“Always stay connected” mechanism for socket connection

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I'm calling Connect() for the first time I connect, I am then checking if the connection is still connected every 10 seconds if it is not connected it attempts to re-connect.



public class ClientHandler : ISocketHandler, IDisposable

private readonly Socket _socket;
private readonly byte _buffer;

private ISession _session;
private bool _hasConnected;

public ClientHandler()

_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_buffer = new byte[8192];

var timer = new Timer

Interval = 30000
;

timer.Elapsed += ElapsedTimer;
timer.Enabled = true;


private void ElapsedTimer(object sender, ElapsedEventArgs e)

if (!CoreUtilities.IsConnected(_socket))

Connect();



public void Connect()

var host = _session.ConfigHandler["server.host"];
var port = short.Parse(_session.ConfigHandler["server.port"]);

try

_socket.Connect(new IPEndPoint(IPAddress.Parse(host), port));
_socket.BeginReceive(_buffer, 0, _buffer.Length, SocketFlags.None, OnIncomingData, _socket);

CoreUtilities.LogToConsole("Successfully established a connection to the server.");

catch (SocketException)

CoreUtilities.LogToConsole("Failed to establish a connection with the server.");

finally

if (_socket.Connected && CoreUtilities.IsConnected(_socket))

Send(new SocketPasswordComposer(_session.ConfigHandler["server.password"]));






Here is the method I use to determine if the socket is fully connected to the server.



public static bool IsConnected(Socket socket)

return !(socket.Poll(1, SelectMode.SelectRead) && socket.Available == 0);



I feel that what I have coded above could be improved a lot.







share|improve this question

















  • 2




    What actually makes you feeling wrong about what you're doing there?
    – Ï€Î¬Î½Ï„α ῥεῖ
    Apr 17 at 1:01










  • Not wrong, just not very practical. It feels like I'm doing a lot of work to delegate a small job which can be done much easier, although I can't see a better way as of now.
    – user692959239
    Apr 17 at 1:07






  • 2




    Please post all code of this class.
    – Heslacher
    Apr 17 at 4:20
















up vote
3
down vote

favorite












I'm calling Connect() for the first time I connect, I am then checking if the connection is still connected every 10 seconds if it is not connected it attempts to re-connect.



public class ClientHandler : ISocketHandler, IDisposable

private readonly Socket _socket;
private readonly byte _buffer;

private ISession _session;
private bool _hasConnected;

public ClientHandler()

_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_buffer = new byte[8192];

var timer = new Timer

Interval = 30000
;

timer.Elapsed += ElapsedTimer;
timer.Enabled = true;


private void ElapsedTimer(object sender, ElapsedEventArgs e)

if (!CoreUtilities.IsConnected(_socket))

Connect();



public void Connect()

var host = _session.ConfigHandler["server.host"];
var port = short.Parse(_session.ConfigHandler["server.port"]);

try

_socket.Connect(new IPEndPoint(IPAddress.Parse(host), port));
_socket.BeginReceive(_buffer, 0, _buffer.Length, SocketFlags.None, OnIncomingData, _socket);

CoreUtilities.LogToConsole("Successfully established a connection to the server.");

catch (SocketException)

CoreUtilities.LogToConsole("Failed to establish a connection with the server.");

finally

if (_socket.Connected && CoreUtilities.IsConnected(_socket))

Send(new SocketPasswordComposer(_session.ConfigHandler["server.password"]));






Here is the method I use to determine if the socket is fully connected to the server.



public static bool IsConnected(Socket socket)

return !(socket.Poll(1, SelectMode.SelectRead) && socket.Available == 0);



I feel that what I have coded above could be improved a lot.







share|improve this question

















  • 2




    What actually makes you feeling wrong about what you're doing there?
    – Ï€Î¬Î½Ï„α ῥεῖ
    Apr 17 at 1:01










  • Not wrong, just not very practical. It feels like I'm doing a lot of work to delegate a small job which can be done much easier, although I can't see a better way as of now.
    – user692959239
    Apr 17 at 1:07






  • 2




    Please post all code of this class.
    – Heslacher
    Apr 17 at 4:20












up vote
3
down vote

favorite









up vote
3
down vote

favorite











I'm calling Connect() for the first time I connect, I am then checking if the connection is still connected every 10 seconds if it is not connected it attempts to re-connect.



public class ClientHandler : ISocketHandler, IDisposable

private readonly Socket _socket;
private readonly byte _buffer;

private ISession _session;
private bool _hasConnected;

public ClientHandler()

_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_buffer = new byte[8192];

var timer = new Timer

Interval = 30000
;

timer.Elapsed += ElapsedTimer;
timer.Enabled = true;


private void ElapsedTimer(object sender, ElapsedEventArgs e)

if (!CoreUtilities.IsConnected(_socket))

Connect();



public void Connect()

var host = _session.ConfigHandler["server.host"];
var port = short.Parse(_session.ConfigHandler["server.port"]);

try

_socket.Connect(new IPEndPoint(IPAddress.Parse(host), port));
_socket.BeginReceive(_buffer, 0, _buffer.Length, SocketFlags.None, OnIncomingData, _socket);

CoreUtilities.LogToConsole("Successfully established a connection to the server.");

catch (SocketException)

CoreUtilities.LogToConsole("Failed to establish a connection with the server.");

finally

if (_socket.Connected && CoreUtilities.IsConnected(_socket))

Send(new SocketPasswordComposer(_session.ConfigHandler["server.password"]));






Here is the method I use to determine if the socket is fully connected to the server.



public static bool IsConnected(Socket socket)

return !(socket.Poll(1, SelectMode.SelectRead) && socket.Available == 0);



I feel that what I have coded above could be improved a lot.







share|improve this question













I'm calling Connect() for the first time I connect, I am then checking if the connection is still connected every 10 seconds if it is not connected it attempts to re-connect.



public class ClientHandler : ISocketHandler, IDisposable

private readonly Socket _socket;
private readonly byte _buffer;

private ISession _session;
private bool _hasConnected;

public ClientHandler()

_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_buffer = new byte[8192];

var timer = new Timer

Interval = 30000
;

timer.Elapsed += ElapsedTimer;
timer.Enabled = true;


private void ElapsedTimer(object sender, ElapsedEventArgs e)

if (!CoreUtilities.IsConnected(_socket))

Connect();



public void Connect()

var host = _session.ConfigHandler["server.host"];
var port = short.Parse(_session.ConfigHandler["server.port"]);

try

_socket.Connect(new IPEndPoint(IPAddress.Parse(host), port));
_socket.BeginReceive(_buffer, 0, _buffer.Length, SocketFlags.None, OnIncomingData, _socket);

CoreUtilities.LogToConsole("Successfully established a connection to the server.");

catch (SocketException)

CoreUtilities.LogToConsole("Failed to establish a connection with the server.");

finally

if (_socket.Connected && CoreUtilities.IsConnected(_socket))

Send(new SocketPasswordComposer(_session.ConfigHandler["server.password"]));






Here is the method I use to determine if the socket is fully connected to the server.



public static bool IsConnected(Socket socket)

return !(socket.Poll(1, SelectMode.SelectRead) && socket.Available == 0);



I feel that what I have coded above could be improved a lot.









share|improve this question












share|improve this question




share|improve this question








edited Apr 17 at 4:04









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asked Apr 17 at 0:59









user692959239

191




191







  • 2




    What actually makes you feeling wrong about what you're doing there?
    – Ï€Î¬Î½Ï„α ῥεῖ
    Apr 17 at 1:01










  • Not wrong, just not very practical. It feels like I'm doing a lot of work to delegate a small job which can be done much easier, although I can't see a better way as of now.
    – user692959239
    Apr 17 at 1:07






  • 2




    Please post all code of this class.
    – Heslacher
    Apr 17 at 4:20












  • 2




    What actually makes you feeling wrong about what you're doing there?
    – Ï€Î¬Î½Ï„α ῥεῖ
    Apr 17 at 1:01










  • Not wrong, just not very practical. It feels like I'm doing a lot of work to delegate a small job which can be done much easier, although I can't see a better way as of now.
    – user692959239
    Apr 17 at 1:07






  • 2




    Please post all code of this class.
    – Heslacher
    Apr 17 at 4:20







2




2




What actually makes you feeling wrong about what you're doing there?
– Ï€Î¬Î½Ï„α ῥεῖ
Apr 17 at 1:01




What actually makes you feeling wrong about what you're doing there?
– Ï€Î¬Î½Ï„α ῥεῖ
Apr 17 at 1:01












Not wrong, just not very practical. It feels like I'm doing a lot of work to delegate a small job which can be done much easier, although I can't see a better way as of now.
– user692959239
Apr 17 at 1:07




Not wrong, just not very practical. It feels like I'm doing a lot of work to delegate a small job which can be done much easier, although I can't see a better way as of now.
– user692959239
Apr 17 at 1:07




2




2




Please post all code of this class.
– Heslacher
Apr 17 at 4:20




Please post all code of this class.
– Heslacher
Apr 17 at 4:20










2 Answers
2






active

oldest

votes

















up vote
4
down vote













I see there is problem in the usage to Timer. Consider the case if the server takes more time (> 5000) to connect, than the timer interval specified (3000) specified. Then the timer elapsed event will fire again though the first elapsed event is not yet finished. In order to avoid this stop the timer in the begin of Connect() and start the timer in end of Connect().






share|improve this answer




























    up vote
    0
    down vote













    I would like to share a sample solution based on following aspects



    1. Client is only responsible for Sending, Receiving, Connecting and disconnecting from Server.

    2. Wrapper class is responsible for state management of Client, like initialization, dispose, re-connection, processing the received data, forwarding data to client, decision based on the connection state of Client with server

    In this way you could able to reuse the Client and add have different wrapper classes based on the functionality like (Active-Active client, Active - Passive client, Broad cast clients)...



