on the socket was not a receive or send");
}
}
/// <summary>
/// This method is invoked when an asynchronous connect operation completes
/// </summary>
private void ProcessConnect(SocketAsyncEventArgs e)
{
IsConnecting = false;
if (e.SocketError == SocketError.Success)
{
// Prepare receive & send buffers
_receiveBuffer.Reserve(OptionReceiveBufferSize);
_sendBufferMain.Reserve(OptionSendBufferSize);
_sendBufferFlush.Reserve(OptionSendBufferSize);
// Reset statistic
BytesPending = 0;
BytesSending = 0;
BytesSent = 0;
BytesReceived = 0;
// Update the connected flag
IsConnected = true;
// Try to receive something from the server
TryReceive();
// Check the socket disposed state: in some rare cases it might be disconnected while receiving!
if (IsSocketDisposed)
return;
// Call the client connected handler
OnConnected();
// Call the empty send buffer handler
if (_sendBufferMain.IsEmpty)
OnEmpty();
}
else
{
// Call the client disconnected handler
SendError(e.SocketError);
OnDisconnected();
}
}
/// <summary>
/// This method is invoked when an asynchronous receive operation completes
/// </summary>
private bool ProcessReceive(SocketAsyncEventArgs e)
{
if (!IsConnected)
return false;
long size = e.BytesTransferred;
// Received some data from the server
if (size > 0)
{
// Update statistic
BytesReceived += size;
// Call the buffer received handler
OnReceived(_receiveBuffer.Data, 0, size);
// If the receive buffer is full increase its size
if (_receiveBuffer.Capacity == size)
{
// Check the receive buffer limit
if (((2 * size) > OptionReceiveBufferLimit) && (OptionReceiveBufferLimit > 0))
{
SendError(SocketError.NoBufferSpaceAvailable);
DisconnectAsync();
return false;
}
_receiveBuffer.Reserve(2 * size);
}
}
_receiving = false;
// Try to receive again if the client is valid
if (e.SocketError == SocketError.Success)
{
// If zero is returned from a read operation, the remote end has closed the connection
if (size > 0)
return true;
else
DisconnectAsync();
}
else
{
SendError(e.SocketError);
DisconnectAsync();
}
return false;
}
/// <summary>
/// This method is invoked when an asynchronous send operation completes
/// </summary>
private bool ProcessSend(SocketAsyncEventArgs e)
{
if (!IsConnected)
return false;
long size = e.BytesTransferred;
// Send some data to the server
if (size > 0)
{
// Update statistic
BytesSending -= size;
BytesSent += size;
// Increase the flush buffer offset
_sendBufferFlushOffset += size;
// Successfully send the whole flush buffer
if (_sendBufferFlushOffset == _sendBufferFlush.Size)
{
// Clear the flush buffer
_sendBufferFlush.Clear();
_sendBufferFlushOffset = 0;
}
// Call the buffer sent handler
OnSent(size, BytesPending + BytesSending);
}
// Try to send again if the client is valid
if (e.SocketError == SocketError.Success)
return true;
else
{
SendError(e.SocketError);
DisconnectAsync();
return false;
}
}
#endregion
#region Session handlers
/// <summary>
/// Handle client connecting notification
/// </summary>
protected virtual void OnConnecting() {}
/// <summary>
/// Handle client connected notification
/// </summary>
protected virtual void OnConnected() {}
/// <summary>
/// Handle client disconnecting notification
/// </summary>
protected virtual void OnDisconnecting() {}
/// <summary>
/// Handle client disconnected notification
/// </summary>
protected virtual void OnDisconnected() {}
/// <summary>
/// Handle buffer received notification
/// </summary>
/// <param name="buffer">Received buffer</param>
/// <param name="offset">Received buffer offset</param>
/// <param name="size">Received buffer size</param>
/// <remarks>
/// Notification is called when another part of buffer was received from the server
/// </remarks>
protected virtual void OnReceived(byte[] buffer, long offset, long size) {}
/// <summary>
/// Handle buffer sent notification
/// </summary>
/// <param name="sent">Size of sent buffer</param>
/// <param name="pending">Size of pending buffer</param>
/// <remarks>
/// Notification is called when another part of buffer was sent to the server.
/// This handler could be used to send another buffer to the server for instance when the pending size is zero.
/// </remarks>
protected virtual void OnSent(long sent, long pending) {}
/// <summary>
/// Handle empty send buffer notification
/// </summary>
/// <remarks>
/// Notification is called when the send buffer is empty and ready for a new data to send.
/// This handler could be used to send another buffer to the server.
/// </remarks>
protected virtual void OnEmpty() {}
/// <summary>
/// Handle error notification
/// </summary>
/// <param name="error">Socket error code</param>
protected virtual void OnError(SocketError error) {}
#endregion
#region Error handling
/// <summary>
/// Send error notification
/// </summary>
/// <param name="error">Socket error code</param>
private void SendError(SocketError error)
{
// Skip disconnect errors
if ((error == SocketError.ConnectionAborted) ||
(error == SocketError.ConnectionRefused) ||
(error == SocketError.ConnectionReset) ||
(error == SocketError.OperationAborted) ||
(error == SocketError.Shutdown))
return;
OnError(error);
}
#endregion
#region IDisposable implementation
/// <summary>
/// Disposed flag
/// </summary>
public bool IsDisposed { get; private set; }
/// <summary>
/// Client socket disposed flag
/// </summary>
public bool IsSocketDisposed { get; private set; } = true;
// Implement IDisposable.
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposingManagedResources)
{
// The idea here is that Dispose(Boolean) knows whether it is
// being called to do explicit cleanup (the Boolean is true)
// versus being called due to a garbage collection (the Boolean
// is false). This distinction is useful because, when being
// disposed explicitly, the Dispose(Boolean) method can safely
// execute code using reference type fields that refer to other
// objects knowing for sure that these other objects have not been
// finalized or disposed of yet. When the Boolean is false,
// the Dispose(Boolean) method should not execute code that
// refer to reference type fields because those objects may
// have already been finalized."
if (!IsDisposed)
{
if (disposingManagedResources)
{
// Dispose managed resources here...
DisconnectAsync();
}
// Dispose unmanaged resources here...
// Set large fields to null here...
// Mark as disposed.
IsDisposed = true;
}
}
#endregion
}
}