C# Asynchronous Network IO and OutOfMemoryException
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Published on 2010-04-25T09:11:07Z
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2010/04/25
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I'm working on a client/server application in C#, and I need to get Asynchronous sockets working so I can handle multiple connections at once. Technically it works the way it is now, but I get an OutOfMemoryException
after about 3 minutes of running. MSDN says to use a WaitHandler
to do WaitOne()
after the socket.BeginAccept()
, but it doesn't actually let me do that. When I try to do that in the code it says WaitHandler
is an abstract class or interface, and I can't instantiate it. I thought maybe Id try a static reference, but it doesnt have teh WaitOne()
method, just WaitAll()
and WaitAny()
. The main problem is that in the docs it doesn't give a full code snippet, so you can't actually see what their "wait handler" is coming from. its just a variable called allDone
, which also has a Reset()
method in the snippet, which a waithandler doesn't have.
After digging around in their docs, I found some related thing about an AutoResetEvent
in the Threading
namespace. It has a WaitOne()
and a Reset()
method. So I tried that around the while(true) { ... socket.BeginAccept( ... ); ... }
. Unfortunately this makes it only take one connection at a time. So I'm not really sure where to go. Here's 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);
}
}
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