    I would like to share the abstract code (doesn't have any DI or pattern implementation), you can modify according to your requirement.



     public enum LinkStatus

    Connected,
    Disconnected



    MessageEventArgs Event args raised by client, during the sending and reception of message to server, which includes the data and status.



     public class MessageEventArgs : EventArgs

    public byte Message get; private set;
    public bool Result get; private set;
    public int Index get; private set;
    public MessageEventArgs(int pIndex, byte pData, bool pResult)

    Message = pData;
    Result = pResult;
    Index = pIndex;




    ServerEventArgs Event args class holding server details



     public class ServerEventArgs : EventArgs

    public IPAddress IP get; private set;
    public int Port get; private set;
    public int Index get; private set;
    public ServerEventArgs(int pIndex, IPEndPoint pServerEndPoint)

    this.IP = pServerEndPoint.Address;
    this.Port = pServerEndPoint.Port;
    this.Index = pIndex;




    MyTcpClient class is shown below, which will do following tasks



    a. Expose methods to start and stop communication with server



    b. Expose Connection Link status



    c. Raise events like MessageSentSuccessfully, MessageSendingFailed, Disconnected, ConnectingSucceeded, MessageReceived.



     public class MyTcpClient

    private int mIndex;
    private LinkStatus mConnectionStatus = LinkStatus.Disconnected;
    private Socket mClientSocket = null;
    private NetworkStream mNetworkStream = null;
    private BackgroundWorker mBwReceiver;
    private IPEndPoint mServerEP = null;
    private IPEndPoint mClientEP = null;
    private Semaphore mSendSemaphore;
    private int mConnectionSleepTime = 5000;

    public MyTcpClient(int pIndex, string pServerAddress, int pPortNumber)

    this.mIndex = pIndex;
    this.mSendSemaphore = new Semaphore(1, 1);
    IPAddress address = IPAddress.Parse(pServerAddress);
    IPEndPoint endPoint = new IPEndPoint(address, pPortNumber);
    this.mServerEP = endPoint;
    this.mClientEP = new IPEndPoint(IPAddress.Any, 0);
    this.mSendSemaphore = new Semaphore(1, 1);


    public event EventHandler<MessageEventArgs> MessageReceived;
    public event EventHandler<MessageEventArgs> MessageSent;
    public event EventHandler<MessageEventArgs> MessageSendingFailed;
    public event EventHandler<ServerEventArgs> Disconnected;
    public event EventHandler<ServerEventArgs> ConnectingSucceeded;

    public LinkStatus ConnectionStatus

    get

    if (this.mConnectionStatus == LinkStatus.Connected)

    bool result = false;
    try

    if (this.mClientSocket != null)

    result = !(this.mClientSocket.Poll(1, SelectMode.SelectRead) && this.mClientSocket.Available == 0);


    catch


    if (result)

    this.mConnectionStatus = LinkStatus.Connected;

    else

    this.mConnectionStatus = LinkStatus.Disconnected;


    else

    this.mConnectionStatus = LinkStatus.Disconnected;


    return this.mConnectionStatus;



    public void ConnectToServer(int pSleepingInterval)

    this.mConnectionSleepTime = pSleepingInterval;
    BackgroundWorker bwConnector = new BackgroundWorker();
    bwConnector.DoWork += new DoWorkEventHandler(this.BwConnector_DoWork);
    bwConnector.RunWorkerCompleted += new RunWorkerCompletedEventHandler(this.BwConnector_RunWorkerCompleted);
    bwConnector.RunWorkerAsync();



    public void SendCommand(byte pMessage)


    if (this.ConnectionStatus == LinkStatus.Connected)

    BackgroundWorker bwSendWorker = new BackgroundWorker();
    bwSendWorker.DoWork += new DoWorkEventHandler(this.BwSendWorker_DoWork);
    bwSendWorker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(this.BwSendWorker_RunWorkerCompleted);
    bwSendWorker.WorkerSupportsCancellation = true;
    bwSendWorker.RunWorkerAsync(pMessage);

    else

    this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, pMessage, false));




    public void DisconnectFromServer(bool pCanRaise)

    try

    if (this.ConnectionStatus == LinkStatus.Connected)

    try

    this.mBwReceiver.CancelAsync();
    this.mBwReceiver.Dispose();

    catch




    try

    this.mClientSocket.Shutdown(SocketShutdown.Both);
    this.mClientSocket.Close();

    catch



    finally

    this.mClientSocket = null;


    this.SocketDisconnected(pCanRaise);

    protected virtual void OnMessageReceived(MessageEventArgs e)

    if (this.MessageReceived != null)

    this.MessageReceived(this, e);



    protected virtual void OnMessageSent(MessageEventArgs e)

    if (this.MessageSent != null)

    this.MessageSent(this, e);



    protected virtual void OnMessageSendingFailed(MessageEventArgs e)

    if (this.MessageSendingFailed != null)

    this.MessageSendingFailed(this, e);



    protected virtual void OnServerDisconnected(ServerEventArgs e)

    this.DisconnectFromServer(true);


    protected virtual void OnConnectionSucceeded()

    this.mConnectionStatus = LinkStatus.Connected;
    if (this.ConnectingSucceeded != null)

    this.ConnectingSucceeded(this, new ServerEventArgs(this.mIndex, this.mServerEP));




    protected virtual void OnConnectingFailed()

    this.DisconnectFromServer(true);


    private void BwConnector_DoWork(object sender, DoWorkEventArgs e)

    bool result = false;
    try

    Thread.Sleep(this.mConnectionSleepTime);
    this.mClientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
    this.mClientSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
    this.mClientSocket.Bind(this.mClientEP);
    // thread gets block until it gets response for server
    this.mClientSocket.Connect(this.mServerEP);
    result = true;

    //// catch generic exception
    catch

    result = false;


    e.Result = result;


    private void BwConnector_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)

    try

    //// raise connection fail event if client not connected to server
    if (!(bool)e.Result)

    this.OnConnectingFailed();

    else

    this.mNetworkStream = new NetworkStream(this.mClientSocket);
    this.mBwReceiver = new BackgroundWorker();
    this.mBwReceiver.WorkerSupportsCancellation = true;
    this.mBwReceiver.DoWork += new DoWorkEventHandler(this.BwReceiver_DoWork);
    this.mBwReceiver.RunWorkerAsync();
    this.OnConnectionSucceeded();


    ((BackgroundWorker)sender).Dispose();

    // catch generic exception if any thing happens, this is for safe
    catch




    private void BwReceiver_DoWork(object sender, DoWorkEventArgs e)

    while (this.ConnectionStatus == LinkStatus.Connected && (this.mNetworkStream != null))

    try

    if (this.mNetworkStream.CanRead)

    byte data = new byte[1024];
    int noOfBytesRead = 0;
    noOfBytesRead = this.mNetworkStream.Read(data, 0, data.Length);
    if (noOfBytesRead > 0)

    byte receivedData = new byte[noOfBytesRead];
    Array.Copy(data, receivedData, receivedData.Length);
    MessageEventArgs mArgs = new MessageEventArgs(this.mIndex, receivedData, true);
    this.OnMessageReceived(mArgs);


    else



    catch

    break;



    this.OnServerDisconnected(new ServerEventArgs(this.mIndex, this.mServerEP));


    private void BwSendWorker_DoWork(object sender, DoWorkEventArgs e)

    byte sendData = (byte)e.Argument;
    MessageEventArgs args = null;
    //// check for connectivity
    if (this.ConnectionStatus == LinkStatus.Connected && sendData.Length > 0)

    try

    this.mSendSemaphore.WaitOne();
    this.mNetworkStream.Write(sendData, 0, sendData.Length);
    this.mNetworkStream.Flush();
    this.mSendSemaphore.Release();
    args = new MessageEventArgs(this.mIndex, sendData, true);
    e.Result = args;

