Now lets say you have two sockets connecting to either two different servers
or same server (which is perfectly valid) . One way is to create two different
delegates and attach a different delegate to different BeginReceive
function.
What if
you have 3 sockets or for that matter n sockets , this approach of creating
multiple delegates does not fit well in such cases. So the solution should
be to use only one delegate callback. But then the problem is how do we know
what socket completed the operation.
Fortunately there is a better solution. If you look at the BeginReceive
function
again, the last parameter is a state is an object. You can pass anything here
. And whatever you pass here will be passed back to you later as the part of
parameter to the callback function. Actually this object will be passed to
you later as a IAsyncResult.AsyncState. So when your callback gets called,
you can use this information to identify the socket that completed the operation.
Since you can pass any thing to this last parameter, we can pass a class object
that contains as much information as we want. For example we can declare a
class as follows:
public class CSocketPacket
{
public System.Net.Sockets.Socket thisSocket;
public byte[] dataBuffer = new byte[1024];
}
and call BeginReceive
as follows:
CSocketPacket theSocPkt = new CSocketPacket ();
theSocPkt.thisSocket = m_socClient;
// now start to listen for any data...
m_asynResult = m_socClient.BeginReceive (theSocPkt.dataBuffer ,0,theSocPkt.dataBuffer.Length
,SocketFlags.None,pfnCallBack,theSocPkt);
and in the callback function we can get the data like this:
public void OnDataReceived(IAsyncResult asyn)
{
try
{
CSocketPacket theSockId = (CSocketPacket)asyn.AsyncState ;
//end receive...
int iRx = 0 ;
iRx = theSockId.thisSocket.EndReceive (asyn);
char[] chars = new char[iRx + 1];
System.Text.Decoder d = System.Text.Encoding.UTF8.GetDecoder();
int charLen = d.GetChars(theSockId.dataBuffer, 0, iRx, chars, 0);
System.String szData = new System.String(chars);
txtDataRx.Text = txtDataRx.Text + szData;
WaitForData();
}
catch (ObjectDisposedException )
{
System.Diagnostics.Debugger.Log(0,"1","\nOnDataReceived: Socket
has been closed\n");
}
catch(SocketException se)
{
MessageBox.Show (se.Message );
}
}
To see the whole application download the code and you can see the code.
There is one thing which you may be wondering about. When you call BeginReceive
,
you have to pass a buffer and the number of bytes to receive. The question
here is how big should the buffer be. Well, the answer is it depends. You can
have a very small buffer size say, 10 bytes long and if there are 20 bytes
ready to be read, then you would require 2 calls to receive the data. On the
other hand if you specify the length as 1024 and you know you are always going
to receive data in 10-byte chunks you are unnecessarily wasting memory. So
the length depends upon your application.
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