526 lines
17 KiB
C#
526 lines
17 KiB
C#
using System.Collections.Concurrent;
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using System.Diagnostics;
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using System.Net;
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using System.Net.Sockets;
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using System.Text;
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namespace B24SiemensPlugin.TCP
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{
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/// <summary>
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/// TCP server is used to connect, disconnect and manage TCP sessions
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/// </summary>
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/// <remarks>Thread-safe</remarks>
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public class TcpServer : IDisposable
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{
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/// <summary>
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/// Initialize TCP server with a given IP address and port number
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/// </summary>
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/// <param name="address">IP address</param>
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/// <param name="port">Port number</param>
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public TcpServer(IPAddress address, int port) : this(new IPEndPoint(address, port)) {}
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/// <summary>
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/// Initialize TCP server with a given IP address and port number
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/// </summary>
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/// <param name="address">IP address</param>
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/// <param name="port">Port number</param>
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public TcpServer(string address, int port) : this(new IPEndPoint(IPAddress.Parse(address), port)) {}
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/// <summary>
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/// Initialize TCP server with a given IP endpoint
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/// </summary>
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/// <param name="endpoint">IP endpoint</param>
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public TcpServer(IPEndPoint endpoint)
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{
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Id = Guid.NewGuid();
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Endpoint = endpoint;
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}
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/// <summary>
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/// Server Id
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/// </summary>
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public Guid Id { get; }
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/// <summary>
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/// IP endpoint
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/// </summary>
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public IPEndPoint Endpoint { get; private set; }
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/// <summary>
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/// Number of sessions connected to the server
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/// </summary>
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public long ConnectedSessions { get { return Sessions.Count; } }
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/// <summary>
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/// Number of bytes pending sent by the server
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/// </summary>
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public long BytesPending { get { return _bytesPending; } }
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/// <summary>
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/// Number of bytes sent by the server
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/// </summary>
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public long BytesSent { get { return _bytesSent; } }
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/// <summary>
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/// Number of bytes received by the server
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/// </summary>
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public long BytesReceived { get { return _bytesReceived; } }
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/// <summary>
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/// Option: acceptor backlog size
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/// </summary>
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/// <remarks>
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/// This option will set the listening socket's backlog size
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/// </remarks>
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public int OptionAcceptorBacklog { get; set; } = 1024;
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/// <summary>
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/// Option: dual mode socket
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/// </summary>
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/// <remarks>
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/// Specifies whether the Socket is a dual-mode socket used for both IPv4 and IPv6.
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/// Will work only if socket is bound on IPv6 address.
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/// </remarks>
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public bool OptionDualMode { get; set; }
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/// <summary>
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/// Option: keep alive
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/// </summary>
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/// <remarks>
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/// This option will setup SO_KEEPALIVE if the OS support this feature
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/// </remarks>
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public bool OptionKeepAlive { get; set; }
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/// <summary>
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/// Option: no delay
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/// </summary>
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/// <remarks>
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/// This option will enable/disable Nagle's algorithm for TCP protocol
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/// </remarks>
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public bool OptionNoDelay { get; set; }
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/// <summary>
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/// Option: reuse address
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/// </summary>
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/// <remarks>
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/// This option will enable/disable SO_REUSEADDR if the OS support this feature
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/// </remarks>
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public bool OptionReuseAddress { get; set; }
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/// <summary>
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/// Option: enables a socket to be bound for exclusive access
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/// </summary>
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/// <remarks>
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/// This option will enable/disable SO_EXCLUSIVEADDRUSE if the OS support this feature
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/// </remarks>
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public bool OptionExclusiveAddressUse { get; set; }
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/// <summary>
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/// Option: receive buffer size
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/// </summary>
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public int OptionReceiveBufferSize { get; set; } = 8192;
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/// <summary>
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/// Option: send buffer size
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/// </summary>
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public int OptionSendBufferSize { get; set; } = 8192;
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#region Start/Stop server
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// Server acceptor
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private Socket _acceptorSocket;
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private SocketAsyncEventArgs _acceptorEventArg;
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// Server statistic
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internal long _bytesPending;
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internal long _bytesSent;
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internal long _bytesReceived;
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/// <summary>
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/// Is the server started?
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/// </summary>
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public bool IsStarted { get; private set; }
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/// <summary>
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/// Is the server accepting new clients?
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/// </summary>
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public bool IsAccepting { get; private set; }
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/// <summary>
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/// Create a new socket object
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/// </summary>
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/// <remarks>
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/// Method may be override if you need to prepare some specific socket object in your implementation.