    //// catch generic exception, for safe
    catch

    args = new MessageEventArgs(this.mIndex, sendData, false);
    this.mSendSemaphore.Release();
    e.Result = args;


    else

    args = new MessageEventArgs(this.mIndex, sendData, false);
    e.Result = args;




    private void BwSendWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)

    try

    MessageEventArgs args = e.Result as MessageEventArgs;
    if (args != null)

    // raised when message is sent to server successfully
    if ((!e.Cancelled && e.Error == null) && (bool)args.Result)

    this.OnMessageSent(new MessageEventArgs(this.mIndex, args.Message, args.Result));

    // raised when message sending is failed to server
    else

    this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, args.Message, args.Result));


    else

    this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, null, false));


    ((BackgroundWorker)sender).Dispose();

    catch





    public void SocketDisconnected(bool pCanRaise)

    this.mConnectionStatus = LinkStatus.Disconnected;

    if (this.Disconnected != null && pCanRaise)

    this.Disconnected(this, new ServerEventArgs(this.mIndex, this.mServerEP));






    MyTCPWrapper class is show below, which will do the following



    a. Controls the life cycle of MyTCPClients, based on the connection status and message reception status.



    b. Add multiple clients, to provide redundencies like (Active - Active, Active - Passive)...



     public class MyTcpWrapper

    private MyTcpClient mTcpClinet = null;
    private bool mTransportConnectionStatus = false;
    private int mReconnect = 10;

    public int Reconnect

    get

    return this.mReconnect;

    set

    this.mReconnect = value;



    public bool TransportConnectionStatus

    get

    bool result = false;
    if(this.mTcpClinet != null)

    if(this.mTcpClinet.ConnectionStatus == LinkStatus.Connected)

    result = true;


    return result;



    public void InitializeTransport()

    if (this.DeInitializeTransport())

    this.mTcpClinet = new MyTcpClient(1, "serverAddress", 9000);
    this.mTcpClinet.ConnectingSucceeded += new EventHandler<ServerEventArgs>(Transport_ConnectingSucceeded);
    this.mTcpClinet.Disconnected += new EventHandler<ServerEventArgs>(Transport_Disconnected);
    this.mTcpClinet.MessageReceived += new EventHandler<MessageEventArgs>(Transport_MessageReceived);
    this.mTcpClinet.ConnectToServer(this.Reconnect);



    public bool DeInitializeTransport()

    bool result = true;
    this.mReconnect = 0;
    try

    if (this.mTcpClinet != null)

    this.mTcpClinet.MessageReceived -= this.Transport_MessageReceived;
    this.mTcpClinet.Disconnected -= this.Transport_Disconnected;
    this.mTcpClinet.ConnectingSucceeded -= this.Transport_ConnectingSucceeded;
    this.mTcpClinet.DisconnectFromServer(false);


    catch


    finally

    this.mTcpClinet = null;

    return result;


    public void SendData(byte pData)

    if (this.mTcpClinet.ConnectionStatus == LinkStatus.Connected)

    this.mTcpClinet.SendCommand(pData);

    else

    // take actions accordingly.




    private void Transport_MessageReceived(object sender, MessageEventArgs e)


    private void Transport_Disconnected(object sender, ServerEventArgs e)

    this.mTcpClinet.ConnectToServer(this.mReconnect);

    private void Transport_ConnectingSucceeded(object sender, ServerEventArgs e)


    private void OnReceiveMessage(byte pData)








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      2 Answers
      2






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      2 Answers
      2






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      active

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      active

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      up vote
      4
      down vote













      I see there is problem in the usage to Timer. Consider the case if the server takes more time (> 5000) to connect, than the timer interval specified (3000) specified. Then the timer elapsed event will fire again though the first elapsed event is not yet finished. In order to avoid this stop the timer in the begin of Connect() and start the timer in end of Connect().






      share|improve this answer

























        up vote
        4
        down vote













        I see there is problem in the usage to Timer. Consider the case if the server takes more time (> 5000) to connect, than the timer interval specified (3000) specified. Then the timer elapsed event will fire again though the first elapsed event is not yet finished. In order to avoid this stop the timer in the begin of Connect() and start the timer in end of Connect().






        share|improve this answer























          up vote
          4
          down vote










          up vote
          4
          down vote









          I see there is problem in the usage to Timer. Consider the case if the server takes more time (> 5000) to connect, than the timer interval specified (3000) specified. Then the timer elapsed event will fire again though the first elapsed event is not yet finished. In order to avoid this stop the timer in the begin of Connect() and start the timer in end of Connect().






          share|improve this answer













          I see there is problem in the usage to Timer. Consider the case if the server takes more time (> 5000) to connect, than the timer interval specified (3000) specified. Then the timer elapsed event will fire again though the first elapsed event is not yet finished. In order to avoid this stop the timer in the begin of Connect() and start the timer in end of Connect().







          share|improve this answer













          share|improve this answer



          share|improve this answer











          answered Apr 17 at 6:08









          vishnu vardhan

          1874




          1874






















              up vote
              0
              down vote













              I would like to share a sample solution based on following aspects



              1. Client is only responsible for Sending, Receiving, Connecting and disconnecting from Server.

              2. Wrapper class is responsible for state management of Client, like initialization, dispose, re-connection, processing the received data, forwarding data to client, decision based on the connection state of Client with server

              In this way you could able to reuse the Client and add have different wrapper classes based on the functionality like (Active-Active client, Active - Passive client, Broad cast clients)...



              I would like to share the abstract code (doesn't have any DI or pattern implementation), you can modify according to your requirement.



               public enum LinkStatus

              Connected,
              Disconnected



              MessageEventArgs Event args raised by client, during the sending and reception of message to server, which includes the data and status.



               public class MessageEventArgs : EventArgs

              public byte Message get; private set;
              public bool Result get; private set;
              public int Index get; private set;
              public MessageEventArgs(int pIndex, byte pData, bool pResult)

              Message = pData;
              Result = pResult;
              Index = pIndex;




              ServerEventArgs Event args class holding server details



               public class ServerEventArgs : EventArgs

              public IPAddress IP get; private set;
              public int Port get; private set;
              public int Index get; private set;
              public ServerEventArgs(int pIndex, IPEndPoint pServerEndPoint)

              this.IP = pServerEndPoint.Address;
              this.Port = pServerEndPoint.Port;
              this.Index = pIndex;




              MyTcpClient class is shown below, which will do following tasks



              a. Expose methods to start and stop communication with server



              b. Expose Connection Link status



              c. Raise events like MessageSentSuccessfully, MessageSendingFailed, Disconnected, ConnectingSucceeded, MessageReceived.



               public class MyTcpClient

              private int mIndex;
              private LinkStatus mConnectionStatus = LinkStatus.Disconnected;
              private Socket mClientSocket = null;
              private NetworkStream mNetworkStream = null;
              private BackgroundWorker mBwReceiver;
              private IPEndPoint mServerEP = null;
              private IPEndPoint mClientEP = null;
              private Semaphore mSendSemaphore;
              private int mConnectionSleepTime = 5000;

              public MyTcpClient(int pIndex, string pServerAddress, int pPortNumber)

              this.mIndex = pIndex;
              this.mSendSemaphore = new Semaphore(1, 1);
              IPAddress address = IPAddress.Parse(pServerAddress);
              IPEndPoint endPoint = new IPEndPoint(address, pPortNumber);
              this.mServerEP = endPoint;
              this.mClientEP = new IPEndPoint(IPAddress.Any, 0);
              this.mSendSemaphore = new Semaphore(1, 1);


              public event EventHandler<MessageEventArgs> MessageReceived;
              public event EventHandler<MessageEventArgs> MessageSent;
              public event EventHandler<MessageEventArgs> MessageSendingFailed;
              public event EventHandler<ServerEventArgs> Disconnected;
              public event EventHandler<ServerEventArgs> ConnectingSucceeded;

              public LinkStatus ConnectionStatus

              get

              if (this.mConnectionStatus == LinkStatus.Connected)

              bool result = false;
              try

              if (this.mClientSocket != null)

              result = !(this.mClientSocket.Poll(1, SelectMode.SelectRead) && this.mClientSocket.Available == 0);


              catch


              if (result)

              this.mConnectionStatus = LinkStatus.Connected;

              else

              this.mConnectionStatus = LinkStatus.Disconnected;


              else

              this.mConnectionStatus = LinkStatus.Disconnected;


              return this.mConnectionStatus;



              public void ConnectToServer(int pSleepingInterval)

              this.mConnectionSleepTime = pSleepingInterval;
              BackgroundWorker bwConnector = new BackgroundWorker();
              bwConnector.DoWork += new DoWorkEventHandler(this.BwConnector_DoWork);
              bwConnector.RunWorkerCompleted += new RunWorkerCompletedEventHandler(this.BwConnector_RunWorkerCompleted);
              bwConnector.RunWorkerAsync();



              public void SendCommand(byte pMessage)


              if (this.ConnectionStatus == LinkStatus.Connected)

