I am working my way trough socket tutorials and I am running in to a problem. I have 3 classes; Server, ServerClient and Client. The Server listens for connections requests, the ServerClient is the server side Socket wrapper and the Client is a user side program trying to connect.
The problem I am facing, is that when the Server passes the accepted socket to the ServerClient class the Socket is disconnected. If I debug the Socket passed has Connected = True, but when I set the local variable in ServerClient it becomes Connected = False.
On the Client side I am not facing problems yet know to me, that Socket remains Connected.
What am I doing wrong, and what else sucks about my code?
Server:
public async void Run()
{
//
if (AcceptingClients)
{
// Error already running
return;
}
//
LoadSettings();
//
IPEndPoint localEndPoint = new IPEndPoint(_settings.Ip, _settings.Port);
// Start The Server
_server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_server.Bind(localEndPoint);
_server.Listen(100);
//
AcceptingClients = true;
//
OnServerStart(EventArgs.Empty);
// Running => Accept connections
await AcceptConnections();
// Stopped => Close connections
await CloseConnections();
// Server Stopped => Finish stuff
//
OnServerStop(EventArgs.Empty);
}
private async Task AcceptConnections()
{
await Task.Run(() =>
{
while (AcceptingClients)
{
try
{
// Set the _acceptConnectionDone to nonsignaled state.
_acceptConnectionDone.Reset();
//
_server.BeginAccept(AcceptConnectionsCallback, _server);
// Wait until a connection is made before continuing.
_acceptConnectionDone.WaitOne();
}
catch
{
//
}
}
});
}
private static void AcceptConnectionsCallback(IAsyncResult ar)
{
// Signal the AcceptConnections Task to continue.
_acceptConnectionDone.Set();
//
if (!AcceptingClients)
{
// Server Stopping or stopped
return;
}
// Get the socket that handles the client request.
Socket server = (Socket)ar.AsyncState;
Socket client = server.EndAccept(ar);
// Create the client object.
ServerClient newclient = new ServerClient(client);
// Add Events
//
_connections.TryAdd(_totalConnectionCount++, newclient);
}
ServerClient:
private readonly Socket _connection;
//
public ServerClient(Socket s)
{
//
_connection = s;
//
Run();
// Disconnected or needs to be disconnected => Process
Disconnect();
return;
}
private async void Run()
{
//
if (_connection.Connected)
{
//
_connection.ReceiveBufferSize = ServerExt.ReadBufferSize;
_connection.SendBufferSize = ServerExt.SendBufferSize;
_connection.NoDelay = true;
//
await ListenToClient();
}
}
Client:
public async void Connect()
{
if (_connection != null)
{
// Check if we are not connected already
}
//
LoadSettings();
//
try
{
//
IPEndPoint remoteEndPoint = new IPEndPoint(_settings.Ip, _settings.Port);
// Create a TCP/IP socket.
_connection = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp)
{
ReceiveBufferSize = ServerExt.ReadBufferSize,
SendBufferSize = ServerExt.SendBufferSize,
NoDelay = true
};
// Connect to the remote endpoint.
_connection.Connect(remoteEndPoint);
//
if (_connection.Connected)
{
//
await ListenToServer();
}
}
catch
{
//
}
// Disconnected or needs to be disconnected => Process
Disconnect();
return;
}
Thnx.