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/// </remarks>
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/// <returns>Socket object</returns>
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protected virtual Socket CreateSocket()
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{
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return new Socket(Endpoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
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}
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/// <summary>
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/// Start the server
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/// </summary>
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/// <returns>'true' if the server was successfully started, 'false' if the server failed to start</returns>
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public virtual bool Start()
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{
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Debug.Assert(!IsStarted, "TCP server is already started!");
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if (IsStarted)
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return false;
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// Setup acceptor event arg
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_acceptorEventArg = new SocketAsyncEventArgs();
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_acceptorEventArg.Completed += OnAsyncCompleted;
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// Create a new acceptor socket
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_acceptorSocket = CreateSocket();
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// Update the acceptor socket disposed flag
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IsSocketDisposed = false;
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// Apply the option: reuse address
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_acceptorSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, OptionReuseAddress);
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// Apply the option: exclusive address use
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_acceptorSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ExclusiveAddressUse, OptionExclusiveAddressUse);
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// Apply the option: dual mode (this option must be applied before listening)
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if (_acceptorSocket.AddressFamily == AddressFamily.InterNetworkV6)
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_acceptorSocket.DualMode = OptionDualMode;
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// Bind the acceptor socket to the IP endpoint
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_acceptorSocket.Bind(Endpoint);
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// Refresh the endpoint property based on the actual endpoint created
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Endpoint = (IPEndPoint)_acceptorSocket.LocalEndPoint;
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// Start listen to the acceptor socket with the given accepting backlog size
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_acceptorSocket.Listen(OptionAcceptorBacklog);
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// Reset statistic
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_bytesPending = 0;
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_bytesSent = 0;
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_bytesReceived = 0;
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// Update the started flag
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IsStarted = true;
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// Call the server started handler
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OnStarted();
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// Perform the first server accept
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IsAccepting = true;
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StartAccept(_acceptorEventArg);
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return true;
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}
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/// <summary>
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/// Stop the server
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/// </summary>
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/// <returns>'true' if the server was successfully stopped, 'false' if the server is already stopped</returns>
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public virtual bool Stop()
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{
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Debug.Assert(IsStarted, "TCP server is not started!");
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if (!IsStarted)
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return false;
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// Stop accepting new clients
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IsAccepting = false;
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// Reset acceptor event arg
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_acceptorEventArg.Completed -= OnAsyncCompleted;
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// Close the acceptor socket
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_acceptorSocket.Close();
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// Dispose the acceptor socket
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_acceptorSocket.Dispose();
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// Dispose event arguments
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_acceptorEventArg.Dispose();
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// Update the acceptor socket disposed flag
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IsSocketDisposed = true;
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// Disconnect all sessions
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DisconnectAll();
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// Update the started flag
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IsStarted = false;
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// Call the server stopped handler
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OnStopped();
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return true;
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}
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/// <summary>
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/// Restart the server
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/// </summary>
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/// <returns>'true' if the server was successfully restarted, 'false' if the server failed to restart</returns>
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public virtual bool Restart()
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{
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if (!Stop())
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return false;
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while (IsStarted)
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Thread.Yield();
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return Start();
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}
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#endregion
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#region Accepting clients
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/// <summary>
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/// Start accept a new client connection
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/// </summary>
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private void StartAccept(SocketAsyncEventArgs e)
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{
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// Socket must be cleared since the context object is being reused
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e.AcceptSocket = null;
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// Async accept a new client connection
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if (!_acceptorSocket.AcceptAsync(e))
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ProcessAccept(e);
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}
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/// <summary>
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/// Process accepted client connection
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/// </summary>
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private void ProcessAccept(SocketAsyncEventArgs e)
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{
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if (e.SocketError == SocketError.Success)
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{
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// Create a new session to register
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var session = CreateSession();
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// Register the session
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RegisterSession(session);
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// Connect new session
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session.Connect(e.AcceptSocket);
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}
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else
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SendError(e.SocketError);
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// Accept the next client connection
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if (IsAccepting)
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StartAccept(e);
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}
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/// <summary>
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/// This method is the callback method associated with Socket.AcceptAsync()
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/// operations and is invoked when an accept operation is complete
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/// </summary>
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private void OnAsyncCompleted(object sender, SocketAsyncEventArgs e)
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{
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ProcessAccept(e);
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}
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#endregion
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#region Session factory
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/// <summary>
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/// Create TCP session factory method
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/// </summary>
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/// <returns>TCP session</returns>
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protected virtual TcpSession CreateSession() { return new TcpSession(this); }
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#endregion
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#region Session management
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// Server sessions
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protected readonly ConcurrentDictionary<Guid, TcpSession> Sessions = new ConcurrentDictionary<Guid, TcpSession>();
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/// <summary>
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/// Disconnect all connected sessions
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/// </summary>
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/// <returns>'true' if all sessions were successfully disconnected, 'false' if the server is not started</returns>
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public virtual bool DisconnectAll()
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{
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if (!IsStarted)
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return false;
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// Disconnect all sessions
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foreach (var session in Sessions.Values)
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session.Disconnect();
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return true;
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}