              BackgroundWorker bwSendWorker = new BackgroundWorker();
              bwSendWorker.DoWork += new DoWorkEventHandler(this.BwSendWorker_DoWork);
              bwSendWorker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(this.BwSendWorker_RunWorkerCompleted);
              bwSendWorker.WorkerSupportsCancellation = true;
              bwSendWorker.RunWorkerAsync(pMessage);

              else

              this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, pMessage, false));




              public void DisconnectFromServer(bool pCanRaise)

              try

              if (this.ConnectionStatus == LinkStatus.Connected)

              try

              this.mBwReceiver.CancelAsync();
              this.mBwReceiver.Dispose();

              catch




              try

              this.mClientSocket.Shutdown(SocketShutdown.Both);
              this.mClientSocket.Close();

              catch



              finally

              this.mClientSocket = null;


              this.SocketDisconnected(pCanRaise);

              protected virtual void OnMessageReceived(MessageEventArgs e)

              if (this.MessageReceived != null)

              this.MessageReceived(this, e);



              protected virtual void OnMessageSent(MessageEventArgs e)

              if (this.MessageSent != null)

              this.MessageSent(this, e);



              protected virtual void OnMessageSendingFailed(MessageEventArgs e)

              if (this.MessageSendingFailed != null)

              this.MessageSendingFailed(this, e);



              protected virtual void OnServerDisconnected(ServerEventArgs e)

              this.DisconnectFromServer(true);


              protected virtual void OnConnectionSucceeded()

              this.mConnectionStatus = LinkStatus.Connected;
              if (this.ConnectingSucceeded != null)

              this.ConnectingSucceeded(this, new ServerEventArgs(this.mIndex, this.mServerEP));




              protected virtual void OnConnectingFailed()

              this.DisconnectFromServer(true);


              private void BwConnector_DoWork(object sender, DoWorkEventArgs e)

              bool result = false;
              try

              Thread.Sleep(this.mConnectionSleepTime);
              this.mClientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
              this.mClientSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
              this.mClientSocket.Bind(this.mClientEP);
              // thread gets block until it gets response for server
              this.mClientSocket.Connect(this.mServerEP);
              result = true;

              //// catch generic exception
              catch

              result = false;


              e.Result = result;


              private void BwConnector_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)

              try

              //// raise connection fail event if client not connected to server
              if (!(bool)e.Result)

              this.OnConnectingFailed();

              else

              this.mNetworkStream = new NetworkStream(this.mClientSocket);
              this.mBwReceiver = new BackgroundWorker();
              this.mBwReceiver.WorkerSupportsCancellation = true;
              this.mBwReceiver.DoWork += new DoWorkEventHandler(this.BwReceiver_DoWork);
              this.mBwReceiver.RunWorkerAsync();
              this.OnConnectionSucceeded();


              ((BackgroundWorker)sender).Dispose();

              // catch generic exception if any thing happens, this is for safe
              catch




              private void BwReceiver_DoWork(object sender, DoWorkEventArgs e)

              while (this.ConnectionStatus == LinkStatus.Connected && (this.mNetworkStream != null))

              try

              if (this.mNetworkStream.CanRead)

              byte data = new byte[1024];
              int noOfBytesRead = 0;
              noOfBytesRead = this.mNetworkStream.Read(data, 0, data.Length);
              if (noOfBytesRead > 0)

              byte receivedData = new byte[noOfBytesRead];
              Array.Copy(data, receivedData, receivedData.Length);
              MessageEventArgs mArgs = new MessageEventArgs(this.mIndex, receivedData, true);
              this.OnMessageReceived(mArgs);


              else



              catch

              break;



              this.OnServerDisconnected(new ServerEventArgs(this.mIndex, this.mServerEP));


              private void BwSendWorker_DoWork(object sender, DoWorkEventArgs e)

              byte sendData = (byte)e.Argument;
              MessageEventArgs args = null;
              //// check for connectivity
              if (this.ConnectionStatus == LinkStatus.Connected && sendData.Length > 0)

              try

              this.mSendSemaphore.WaitOne();
              this.mNetworkStream.Write(sendData, 0, sendData.Length);
              this.mNetworkStream.Flush();
              this.mSendSemaphore.Release();
              args = new MessageEventArgs(this.mIndex, sendData, true);
              e.Result = args;

              //// catch generic exception, for safe
              catch

              args = new MessageEventArgs(this.mIndex, sendData, false);
              this.mSendSemaphore.Release();
              e.Result = args;


              else

              args = new MessageEventArgs(this.mIndex, sendData, false);
              e.Result = args;




              private void BwSendWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)

              try

              MessageEventArgs args = e.Result as MessageEventArgs;
              if (args != null)

              // raised when message is sent to server successfully
              if ((!e.Cancelled && e.Error == null) && (bool)args.Result)

              this.OnMessageSent(new MessageEventArgs(this.mIndex, args.Message, args.Result));

              // raised when message sending is failed to server
              else

              this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, args.Message, args.Result));


              else

              this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, null, false));


              ((BackgroundWorker)sender).Dispose();

              catch





              public void SocketDisconnected(bool pCanRaise)

              this.mConnectionStatus = LinkStatus.Disconnected;

              if (this.Disconnected != null && pCanRaise)

              this.Disconnected(this, new ServerEventArgs(this.mIndex, this.mServerEP));






              MyTCPWrapper class is show below, which will do the following



              a. Controls the life cycle of MyTCPClients, based on the connection status and message reception status.



              b. Add multiple clients, to provide redundencies like (Active - Active, Active - Passive)...



               public class MyTcpWrapper

              private MyTcpClient mTcpClinet = null;
              private bool mTransportConnectionStatus = false;
              private int mReconnect = 10;

              public int Reconnect

              get

              return this.mReconnect;

              set

              this.mReconnect = value;



              public bool TransportConnectionStatus

              get

              bool result = false;
              if(this.mTcpClinet != null)

              if(this.mTcpClinet.ConnectionStatus == LinkStatus.Connected)

              result = true;


              return result;



              public void InitializeTransport()

              if (this.DeInitializeTransport())

              this.mTcpClinet = new MyTcpClient(1, "serverAddress", 9000);
              this.mTcpClinet.ConnectingSucceeded += new EventHandler<ServerEventArgs>(Transport_ConnectingSucceeded);
              this.mTcpClinet.Disconnected += new EventHandler<ServerEventArgs>(Transport_Disconnected);
              this.mTcpClinet.MessageReceived += new EventHandler<MessageEventArgs>(Transport_MessageReceived);
              this.mTcpClinet.ConnectToServer(this.Reconnect);



              public bool DeInitializeTransport()

              bool result = true;
              this.mReconnect = 0;
              try

              if (this.mTcpClinet != null)

              this.mTcpClinet.MessageReceived -= this.Transport_MessageReceived;
              this.mTcpClinet.Disconnected -= this.Transport_Disconnected;
              this.mTcpClinet.ConnectingSucceeded -= this.Transport_ConnectingSucceeded;
              this.mTcpClinet.DisconnectFromServer(false);


              catch


              finally

              this.mTcpClinet = null;

              return result;


              public void SendData(byte pData)

              if (this.mTcpClinet.ConnectionStatus == LinkStatus.Connected)

              this.mTcpClinet.SendCommand(pData);

              else

              // take actions accordingly.




              private void Transport_MessageReceived(object sender, MessageEventArgs e)


              private void Transport_Disconnected(object sender, ServerEventArgs e)

              this.mTcpClinet.ConnectToServer(this.mReconnect);

              private void Transport_ConnectingSucceeded(object sender, ServerEventArgs e)


              private void OnReceiveMessage(byte pData)








              share|improve this answer

























                up vote
                0
                down vote













                I would like to share a sample solution based on following aspects



                1. Client is only responsible for Sending, Receiving, Connecting and disconnecting from Server.

                2. Wrapper class is responsible for state management of Client, like initialization, dispose, re-connection, processing the received data, forwarding data to client, decision based on the connection state of Client with server

                In this way you could able to reuse the Client and add have different wrapper classes based on the functionality like (Active-Active client, Active - Passive client, Broad cast clients)...



