SocketAsyncEventArgs UDP server buffer is sometimes filled with zeros
I have a similar problem described in The SocketAsyncEventArgs buffer is full of zeros , in which my UDP server SocketAsyncEventArgs implementation accepts packets that have:
-
SocketAsyncEventArgs.BytesTransferred > 0
- No data in
SocketAsyncEventArgs.Buffer
This only happens on boot and can be played on three separate machines. I guess the reason for this is also what is causing the problem in my other outstanding SO question ( FatalExecutionEngineError Detected while unhooking an event ).
Here is a UDP server implementation:
/// <summary>
/// Provides a basic implementation of a UDPSocket based on ISocket
/// </summary>
public class UDPSocket : ISocket
{
#region "Private Variables"
private Socket _socket;
private IBufferManagerProvider _bufferManager;
#endregion
#region "Public Properties"
public Int32 Port { get; private set; }
public Int32 MessagePrefixLength { get; set; }
public IPAddress ListeningAddress { get; private set; }
public ILogProvider LogProvider { get; private set; }
public bool AllowAddressReuse { get; private set; }
#endregion
#region "Constructors"
private UDPSocket() { }
public UDPSocket(String listeningAddress) : this(listeningAddress, 4444, null, null) { }
public UDPSocket(String listeningAddress, Int32 port) : this(listeningAddress, port, null, null) { }
public UDPSocket(Int32 port) : this("0.0.0.0", port, null, null) { }
public UDPSocket(String listeningAddress, Int32 port, IBufferManagerProvider manager, ILogProvider logger)
{
// Setup the port
if (port <= 0)
{
throw new ArgumentException("Port number cannot be less than 0.");
}
else
{
this.Port = port;
}
// check the ip address
if (String.IsNullOrEmpty(listeningAddress))
{
throw new Exception("The listening address supplied is not valid.");
}
this.ListeningAddress = IPAddress.Parse(listeningAddress);
// check the interfaces
this.LogProvider = (logger == null) ? new DefaultLogProvider(LogLevel.None) : logger;
_bufferManager = (manager == null) ? new DefaultBufferManager(100, 2048, null, null) : manager;
// use a default message prefix
this.MessagePrefixLength = 4;
}
#endregion
#region "Event Handlers"
#endregion
#region "Internal handler methods"
private void Receive()
{
SocketAsyncEventArgs args = _bufferManager.TakeNextSocketAsyncEventArgs();
byte[] buff = _bufferManager.TakeNextBuffer();
args.SetBuffer(buff, 0, buff.Length);
args.Completed += PacketReceived;
args.RemoteEndPoint = new IPEndPoint(IPAddress.Any, this.Port);
try
{
if (!_socket.ReceiveMessageFromAsync(args))
{
OnPacketReceived(args);
}
}
catch
{
// we should only jump here when we disconnect all the clients.
}
}
private void PacketReceived(object sender, SocketAsyncEventArgs e)
{
OnPacketReceived(e);
}
private void OnPacketReceived(SocketAsyncEventArgs e)
{
// Start a new Receive operation straight away
Receive();
// Now process the packet that we have already
if (e.BytesTransferred <= MessagePrefixLength)
{
// Error condition, empty packet
this.LogProvider.Log(String.Format("Empty packet received from {0}. Discarding packet.", e.ReceiveMessageFromPacketInfo.Address.ToString()), "UDPSocket.OnPacketReceived", LogLevel.Minimal);
ReleaseArgs(e);
return;
}
//
// The buffer can occassionally be zero'd at this point in time
//
// Get the message length from the beginning of the packet.
