SocketAsyncEventArgs 实例上的 TCP 服务器重置 AcceptSocket.ReceiveAsync 操作

TCP Server Resetting AcceptSocket.ReceiveAsync operation on a SocketAsyncEventArgs instance

我目前有一个使用 C# SAEA 实现的 TCP 服务器。我想做的是在连接到服务器的 2 个 TCP 客户端之间转发一条消息(客户端 1客户端 2)。

然而,Server 引用 Client 2receiveSendEventArgs 并开始准备缓冲区 (SetBuffer) 以发送消息我相信,由于 Client 2 的 Socket 仍处于 "ReceiveSync" 状态,它会爆炸并显示以下消息:

"异步套接字操作已在使用此 SocketAsyncEventArgs 实例进行。"

有没有办法将服务器上的 Client 2 状态从 "ReceiveAsync" 切换到 "SendAsync" 以便在我尝试时不会出错将数据发送到 客户端 2?我知道 Completed 事件在发送或接收操作完成时触发,但是,直接调用我的 IO_Completed 方法不会改变操作。

在 for 循环中为 SocketAsyncEventArgs 的已完成事件设置事件处理程序: eventArgObjectForPool.Completed += new EventHandler(IO_Completed);

无效IO_Completed(对象发送者,SocketAsyncEventArgs e){

        DataHoldingUserToken receiveSendToken = (DataHoldingUserToken)e.UserToken;
        //More business logic here ...
        // determine which type of operation just completed and call the associated handler
        switch (e.LastOperation)
        {
            case SocketAsyncOperation.Receive:
                if (Program.watchProgramFlow == true)   //for testing
                {
                    Program.testWriter.WriteLine("IO_Completed method in Receive, receiveSendToken id " + receiveSendToken.TokenId);
                }                    
                ProcessReceive(e);
                break;

            case SocketAsyncOperation.Send:
                if (Program.watchProgramFlow == true)   //for testing
                {
                    Program.testWriter.WriteLine("IO_Completed method in Send, id " + receiveSendToken.TokenId);
                }

                ProcessSend(e);
                break;

            default:
                //This exception will occur if you code the Completed event of some
                //operation to come to this method, by mistake.
                throw new ArgumentException("The last operation completed on the socket was not a receive or send");
        }
    }

private void StartReceive(SocketAsyncEventArgs receiveSendEventArgs) {

        DataHoldingUserToken receiveSendToken = (DataHoldingUserToken)receiveSendEventArgs.UserToken;

        if (Program.watchProgramFlow == true)   //for testing
        {                
            Program.testWriter.WriteLine("StartReceive(), receiveSendToken id " + receiveSendToken.TokenId);
        }

        switch (receiveSendToken.clientInfo.currentState)
        {
            case MyClient.ClientState.Connecting://This occurs when we get client to connect for first time. However, it will automatically disconnect

                receiveSendToken.theMediator.HandleData(receiveSendToken.theDataHolder);

                // Create a new DataHolder for next message.
                receiveSendToken.CreateNewDataHolder();

                //Reset the variables in the UserToken, to be ready for the
                //next message that will be received on the socket in this
                //SAEA object.
                receiveSendToken.Reset(true);

                receiveSendToken.theMediator.PrepareOutgoingData();
                StartSend(receiveSendToken.theMediator.GiveBack());

                //******************************************************************
                break;

            default:
                //Set the buffer for the receive operation.
                receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetReceive, this.socketListenerSettings.BufferSize);                    

                // Post async receive operation on the socket.
                bool willRaiseEvent = receiveSendEventArgs.AcceptSocket.ReceiveAsync(receiveSendEventArgs);

                //Socket.ReceiveAsync returns true if the I/O operation is pending. The 
                //SocketAsyncEventArgs.Completed event on the e parameter will be raised 
                //upon completion of the operation. So, true will cause the IO_Completed
                //method to be called when the receive operation completes. 
                //That's because of the event handler we created when building
                //the pool of SocketAsyncEventArgs objects that perform receive/send.
                //It was the line that said
                //eventArgObjectForPool.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);

                //Socket.ReceiveAsync returns false if I/O operation completed synchronously. 
                //In that case, the SocketAsyncEventArgs.Completed event on the e parameter 

                if (!willRaiseEvent)
                {
                    if (Program.watchProgramFlow == true)   //for testing
                    {
                        Program.testWriter.WriteLine("StartReceive in if (!willRaiseEvent), receiveSendToken id " + receiveSendToken.TokenId);
                    }

                    ProcessReceive(receiveSendEventArgs);
                }
                break;
        }
    }

private void StartSend(SocketAsyncEventArgs receiveSendEventArgs) { DataHoldingUserToken receiveSendToken = (DataHoldingUserToken)receiveSendEventArgs.UserToken;

        if (Program.watchProgramFlow == true)   //for testing
        {
            Program.testWriter.WriteLine("StartSend, id " + receiveSendToken.TokenId);
        }
        if (Program.watchThreads == true)   //for testing
        {
            DealWithThreadsForTesting("StartSend()", receiveSendToken);
        }

        if (receiveSendToken.sendBytesRemainingCount <= this.socketListenerSettings.BufferSize)
        {
            Program.testWriter.WriteLine("blocking:?(" + receiveSendEventArgs.AcceptSocket.Blocking + ")");
            receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetSend, receiveSendToken.sendBytesRemainingCount);
            //Copy the bytes to the buffer associated with this SAEA object.
            Buffer.BlockCopy(receiveSendToken.dataToSend, receiveSendToken.bytesSentAlreadyCount, receiveSendEventArgs.Buffer, receiveSendToken.bufferOffsetSend, receiveSendToken.sendBytesRemainingCount);
        }
        else
        {
            //We cannot try to set the buffer any larger than its size.
            //So since receiveSendToken.sendBytesRemainingCount > BufferSize, we just
            //set it to the maximum size, to send the most data possible.
            receiveSendEventArgs.SetBuffer(receiveSendToken.bufferOffsetSend, this.socketListenerSettings.BufferSize);
            //Copy the bytes to the buffer associated with this SAEA object.
            Buffer.BlockCopy(receiveSendToken.dataToSend, receiveSendToken.bytesSentAlreadyCount, receiveSendEventArgs.Buffer, receiveSendToken.bufferOffsetSend, this.socketListenerSettings.BufferSize);

            //We'll change the value of sendUserToken.sendBytesRemainingCount
            //in the ProcessSend method.
        }

        //post asynchronous send operation
        bool willRaiseEvent = receiveSendEventArgs.AcceptSocket.SendAsync(receiveSendEventArgs);

        if (!willRaiseEvent)
        {
            if (Program.watchProgramFlow == true)   //for testing
            {
                Program.testWriter.WriteLine("StartSend in if (!willRaiseEvent), receiveSendToken id " + receiveSendToken.TokenId);
            }

            ProcessSend(receiveSendEventArgs);
        }            
    }

这不是我想要做的,但我可以调用以下内容:

receiveSendEventArgs.AcceptSocket.Write(strMyBuffer);

这让我可以写入同一个套接字,而且我没有任何错误。我想坚持使用异步命令,但屈服于同步写入,它没有影响我的服务器。也许还有其他解决方案。