                I would like to share the abstract code (doesn't have any DI or pattern implementation), you can modify according to your requirement.



                 public enum LinkStatus

                Connected,
                Disconnected



                MessageEventArgs Event args raised by client, during the sending and reception of message to server, which includes the data and status.



                 public class MessageEventArgs : EventArgs

                public byte Message get; private set;
                public bool Result get; private set;
                public int Index get; private set;
                public MessageEventArgs(int pIndex, byte pData, bool pResult)

                Message = pData;
                Result = pResult;
                Index = pIndex;




                ServerEventArgs Event args class holding server details



                 public class ServerEventArgs : EventArgs

                public IPAddress IP get; private set;
                public int Port get; private set;
                public int Index get; private set;
                public ServerEventArgs(int pIndex, IPEndPoint pServerEndPoint)

                this.IP = pServerEndPoint.Address;
                this.Port = pServerEndPoint.Port;
                this.Index = pIndex;




                MyTcpClient class is shown below, which will do following tasks



                a. Expose methods to start and stop communication with server



                b. Expose Connection Link status



                c. Raise events like MessageSentSuccessfully, MessageSendingFailed, Disconnected, ConnectingSucceeded, MessageReceived.



                 public class MyTcpClient

                private int mIndex;
                private LinkStatus mConnectionStatus = LinkStatus.Disconnected;
                private Socket mClientSocket = null;
                private NetworkStream mNetworkStream = null;
                private BackgroundWorker mBwReceiver;
                private IPEndPoint mServerEP = null;
                private IPEndPoint mClientEP = null;
                private Semaphore mSendSemaphore;
                private int mConnectionSleepTime = 5000;

                public MyTcpClient(int pIndex, string pServerAddress, int pPortNumber)

                this.mIndex = pIndex;
                this.mSendSemaphore = new Semaphore(1, 1);
                IPAddress address = IPAddress.Parse(pServerAddress);
                IPEndPoint endPoint = new IPEndPoint(address, pPortNumber);
                this.mServerEP = endPoint;
                this.mClientEP = new IPEndPoint(IPAddress.Any, 0);
                this.mSendSemaphore = new Semaphore(1, 1);


                public event EventHandler<MessageEventArgs> MessageReceived;
                public event EventHandler<MessageEventArgs> MessageSent;
                public event EventHandler<MessageEventArgs> MessageSendingFailed;
                public event EventHandler<ServerEventArgs> Disconnected;
                public event EventHandler<ServerEventArgs> ConnectingSucceeded;

                public LinkStatus ConnectionStatus

                get

                if (this.mConnectionStatus == LinkStatus.Connected)

                bool result = false;
                try

                if (this.mClientSocket != null)

                result = !(this.mClientSocket.Poll(1, SelectMode.SelectRead) && this.mClientSocket.Available == 0);


                catch


                if (result)

                this.mConnectionStatus = LinkStatus.Connected;

                else

                this.mConnectionStatus = LinkStatus.Disconnected;


                else

                this.mConnectionStatus = LinkStatus.Disconnected;


                return this.mConnectionStatus;



                public void ConnectToServer(int pSleepingInterval)

                this.mConnectionSleepTime = pSleepingInterval;
                BackgroundWorker bwConnector = new BackgroundWorker();
                bwConnector.DoWork += new DoWorkEventHandler(this.BwConnector_DoWork);
                bwConnector.RunWorkerCompleted += new RunWorkerCompletedEventHandler(this.BwConnector_RunWorkerCompleted);
                bwConnector.RunWorkerAsync();



                public void SendCommand(byte pMessage)


                if (this.ConnectionStatus == LinkStatus.Connected)

                BackgroundWorker bwSendWorker = new BackgroundWorker();
                bwSendWorker.DoWork += new DoWorkEventHandler(this.BwSendWorker_DoWork);
                bwSendWorker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(this.BwSendWorker_RunWorkerCompleted);
                bwSendWorker.WorkerSupportsCancellation = true;
                bwSendWorker.RunWorkerAsync(pMessage);

                else

                this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, pMessage, false));




                public void DisconnectFromServer(bool pCanRaise)

                try

                if (this.ConnectionStatus == LinkStatus.Connected)

                try

                this.mBwReceiver.CancelAsync();
                this.mBwReceiver.Dispose();

                catch




                try

                this.mClientSocket.Shutdown(SocketShutdown.Both);
                this.mClientSocket.Close();

                catch



                finally

                this.mClientSocket = null;


                this.SocketDisconnected(pCanRaise);

                protected virtual void OnMessageReceived(MessageEventArgs e)

                if (this.MessageReceived != null)

                this.MessageReceived(this, e);



                protected virtual void OnMessageSent(MessageEventArgs e)

                if (this.MessageSent != null)

                this.MessageSent(this, e);



                protected virtual void OnMessageSendingFailed(MessageEventArgs e)

                if (this.MessageSendingFailed != null)

                this.MessageSendingFailed(this, e);



                protected virtual void OnServerDisconnected(ServerEventArgs e)

                this.DisconnectFromServer(true);


                protected virtual void OnConnectionSucceeded()

                this.mConnectionStatus = LinkStatus.Connected;
                if (this.ConnectingSucceeded != null)

                this.ConnectingSucceeded(this, new ServerEventArgs(this.mIndex, this.mServerEP));




                protected virtual void OnConnectingFailed()

                this.DisconnectFromServer(true);


                private void BwConnector_DoWork(object sender, DoWorkEventArgs e)

                bool result = false;
                try

                Thread.Sleep(this.mConnectionSleepTime);
                this.mClientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
                this.mClientSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
                this.mClientSocket.Bind(this.mClientEP);
                // thread gets block until it gets response for server
                this.mClientSocket.Connect(this.mServerEP);
                result = true;

                //// catch generic exception
                catch

                result = false;


                e.Result = result;


                private void BwConnector_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)

                try

                //// raise connection fail event if client not connected to server
                if (!(bool)e.Result)

                this.OnConnectingFailed();

                else

                this.mNetworkStream = new NetworkStream(this.mClientSocket);
                this.mBwReceiver = new BackgroundWorker();
                this.mBwReceiver.WorkerSupportsCancellation = true;
                this.mBwReceiver.DoWork += new DoWorkEventHandler(this.BwReceiver_DoWork);
                this.mBwReceiver.RunWorkerAsync();
                this.OnConnectionSucceeded();


                ((BackgroundWorker)sender).Dispose();

                // catch generic exception if any thing happens, this is for safe
                catch




                private void BwReceiver_DoWork(object sender, DoWorkEventArgs e)

                while (this.ConnectionStatus == LinkStatus.Connected && (this.mNetworkStream != null))

                try

                if (this.mNetworkStream.CanRead)

                byte data = new byte[1024];
                int noOfBytesRead = 0;
                noOfBytesRead = this.mNetworkStream.Read(data, 0, data.Length);
                if (noOfBytesRead > 0)

                byte receivedData = new byte[noOfBytesRead];
                Array.Copy(data, receivedData, receivedData.Length);
                MessageEventArgs mArgs = new MessageEventArgs(this.mIndex, receivedData, true);
                this.OnMessageReceived(mArgs);


                else



                catch

                break;



                this.OnServerDisconnected(new ServerEventArgs(this.mIndex, this.mServerEP));


                private void BwSendWorker_DoWork(object sender, DoWorkEventArgs e)

                byte sendData = (byte)e.Argument;
                MessageEventArgs args = null;
                //// check for connectivity
                if (this.ConnectionStatus == LinkStatus.Connected && sendData.Length > 0)

                try

                this.mSendSemaphore.WaitOne();
                this.mNetworkStream.Write(sendData, 0, sendData.Length);
                this.mNetworkStream.Flush();
                this.mSendSemaphore.Release();
                args = new MessageEventArgs(this.mIndex, sendData, true);
                e.Result = args;

                //// catch generic exception, for safe
                catch

                args = new MessageEventArgs(this.mIndex, sendData, false);
                this.mSendSemaphore.Release();
                e.Result = args;


                else

                args = new MessageEventArgs(this.mIndex, sendData, false);
                e.Result = args;




                private void BwSendWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)

                try

                MessageEventArgs args = e.Result as MessageEventArgs;
                if (args != null)

                // raised when message is sent to server successfully
                if ((!e.Cancelled && e.Error == null) && (bool)args.Result)

                this.OnMessageSent(new MessageEventArgs(this.mIndex, args.Message, args.Result));

                // raised when message sending is failed to server
                else

                this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, args.Message, args.Result));


                else

                this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, null, false));


                ((BackgroundWorker)sender).Dispose();

                catch





                public void SocketDisconnected(bool pCanRaise)

                this.mConnectionStatus = LinkStatus.Disconnected;

                if (this.Disconnected != null && pCanRaise)

                this.Disconnected(this, new ServerEventArgs(this.mIndex, this.mServerEP));






                MyTCPWrapper class is show below, which will do the following



                a. Controls the life cycle of MyTCPClients, based on the connection status and message reception status.



                b. Add multiple clients, to provide redundencies like (Active - Active, Active - Passive)...



