Silverlight Socket Constantly Returns With Empty Buffer
I am using Silverlight to interact with a proxy application that I have developed but, without the proxy sending a message to the Silverlight application, it executes the receive completed handler with an empty buffer ('\0's). Is there something I'm doing wrong? It is causing a major memory leak.
this._rawBuffer = new Byte[this.BUFFER_SIZE];
SocketAsyncEventArgs receiveArgs = new SocketAsyncEventArgs();
receiveArgs.SetBuffer(_rawBuffer, 0, _rawBuffer.Length);
receiveArgs.Completed += new EventHandler<SocketAsyncEventArgs>(ReceiveComplete);
this._client.ReceiveAsync(receiveArgs);
if (args.SocketError == SocketError.Success && args.LastOperation == SocketAsyncOperation.Receive)
{
// Read the current bytes from the stream buffer
int bytesRecieved = this._client.ReceiveBufferSize;
// If there are bytes to process else the connection is lost
if (bytesRecieved > 0)
{
try
{
//Find out what we just received
string messagePart = UTF8Encoding.UTF8.GetString(_rawBuffer, 0, _rawBuffer.GetLength(0));
//Take out any trailing empty characters from the message
messagePart = messagePart.Replace('\0'.ToString(), "");
//Concatenate our current message with any leftovers from previous receipts
string fullMessage = _theRest + messagePart;
int seperator;
//While the index of the seperator (LINE_END defined & initiated as private member)
while ((seperator = fullMessage.IndexOf((char)Messages.MessageSeperator.Terminator)) > 0)
{
//Pull out the first message available (up to the seperator index
string message = fullMessage.Substring(0, seperator);
//Queue up our new message
开发者_如何学编程 _messageQueue.Enqueue(message);
//Take out our line end character
fullMessage = fullMessage.Remove(0, seperator + 1);
}
//Save whatever was NOT a full message to the private variable used to store the rest
_theRest = fullMessage;
//Empty the queue of messages if there are any
while (this._messageQueue.Count > 0)
{
...
}
}
catch (Exception e)
{
throw e;
}
// Wait for a new message
if (this._isClosing != true)
Receive();
}
}
Thanks in advance.
I assume the second block of code is your ReceiveComplete
handler. If so, you should be looking at the SocketAsyncEventArgs.BytesTransferred property to get the count of the bytes received.
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