I'm writing simple socket server with C#. The idea is to do it as simple as possible since the communication won't be heavy. I've used some of the TAP/APM patterns on socket async calls so the code now looks like this:
public async Task StartListening()
{
try
{
var endpoint = new IPEndPoint(IPAddress.Loopback, Port);
using (Socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp))
{
Socket.Bind(endpoint);
Socket.Listen(Limit);
while (!Shutdown)
{
// await till we get the connection - let the main thread/caller continue (I expect this loop to continue in separate thread after await)
var socket = await Socket.AcceptAsync().ConfigureAwait(false);
var state= new ClientStateObject(socket, id);
// do not await for receive - continue to listen for connections
Receive(socket, state);
}
}
}
catch (Exception ex)
{
// handle errors via callbacks
}
}
private async void Receive(Socket socket, ClientStateObject state)
{
try
{
while (!Shutdown)
{
var bytes = await socket.ReceiveAsync(state).ConfigureAwait(false);
var readResult = state.Read(bytes);
if (readResult == CloseConn)
{
// close connection
return;
}
if (readResult == Completed)
{
// process the message
state.Reset();
}
}
}
catch (Exception ex)
{
// handle errors via callbacks
}
}
This code seems to run fine in development builds, but sometimes behaves strange in release mode. I assume this might be related to race conditions or something that is related to threading and async/await. Does anyone see what might be the problem with the above code?
Just to be clear AcceptAsync/ReceiveAsync are wrappers around socket methods to return tasks.