                 public class MyTcpWrapper

                private MyTcpClient mTcpClinet = null;
                private bool mTransportConnectionStatus = false;
                private int mReconnect = 10;

                public int Reconnect

                get

                return this.mReconnect;

                set

                this.mReconnect = value;



                public bool TransportConnectionStatus

                get

                bool result = false;
                if(this.mTcpClinet != null)

                if(this.mTcpClinet.ConnectionStatus == LinkStatus.Connected)

                result = true;


                return result;



                public void InitializeTransport()

                if (this.DeInitializeTransport())

                this.mTcpClinet = new MyTcpClient(1, "serverAddress", 9000);
                this.mTcpClinet.ConnectingSucceeded += new EventHandler<ServerEventArgs>(Transport_ConnectingSucceeded);
                this.mTcpClinet.Disconnected += new EventHandler<ServerEventArgs>(Transport_Disconnected);
                this.mTcpClinet.MessageReceived += new EventHandler<MessageEventArgs>(Transport_MessageReceived);
                this.mTcpClinet.ConnectToServer(this.Reconnect);



                public bool DeInitializeTransport()

                bool result = true;
                this.mReconnect = 0;
                try

                if (this.mTcpClinet != null)

                this.mTcpClinet.MessageReceived -= this.Transport_MessageReceived;
                this.mTcpClinet.Disconnected -= this.Transport_Disconnected;
                this.mTcpClinet.ConnectingSucceeded -= this.Transport_ConnectingSucceeded;
                this.mTcpClinet.DisconnectFromServer(false);


                catch


                finally

                this.mTcpClinet = null;

                return result;


                public void SendData(byte pData)

                if (this.mTcpClinet.ConnectionStatus == LinkStatus.Connected)

                this.mTcpClinet.SendCommand(pData);

                else

                // take actions accordingly.




                private void Transport_MessageReceived(object sender, MessageEventArgs e)


                private void Transport_Disconnected(object sender, ServerEventArgs e)

                this.mTcpClinet.ConnectToServer(this.mReconnect);

                private void Transport_ConnectingSucceeded(object sender, ServerEventArgs e)


                private void OnReceiveMessage(byte pData)








                share|improve this answer























                  up vote
                  0
                  down vote










                  up vote
                  0
                  down vote









                  I would like to share a sample solution based on following aspects



                  1. Client is only responsible for Sending, Receiving, Connecting and disconnecting from Server.

                  2. Wrapper class is responsible for state management of Client, like initialization, dispose, re-connection, processing the received data, forwarding data to client, decision based on the connection state of Client with server

                  In this way you could able to reuse the Client and add have different wrapper classes based on the functionality like (Active-Active client, Active - Passive client, Broad cast clients)...



                  I would like to share the abstract code (doesn't have any DI or pattern implementation), you can modify according to your requirement.



                   public enum LinkStatus

                  Connected,
                  Disconnected



                  MessageEventArgs Event args raised by client, during the sending and reception of message to server, which includes the data and status.



                   public class MessageEventArgs : EventArgs

                  public byte Message get; private set;
                  public bool Result get; private set;
                  public int Index get; private set;
                  public MessageEventArgs(int pIndex, byte pData, bool pResult)

                  Message = pData;
                  Result = pResult;
                  Index = pIndex;




                  ServerEventArgs Event args class holding server details



                   public class ServerEventArgs : EventArgs

                  public IPAddress IP get; private set;
                  public int Port get; private set;
                  public int Index get; private set;
                  public ServerEventArgs(int pIndex, IPEndPoint pServerEndPoint)

                  this.IP = pServerEndPoint.Address;
                  this.Port = pServerEndPoint.Port;
                  this.Index = pIndex;




                  MyTcpClient class is shown below, which will do following tasks



                  a. Expose methods to start and stop communication with server



                  b. Expose Connection Link status



                  c. Raise events like MessageSentSuccessfully, MessageSendingFailed, Disconnected, ConnectingSucceeded, MessageReceived.



                   public class MyTcpClient

                  private int mIndex;
                  private LinkStatus mConnectionStatus = LinkStatus.Disconnected;
                  private Socket mClientSocket = null;
                  private NetworkStream mNetworkStream = null;
                  private BackgroundWorker mBwReceiver;
                  private IPEndPoint mServerEP = null;
                  private IPEndPoint mClientEP = null;
                  private Semaphore mSendSemaphore;
                  private int mConnectionSleepTime = 5000;

                  public MyTcpClient(int pIndex, string pServerAddress, int pPortNumber)

                  this.mIndex = pIndex;
                  this.mSendSemaphore = new Semaphore(1, 1);
                  IPAddress address = IPAddress.Parse(pServerAddress);
                  IPEndPoint endPoint = new IPEndPoint(address, pPortNumber);
                  this.mServerEP = endPoint;
                  this.mClientEP = new IPEndPoint(IPAddress.Any, 0);
                  this.mSendSemaphore = new Semaphore(1, 1);


                  public event EventHandler<MessageEventArgs> MessageReceived;
                  public event EventHandler<MessageEventArgs> MessageSent;
                  public event EventHandler<MessageEventArgs> MessageSendingFailed;
                  public event EventHandler<ServerEventArgs> Disconnected;
                  public event EventHandler<ServerEventArgs> ConnectingSucceeded;

                  public LinkStatus ConnectionStatus

                  get

                  if (this.mConnectionStatus == LinkStatus.Connected)

                  bool result = false;
                  try

                  if (this.mClientSocket != null)

                  result = !(this.mClientSocket.Poll(1, SelectMode.SelectRead) && this.mClientSocket.Available == 0);


                  catch


                  if (result)

                  this.mConnectionStatus = LinkStatus.Connected;

                  else

                  this.mConnectionStatus = LinkStatus.Disconnected;


                  else

                  this.mConnectionStatus = LinkStatus.Disconnected;


                  return this.mConnectionStatus;



                  public void ConnectToServer(int pSleepingInterval)

                  this.mConnectionSleepTime = pSleepingInterval;
                  BackgroundWorker bwConnector = new BackgroundWorker();
                  bwConnector.DoWork += new DoWorkEventHandler(this.BwConnector_DoWork);
                  bwConnector.RunWorkerCompleted += new RunWorkerCompletedEventHandler(this.BwConnector_RunWorkerCompleted);
                  bwConnector.RunWorkerAsync();



                  public void SendCommand(byte pMessage)


                  if (this.ConnectionStatus == LinkStatus.Connected)

                  BackgroundWorker bwSendWorker = new BackgroundWorker();
                  bwSendWorker.DoWork += new DoWorkEventHandler(this.BwSendWorker_DoWork);
                  bwSendWorker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(this.BwSendWorker_RunWorkerCompleted);
                  bwSendWorker.WorkerSupportsCancellation = true;
                  bwSendWorker.RunWorkerAsync(pMessage);

                  else

                  this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, pMessage, false));




                  public void DisconnectFromServer(bool pCanRaise)

                  try

                  if (this.ConnectionStatus == LinkStatus.Connected)

                  try

                  this.mBwReceiver.CancelAsync();
                  this.mBwReceiver.Dispose();

                  catch




                  try

                  this.mClientSocket.Shutdown(SocketShutdown.Both);
                  this.mClientSocket.Close();

                  catch



                  finally

                  this.mClientSocket = null;


                  this.SocketDisconnected(pCanRaise);

                  protected virtual void OnMessageReceived(MessageEventArgs e)

                  if (this.MessageReceived != null)

                  this.MessageReceived(this, e);



                  protected virtual void OnMessageSent(MessageEventArgs e)

                  if (this.MessageSent != null)

                  this.MessageSent(this, e);



                  protected virtual void OnMessageSendingFailed(MessageEventArgs e)

                  if (this.MessageSendingFailed != null)

                  this.MessageSendingFailed(this, e);



                  protected virtual void OnServerDisconnected(ServerEventArgs e)

                  this.DisconnectFromServer(true);


                  protected virtual void OnConnectionSucceeded()

                  this.mConnectionStatus = LinkStatus.Connected;
                  if (this.ConnectingSucceeded != null)

                  this.ConnectingSucceeded(this, new ServerEventArgs(this.mIndex, this.mServerEP));




                  protected virtual void OnConnectingFailed()

                  this.DisconnectFromServer(true);


                  private void BwConnector_DoWork(object sender, DoWorkEventArgs e)

                  bool result = false;
                  try

                  Thread.Sleep(this.mConnectionSleepTime);
                  this.mClientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
                  this.mClientSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
                  this.mClientSocket.Bind(this.mClientEP);
                  // thread gets block until it gets response for server
                  this.mClientSocket.Connect(this.mServerEP);
                  result = true;

                  //// catch generic exception
                  catch

                  result = false;


                  e.Result = result;


                  private void BwConnector_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)

                  try

                  //// raise connection fail event if client not connected to server
                  if (!(bool)e.Result)

                  this.OnConnectingFailed();

                  else

                  this.mNetworkStream = new NetworkStream(this.mClientSocket);
                  this.mBwReceiver = new BackgroundWorker();
                  this.mBwReceiver.WorkerSupportsCancellation = true;
                  this.mBwReceiver.DoWork += new DoWorkEventHandler(this.BwReceiver_DoWork);
                  this.mBwReceiver.RunWorkerAsync();
                  this.OnConnectionSucceeded();