byte[] arrPrefix = new byte[MessagePrefixLength];
Buffer.BlockCopy(e.Buffer, 0, arrPrefix, 0, MessagePrefixLength);
Int32 messageLength = BitConverter.ToInt32(arrPrefix, 0);
// the number of bytes remaining to store
Int32 bytesToProcess = e.BytesTransferred - MessagePrefixLength;
if (bytesToProcess < messageLength)
{
this.LogProvider.Log(String.Format("Missing data from {0}. Discarding packet.", e.ReceiveMessageFromPacketInfo.Address.ToString()), "UDPSocket.OnPacketReceived", LogLevel.Minimal);
ReleaseArgs(e);
return;
}
// Create a data buffer
byte[] data = new byte[messageLength];
// Copy the remaining data to the data buffer on the user token
Buffer.BlockCopy(e.Buffer, MessagePrefixLength, data, 0, messageLength);
// Data is safely stored, so unhook the event and return the SocketAsyncEventArgs back to the pool
ReleaseArgs(e);
// Thread safe way of triggering the event
var evnt = OnDataReceived;
if (evnt != null)
{
evnt(e, new SocketDataEventArgs(data));
}
}
private void ReleaseArgs(SocketAsyncEventArgs e)
{
e.Completed -= PacketReceived;
_bufferManager.InsertSocketAsyncEventArgs(e);
_bufferManager.InsertBuffer(e.Buffer);
}
#endregion
#region "ISocket implicit implementation"
public void Start()
{
this.LogProvider.Log("Starting. Creating socket", "UDPSocket.Start", LogLevel.Verbose);
_socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
_socket.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.PacketInformation, true);
_socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, this.AllowAddressReuse);
_socket.Bind(new IPEndPoint(this.ListeningAddress, this.Port));
// use a default message prefix
this.MessagePrefixLength = 4;
// begin receiving packets
Receive();
this.LogProvider.Log("Socket created. Listening for packets", "UDPSocket.Start", LogLevel.Verbose);
}
public void Stop()
{
// do a shutdown before you close the socket
try
{
_socket.Shutdown(SocketShutdown.Both);
this.LogProvider.Log("Clean socket shutdown", "TCPSocket.CloseSocket", LogLevel.Verbose);
}
// throws if socket was already closed
catch (Exception ex)
{
this.LogProvider.Log("Error closing socket - " + ex.Message, "TCPSocket.CloseSocket", LogLevel.Minimal);
}
// Close the socket, which calls Dispose internally
_socket.Close();
this.LogProvider.Log("Socket closed", "TCPSocket.CloseSocket", LogLevel.Verbose);
}
public event EventHandler<SocketDataEventArgs> OnDataReceived;
#endregion
}
I can do a full server / client demo if needed and also post other classes like buffer manager. This is my first time using SocketAsyncEventArgs, so my implementation may not be 100% correct.
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I think I found the problem. Instead of using it Stack<T>
to manage buffers, I switched to Queue<T>
, which dramatically reduces the problem. For those interested, here is my implementation of the buffer queue:
/// <summary>
/// Creates a managed Queue that makes a program wait when the resources are depleated
/// </summary>
/// <typeparam name="T">The type of Queue to create</typeparam>
public sealed class ManagedQueue<T>
{
#region "Constructors"
public ManagedQueue(Int32 capacity = 400, bool fillQueue = false, Queue<T> queue = null)
{
Capacity = capacity;
_queue = queue ?? new Queue<T>(capacity);
_restrictor = new SemaphoreSlim((fillQueue) ? Capacity : 0, Capacity);
if (fillQueue)
{
// Setup the queue with default values
for (Int32 i = 0; i < Capacity; i++)
{
Insert(default(T));
}
}
}
#endregion
/// <summary>
/// Gets the defined over all queue Capacity
/// </summary>
public Int32 Capacity { get; private set; }
// The queue to hold the items
private readonly Queue<T> _queue;
// The SemaphoreSlim to restrict access to the queue
private readonly SemaphoreSlim _restrictor;
/// <summary>
/// Take the next resource available from the queue. This is a blocking operation if capacity is reached.
/// </summary>
/// <returns>The next resource available</returns>
public T TakeNext()
{
// Sanity Check
if (_queue == null)
{
throw new InvalidOperationException("The queue cannot be null");
}
// make us wait if necessary
_restrictor.Wait();
lock (_queue)
{
if (_queue.Count > 0)
{
return _queue.Dequeue();
}
throw new Exception("There has been a Semaphore/queue offset");
}
}
/// <summary>
/// Adds an item to the queue. This will release other threads if they are blocked
/// </summary>
/// <param name="item"></param>
public void Insert(T item)
{
// Sanity Check
if (_queue == null)
{
throw new InvalidOperationException("The queue cannot be null");
}
// Sanity Check
if (item == null)
{
throw new ArgumentException("The item cannot be null");
}
lock (_queue)
{
_queue.Enqueue(item);
_restrictor.Release();
}
}
}
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