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","
OnDataReceived:
Socket has been closed
");
}
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.