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C# Socket BeginReceive / EndReceive capturing multiple messages

Problem:

When I do something like this:

for (int i = 0; i < 100; i++)
{
    SendMessage( sometSocket, i.ToString());
    Thread.Sleep(250); // works with this, doesn't work without
}

With or without the sleep the server logs sending of separate messages. However without the sleep the client ends up receiving multiple messages in single OnDataReceived so the client will receive messages like:

0, 1, 2, 34, 5, 678, 9 ....

Server sending Code:

private void SendMessage(Socket socket, string message)
{
    logger.Info("SendMessage: Preparing to send message:" + message);            

    byte[] byteData = Encoding.ASCII.GetBytes(message);

    if (s开发者_运维技巧ocket == null) return;
    if (!socket.Connected) return;

    logger.Info("SendMessage: Sending message to non " +
                "null and connected socket with ip:" + socket.RemoteEndPoint);

    // Record this message so unit testing can very this works.

    socket.Send(byteData);
}

Client receiving code:

private void OnDataReceived(IAsyncResult asyn)
{
    logger.Info("OnDataReceived: Data received.");

    try
    {
        SocketPacket theSockId = (SocketPacket)asyn.AsyncState;
        int iRx = theSockId.Socket.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);

        logger.Info("OnDataReceived: Received message:" + szData);

        InvokeMessageReceived(new SocketMessageEventArgs(szData));

        WaitForData();  // .....  

Socket Packet:

public class SocketPacket
{
    private Socket _socket;
    private readonly int _clientNumber;
    private byte[] _dataBuffer = new byte[1024]; ....

My hunch is it's something to do with the buffer size or its just the between the OnDataReceived and EndReceive we're getting multiple messages.

Update: It turns out when I put a Thread.Sleep at the start of OnDataReceived it gets every message. Is the only solution to this wrapping my message in a prefix of length and an string to signify the end?


This is expected behaviour. A TCP socket represents a linear stream of bytes, not a sequence of well-delimited “packets”. You must not assume that the data you receive is chunked the same way it was when it was sent.

Notice that this has two consequences:

  1. Two messages may get merged into a single callback call. (You noticed this one.)
  2. A single message may get split up (at any point) into two separate callback calls.

Your code must be written to handle both of these cases, otherwise it has a bug.


There is no need to abandon Tcp because it is stream oriented.

You can fix the problems that you are having by implementing message framing.

See

http://blogs.msdn.com/malarch/archive/2006/06/26/647993.aspx

also:

http://nitoprograms.blogspot.com/2009/04/message-framing.html


TCP sockets don't always send data right away -- in order to minimize network traffic, TCP/IP implementations will often buffer the data for a bit and send it when it sees there's a lull (or when the buffer's full).

If you want to ensure that the messages are processed one by one, you'll need to either set socket.NoDelay = true (which might not help much, since data received may still be bunched up together in the receive buffer), implement some protocol to separate messages in the stream (like prefixing each message with its length, or perhaps using CR/LF to separate them), or use a message-oriented protocol like SCTP (which might not be supported without additional software) or UDP (if you can deal with losing messages).

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