                  ((BackgroundWorker)sender).Dispose();

                  // catch generic exception if any thing happens, this is for safe
                  catch




                  private void BwReceiver_DoWork(object sender, DoWorkEventArgs e)

                  while (this.ConnectionStatus == LinkStatus.Connected && (this.mNetworkStream != null))

                  try

                  if (this.mNetworkStream.CanRead)

                  byte data = new byte[1024];
                  int noOfBytesRead = 0;
                  noOfBytesRead = this.mNetworkStream.Read(data, 0, data.Length);
                  if (noOfBytesRead > 0)

                  byte receivedData = new byte[noOfBytesRead];
                  Array.Copy(data, receivedData, receivedData.Length);
                  MessageEventArgs mArgs = new MessageEventArgs(this.mIndex, receivedData, true);
                  this.OnMessageReceived(mArgs);


                  else



                  catch

                  break;



                  this.OnServerDisconnected(new ServerEventArgs(this.mIndex, this.mServerEP));


                  private void BwSendWorker_DoWork(object sender, DoWorkEventArgs e)

                  byte sendData = (byte)e.Argument;
                  MessageEventArgs args = null;
                  //// check for connectivity
                  if (this.ConnectionStatus == LinkStatus.Connected && sendData.Length > 0)

                  try

                  this.mSendSemaphore.WaitOne();
                  this.mNetworkStream.Write(sendData, 0, sendData.Length);
                  this.mNetworkStream.Flush();
                  this.mSendSemaphore.Release();
                  args = new MessageEventArgs(this.mIndex, sendData, true);
                  e.Result = args;

                  //// catch generic exception, for safe
                  catch

                  args = new MessageEventArgs(this.mIndex, sendData, false);
                  this.mSendSemaphore.Release();
                  e.Result = args;


                  else

                  args = new MessageEventArgs(this.mIndex, sendData, false);
                  e.Result = args;




                  private void BwSendWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)

                  try

                  MessageEventArgs args = e.Result as MessageEventArgs;
                  if (args != null)

                  // raised when message is sent to server successfully
                  if ((!e.Cancelled && e.Error == null) && (bool)args.Result)

                  this.OnMessageSent(new MessageEventArgs(this.mIndex, args.Message, args.Result));

                  // raised when message sending is failed to server
                  else

                  this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, args.Message, args.Result));


                  else

                  this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, null, false));


                  ((BackgroundWorker)sender).Dispose();

                  catch





                  public void SocketDisconnected(bool pCanRaise)

                  this.mConnectionStatus = LinkStatus.Disconnected;

                  if (this.Disconnected != null && pCanRaise)

                  this.Disconnected(this, new ServerEventArgs(this.mIndex, this.mServerEP));






                  MyTCPWrapper class is show below, which will do the following



                  a. Controls the life cycle of MyTCPClients, based on the connection status and message reception status.



                  b. Add multiple clients, to provide redundencies like (Active - Active, Active - Passive)...



                   public class MyTcpWrapper

                  private MyTcpClient mTcpClinet = null;
                  private bool mTransportConnectionStatus = false;
                  private int mReconnect = 10;

                  public int Reconnect

                  get

                  return this.mReconnect;

                  set

                  this.mReconnect = value;



                  public bool TransportConnectionStatus

                  get

                  bool result = false;
                  if(this.mTcpClinet != null)

                  if(this.mTcpClinet.ConnectionStatus == LinkStatus.Connected)

                  result = true;


                  return result;



                  public void InitializeTransport()

                  if (this.DeInitializeTransport())

                  this.mTcpClinet = new MyTcpClient(1, "serverAddress", 9000);
                  this.mTcpClinet.ConnectingSucceeded += new EventHandler<ServerEventArgs>(Transport_ConnectingSucceeded);
                  this.mTcpClinet.Disconnected += new EventHandler<ServerEventArgs>(Transport_Disconnected);
                  this.mTcpClinet.MessageReceived += new EventHandler<MessageEventArgs>(Transport_MessageReceived);
                  this.mTcpClinet.ConnectToServer(this.Reconnect);



                  public bool DeInitializeTransport()

                  bool result = true;
                  this.mReconnect = 0;
                  try

                  if (this.mTcpClinet != null)

                  this.mTcpClinet.MessageReceived -= this.Transport_MessageReceived;
                  this.mTcpClinet.Disconnected -= this.Transport_Disconnected;
                  this.mTcpClinet.ConnectingSucceeded -= this.Transport_ConnectingSucceeded;
                  this.mTcpClinet.DisconnectFromServer(false);


                  catch


                  finally

                  this.mTcpClinet = null;

                  return result;


                  public void SendData(byte pData)

                  if (this.mTcpClinet.ConnectionStatus == LinkStatus.Connected)

                  this.mTcpClinet.SendCommand(pData);

                  else

                  // take actions accordingly.




                  private void Transport_MessageReceived(object sender, MessageEventArgs e)


                  private void Transport_Disconnected(object sender, ServerEventArgs e)

                  this.mTcpClinet.ConnectToServer(this.mReconnect);

                  private void Transport_ConnectingSucceeded(object sender, ServerEventArgs e)


                  private void OnReceiveMessage(byte pData)








                  share|improve this answer













                  I would like to share a sample solution based on following aspects



                  1. Client is only responsible for Sending, Receiving, Connecting and disconnecting from Server.

                  2. Wrapper class is responsible for state management of Client, like initialization, dispose, re-connection, processing the received data, forwarding data to client, decision based on the connection state of Client with server

                  In this way you could able to reuse the Client and add have different wrapper classes based on the functionality like (Active-Active client, Active - Passive client, Broad cast clients)...



                  I would like to share the abstract code (doesn't have any DI or pattern implementation), you can modify according to your requirement.



                   public enum LinkStatus

                  Connected,
                  Disconnected



                  MessageEventArgs Event args raised by client, during the sending and reception of message to server, which includes the data and status.



                   public class MessageEventArgs : EventArgs

                  public byte Message get; private set;
                  public bool Result get; private set;
                  public int Index get; private set;
                  public MessageEventArgs(int pIndex, byte pData, bool pResult)

                  Message = pData;
                  Result = pResult;
                  Index = pIndex;




                  ServerEventArgs Event args class holding server details



                   public class ServerEventArgs : EventArgs

                  public IPAddress IP get; private set;
                  public int Port get; private set;
                  public int Index get; private set;
                  public ServerEventArgs(int pIndex, IPEndPoint pServerEndPoint)

                  this.IP = pServerEndPoint.Address;
                  this.Port = pServerEndPoint.Port;
                  this.Index = pIndex;




                  MyTcpClient class is shown below, which will do following tasks



                  a. Expose methods to start and stop communication with server



                  b. Expose Connection Link status



                  c. Raise events like MessageSentSuccessfully, MessageSendingFailed, Disconnected, ConnectingSucceeded, MessageReceived.



                   public class MyTcpClient

                  private int mIndex;
                  private LinkStatus mConnectionStatus = LinkStatus.Disconnected;
                  private Socket mClientSocket = null;
                  private NetworkStream mNetworkStream = null;
                  private BackgroundWorker mBwReceiver;
                  private IPEndPoint mServerEP = null;
                  private IPEndPoint mClientEP = null;
                  private Semaphore mSendSemaphore;
                  private int mConnectionSleepTime = 5000;

                  public MyTcpClient(int pIndex, string pServerAddress, int pPortNumber)

                  this.mIndex = pIndex;
                  this.mSendSemaphore = new Semaphore(1, 1);
                  IPAddress address = IPAddress.Parse(pServerAddress);
                  IPEndPoint endPoint = new IPEndPoint(address, pPortNumber);
                  this.mServerEP = endPoint;
                  this.mClientEP = new IPEndPoint(IPAddress.Any, 0);
                  this.mSendSemaphore = new Semaphore(1, 1);


                  public event EventHandler<MessageEventArgs> MessageReceived;
                  public event EventHandler<MessageEventArgs> MessageSent;
                  public event EventHandler<MessageEventArgs> MessageSendingFailed;
                  public event EventHandler<ServerEventArgs> Disconnected;
                  public event EventHandler<ServerEventArgs> ConnectingSucceeded;

                  public LinkStatus ConnectionStatus

                  get

                  if (this.mConnectionStatus == LinkStatus.Connected)

                  bool result = false;
                  try

                  if (this.mClientSocket != null)

                  result = !(this.mClientSocket.Poll(1, SelectMode.SelectRead) && this.mClientSocket.Available == 0);


                  catch


                  if (result)

                  this.mConnectionStatus = LinkStatus.Connected;

                  else

                  this.mConnectionStatus = LinkStatus.Disconnected;


                  else

                  this.mConnectionStatus = LinkStatus.Disconnected;


                  return this.mConnectionStatus;



                  public void ConnectToServer(int pSleepingInterval)

                  this.mConnectionSleepTime = pSleepingInterval;
                  BackgroundWorker bwConnector = new BackgroundWorker();
                  bwConnector.DoWork += new DoWorkEventHandler(this.BwConnector_DoWork);
                  bwConnector.RunWorkerCompleted += new RunWorkerCompletedEventHandler(this.BwConnector_RunWorkerCompleted);
                  bwConnector.RunWorkerAsync();



                  public void SendCommand(byte pMessage)


                  if (this.ConnectionStatus == LinkStatus.Connected)