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/// <summary>
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/// Find a session with a given Id
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/// </summary>
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/// <param name="id">Session Id</param>
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/// <returns>Session with a given Id or null if the session it not connected</returns>
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public TcpSession FindSession(Guid id)
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{
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// Try to find the required session
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return Sessions.TryGetValue(id, out TcpSession result) ? result : null;
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}
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/// <summary>
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/// Register a new session
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/// </summary>
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/// <param name="session">Session to register</param>
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internal void RegisterSession(TcpSession session)
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{
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// Register a new session
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Sessions.TryAdd(session.Id, session);
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}
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/// <summary>
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/// Unregister session by Id
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/// </summary>
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/// <param name="id">Session Id</param>
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internal void UnregisterSession(Guid id)
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{
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// Unregister session by Id
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Sessions.TryRemove(id, out TcpSession temp);
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}
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#endregion
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#region Multicasting
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/// <summary>
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/// Multicast data to all connected sessions
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/// </summary>
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/// <param name="buffer">Buffer to multicast</param>
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/// <returns>'true' if the data was successfully multicasted, 'false' if the data was not multicasted</returns>
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public virtual bool Multicast(byte[] buffer) { return Multicast(buffer, 0, buffer.Length); }
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/// <summary>
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/// Multicast data to all connected clients
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/// </summary>
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/// <param name="buffer">Buffer to multicast</param>
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/// <param name="offset">Buffer offset</param>
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/// <param name="size">Buffer size</param>
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/// <returns>'true' if the data was successfully multicasted, 'false' if the data was not multicasted</returns>
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public virtual bool Multicast(byte[] buffer, long offset, long size)
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{
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if (!IsStarted)
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return false;
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if (size == 0)
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return true;
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// Multicast data to all sessions
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foreach (var session in Sessions.Values)
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session.SendAsync(buffer, offset, size);
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return true;
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}
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/// <summary>
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/// Multicast text to all connected clients
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/// </summary>
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/// <param name="text">Text string to multicast</param>
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/// <returns>'true' if the text was successfully multicasted, 'false' if the text was not multicasted</returns>
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public virtual bool Multicast(string text) { return Multicast(Encoding.UTF8.GetBytes(text)); }
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#endregion
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#region Server handlers
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/// <summary>
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/// Handle server started notification
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/// </summary>
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protected virtual void OnStarted() {}
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/// <summary>
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/// Handle server stopped notification
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/// </summary>
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protected virtual void OnStopped() {}
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/// <summary>
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/// Handle session connected notification
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/// </summary>
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/// <param name="session">Connected session</param>
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protected virtual void OnConnected(TcpSession session) {}
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/// <summary>
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/// Handle session disconnected notification
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/// </summary>
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/// <param name="session">Disconnected session</param>
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protected virtual void OnDisconnected(TcpSession session) {}
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/// <summary>
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/// Handle error notification
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/// </summary>
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/// <param name="error">Socket error code</param>
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protected virtual void OnError(SocketError error) {}
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internal void OnConnectedInternal(TcpSession session) { OnConnected(session); }
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internal void OnDisconnectedInternal(TcpSession session) { OnDisconnected(session); }
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#endregion
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#region Error handling
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/// <summary>
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/// Send error notification
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/// </summary>
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/// <param name="error">Socket error code</param>
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private void SendError(SocketError error)
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{
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// Skip disconnect errors
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if ((error == SocketError.ConnectionAborted) ||
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(error == SocketError.ConnectionRefused) ||
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(error == SocketError.ConnectionReset) ||
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(error == SocketError.OperationAborted) ||
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(error == SocketError.Shutdown))
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return;
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OnError(error);
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}
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#endregion
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#region IDisposable implementation
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/// <summary>
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/// Disposed flag
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/// </summary>
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public bool IsDisposed { get; private set; }
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/// <summary>
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/// Acceptor socket disposed flag
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/// </summary>
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public bool IsSocketDisposed { get; private set; } = true;
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// Implement IDisposable.
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposingManagedResources)
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{
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// The idea here is that Dispose(Boolean) knows whether it is
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// being called to do explicit cleanup (the Boolean is true)
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// versus being called due to a garbage collection (the Boolean
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// is false). This distinction is useful because, when being
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// disposed explicitly, the Dispose(Boolean) method can safely
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// execute code using reference type fields that refer to other
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// objects knowing for sure that these other objects have not been
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// finalized or disposed of yet. When the Boolean is false,
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// the Dispose(Boolean) method should not execute code that
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// refer to reference type fields because those objects may
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// have already been finalized."
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if (!IsDisposed)
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{
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if (disposingManagedResources)
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{
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// Dispose managed resources here...
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Stop();
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}
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// Dispose unmanaged resources here...
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// Set large fields to null here...
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// Mark as disposed.
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IsDisposed = true;
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}
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}
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// Use C# destructor syntax for finalization code.
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~TcpServer()
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{
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// Simply call Dispose(false).
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Dispose(false);
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}
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#endregion
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}
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}
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