                  BackgroundWorker bwSendWorker = new BackgroundWorker();
                  bwSendWorker.DoWork += new DoWorkEventHandler(this.BwSendWorker_DoWork);
                  bwSendWorker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(this.BwSendWorker_RunWorkerCompleted);
                  bwSendWorker.WorkerSupportsCancellation = true;
                  bwSendWorker.RunWorkerAsync(pMessage);

                  else

                  this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, pMessage, false));




                  public void DisconnectFromServer(bool pCanRaise)

                  try

                  if (this.ConnectionStatus == LinkStatus.Connected)

                  try

                  this.mBwReceiver.CancelAsync();
                  this.mBwReceiver.Dispose();

                  catch




                  try

                  this.mClientSocket.Shutdown(SocketShutdown.Both);
                  this.mClientSocket.Close();

                  catch



                  finally

                  this.mClientSocket = null;


                  this.SocketDisconnected(pCanRaise);

                  protected virtual void OnMessageReceived(MessageEventArgs e)

                  if (this.MessageReceived != null)

                  this.MessageReceived(this, e);



                  protected virtual void OnMessageSent(MessageEventArgs e)

                  if (this.MessageSent != null)

                  this.MessageSent(this, e);



                  protected virtual void OnMessageSendingFailed(MessageEventArgs e)

                  if (this.MessageSendingFailed != null)

                  this.MessageSendingFailed(this, e);



                  protected virtual void OnServerDisconnected(ServerEventArgs e)

                  this.DisconnectFromServer(true);


                  protected virtual void OnConnectionSucceeded()

                  this.mConnectionStatus = LinkStatus.Connected;
                  if (this.ConnectingSucceeded != null)

                  this.ConnectingSucceeded(this, new ServerEventArgs(this.mIndex, this.mServerEP));




                  protected virtual void OnConnectingFailed()

                  this.DisconnectFromServer(true);


                  private void BwConnector_DoWork(object sender, DoWorkEventArgs e)

                  bool result = false;
                  try

                  Thread.Sleep(this.mConnectionSleepTime);
                  this.mClientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
                  this.mClientSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
                  this.mClientSocket.Bind(this.mClientEP);
                  // thread gets block until it gets response for server
                  this.mClientSocket.Connect(this.mServerEP);
                  result = true;

                  //// catch generic exception
                  catch

                  result = false;


                  e.Result = result;


                  private void BwConnector_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)

                  try

                  //// raise connection fail event if client not connected to server
                  if (!(bool)e.Result)

                  this.OnConnectingFailed();

                  else

                  this.mNetworkStream = new NetworkStream(this.mClientSocket);
                  this.mBwReceiver = new BackgroundWorker();
                  this.mBwReceiver.WorkerSupportsCancellation = true;
                  this.mBwReceiver.DoWork += new DoWorkEventHandler(this.BwReceiver_DoWork);
                  this.mBwReceiver.RunWorkerAsync();
                  this.OnConnectionSucceeded();


                  ((BackgroundWorker)sender).Dispose();

                  // catch generic exception if any thing happens, this is for safe
                  catch




                  private void BwReceiver_DoWork(object sender, DoWorkEventArgs e)

                  while (this.ConnectionStatus == LinkStatus.Connected && (this.mNetworkStream != null))

                  try

                  if (this.mNetworkStream.CanRead)

                  byte data = new byte[1024];
                  int noOfBytesRead = 0;
                  noOfBytesRead = this.mNetworkStream.Read(data, 0, data.Length);
                  if (noOfBytesRead > 0)

                  byte receivedData = new byte[noOfBytesRead];
                  Array.Copy(data, receivedData, receivedData.Length);
                  MessageEventArgs mArgs = new MessageEventArgs(this.mIndex, receivedData, true);
                  this.OnMessageReceived(mArgs);


                  else



                  catch

                  break;



                  this.OnServerDisconnected(new ServerEventArgs(this.mIndex, this.mServerEP));


                  private void BwSendWorker_DoWork(object sender, DoWorkEventArgs e)

                  byte sendData = (byte)e.Argument;
                  MessageEventArgs args = null;
                  //// check for connectivity
                  if (this.ConnectionStatus == LinkStatus.Connected && sendData.Length > 0)

                  try

                  this.mSendSemaphore.WaitOne();
                  this.mNetworkStream.Write(sendData, 0, sendData.Length);
                  this.mNetworkStream.Flush();
                  this.mSendSemaphore.Release();
                  args = new MessageEventArgs(this.mIndex, sendData, true);
                  e.Result = args;

                  //// catch generic exception, for safe
                  catch

                  args = new MessageEventArgs(this.mIndex, sendData, false);
                  this.mSendSemaphore.Release();
                  e.Result = args;


                  else

                  args = new MessageEventArgs(this.mIndex, sendData, false);
                  e.Result = args;




                  private void BwSendWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)

                  try

                  MessageEventArgs args = e.Result as MessageEventArgs;
                  if (args != null)

                  // raised when message is sent to server successfully
                  if ((!e.Cancelled && e.Error == null) && (bool)args.Result)

                  this.OnMessageSent(new MessageEventArgs(this.mIndex, args.Message, args.Result));

                  // raised when message sending is failed to server
                  else

                  this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, args.Message, args.Result));


                  else

                  this.OnMessageSendingFailed(new MessageEventArgs(this.mIndex, null, false));


                  ((BackgroundWorker)sender).Dispose();

                  catch





                  public void SocketDisconnected(bool pCanRaise)

                  this.mConnectionStatus = LinkStatus.Disconnected;

                  if (this.Disconnected != null && pCanRaise)

                  this.Disconnected(this, new ServerEventArgs(this.mIndex, this.mServerEP));






                  MyTCPWrapper class is show below, which will do the following



                  a. Controls the life cycle of MyTCPClients, based on the connection status and message reception status.



                  b. Add multiple clients, to provide redundencies like (Active - Active, Active - Passive)...



                   public class MyTcpWrapper

                  private MyTcpClient mTcpClinet = null;
                  private bool mTransportConnectionStatus = false;
                  private int mReconnect = 10;

                  public int Reconnect

                  get

                  return this.mReconnect;

                  set

                  this.mReconnect = value;



                  public bool TransportConnectionStatus

                  get

                  bool result = false;
                  if(this.mTcpClinet != null)

                  if(this.mTcpClinet.ConnectionStatus == LinkStatus.Connected)

                  result = true;


                  return result;



                  public void InitializeTransport()

                  if (this.DeInitializeTransport())

                  this.mTcpClinet = new MyTcpClient(1, "serverAddress", 9000);
                  this.mTcpClinet.ConnectingSucceeded += new EventHandler<ServerEventArgs>(Transport_ConnectingSucceeded);
                  this.mTcpClinet.Disconnected += new EventHandler<ServerEventArgs>(Transport_Disconnected);
                  this.mTcpClinet.MessageReceived += new EventHandler<MessageEventArgs>(Transport_MessageReceived);
                  this.mTcpClinet.ConnectToServer(this.Reconnect);



                  public bool DeInitializeTransport()

                  bool result = true;
                  this.mReconnect = 0;
                  try

                  if (this.mTcpClinet != null)

                  this.mTcpClinet.MessageReceived -= this.Transport_MessageReceived;
                  this.mTcpClinet.Disconnected -= this.Transport_Disconnected;
                  this.mTcpClinet.ConnectingSucceeded -= this.Transport_ConnectingSucceeded;
                  this.mTcpClinet.DisconnectFromServer(false);


                  catch


                  finally

                  this.mTcpClinet = null;

                  return result;


                  public void SendData(byte pData)

                  if (this.mTcpClinet.ConnectionStatus == LinkStatus.Connected)

                  this.mTcpClinet.SendCommand(pData);

                  else

                  // take actions accordingly.




                  private void Transport_MessageReceived(object sender, MessageEventArgs e)


                  private void Transport_Disconnected(object sender, ServerEventArgs e)

                  this.mTcpClinet.ConnectToServer(this.mReconnect);

                  private void Transport_ConnectingSucceeded(object sender, ServerEventArgs e)


                  private void OnReceiveMessage(byte pData)









                  share|improve this answer













                  share|improve this answer



                  share|improve this answer











                  answered Apr 17 at 7:10









                  vishnu vardhan

                  1874




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