mirror of
https://github.com/PepperDash/Essentials.git
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775 lines
27 KiB
C#
775 lines
27 KiB
C#
/*PepperDash Technology Corp.
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JAG
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Copyright: 2017
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------------------------------------
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***Notice of Ownership and Copyright***
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The material in which this notice appears is the property of PepperDash Technology Corporation,
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which claims copyright under the laws of the United States of America in the entire body of material
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and in all parts thereof, regardless of the use to which it is being put. Any use, in whole or in part,
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of this material by another party without the express written permission of PepperDash Technology Corporation is prohibited.
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PepperDash Technology Corporation reserves all rights under applicable laws.
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------------------------------------ */
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Text.RegularExpressions;
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using Crestron.SimplSharp;
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using Crestron.SimplSharp.CrestronSockets;
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using PepperDash.Core.Logging;
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namespace PepperDash.Core
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{
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/// <summary>
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/// Generic TCP/IP client for server
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/// </summary>
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public class GenericTcpIpClient_ForServer : Device, IAutoReconnect
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{
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/// <summary>
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/// Band aid delegate for choked server
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/// </summary>
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internal delegate void ConnectionHasHungCallbackDelegate();
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#region Events
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//public event EventHandler<GenericCommMethodReceiveBytesArgs> BytesReceived;
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/// <summary>
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/// Notifies of text received
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/// </summary>
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public event EventHandler<GenericTcpServerCommMethodReceiveTextArgs> TextReceived;
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/// <summary>
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/// Notifies of socket status change
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/// </summary>
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public event EventHandler<GenericTcpServerSocketStatusChangeEventArgs> ConnectionChange;
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/// <summary>
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/// This is something of a band-aid callback. If the client times out during the connection process, because the server
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/// is stuck, this will fire. It is intended to be used by the Server class monitor client, to help
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/// keep a watch on the server and reset it if necessary.
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/// </summary>
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internal ConnectionHasHungCallbackDelegate ConnectionHasHungCallback;
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/// <summary>
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/// For a client with a pre shared key, this will fire after the communication is established and the key exchange is complete. If you require
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/// a key and subscribe to the socket change event and try to send data on a connection the data sent will interfere with the key exchange and disconnect.
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/// </summary>
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public event EventHandler<GenericTcpServerClientReadyForcommunicationsEventArgs> ClientReadyForCommunications;
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#endregion
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#region Properties & Variables
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/// <summary>
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/// Address of server
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/// </summary>
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public string Hostname { get; set; }
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/// <summary>
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/// Gets or sets the Port
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/// </summary>
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public int Port { get; set; }
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/// <summary>
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/// S+ helper
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/// </summary>
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public ushort UPort
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{
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get { return Convert.ToUInt16(Port); }
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set { Port = Convert.ToInt32(value); }
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}
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/// <summary>
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/// Bool to show whether the server requires a preshared key. This is used in the DynamicTCPServer class
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/// </summary>
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public bool SharedKeyRequired { get; set; }
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/// <summary>
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/// S+ helper for requires shared key bool
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/// </summary>
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public ushort USharedKeyRequired
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{
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set
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{
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if (value == 1)
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SharedKeyRequired = true;
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else
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SharedKeyRequired = false;
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}
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}
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/// <summary>
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/// Gets or sets the SharedKey
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/// </summary>
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public string SharedKey { get; set; }
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/// <summary>
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/// flag to show the client is waiting for the server to send the shared key
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/// </summary>
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private bool WaitingForSharedKeyResponse { get; set; }
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/// <summary>
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/// Gets or sets the BufferSize
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/// </summary>
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public int BufferSize { get; set; }
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/// <summary>
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/// Semaphore on connect method
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/// </summary>
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bool IsTryingToConnect;
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/// <summary>
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/// Bool showing if socket is connected
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/// </summary>
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public bool IsConnected
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{
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get
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{
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if (Client != null)
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return Client.ClientStatus == SocketStatus.SOCKET_STATUS_CONNECTED;
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else
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return false;
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}
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}
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/// <summary>
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/// S+ helper for IsConnected
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/// </summary>
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public ushort UIsConnected
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{
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get { return (ushort)(IsConnected ? 1 : 0); }
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}
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/// <summary>
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/// Bool showing if socket is ready for communication after shared key exchange
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/// </summary>
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public bool IsReadyForCommunication { get; set; }
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/// <summary>
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/// S+ helper for IsReadyForCommunication
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/// </summary>
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public ushort UIsReadyForCommunication
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{
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get { return (ushort)(IsReadyForCommunication ? 1 : 0); }
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}
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/// <summary>
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/// Client socket status Read only
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/// </summary>
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public SocketStatus ClientStatus
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{
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get
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{
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if (Client != null)
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return Client.ClientStatus;
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else
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return SocketStatus.SOCKET_STATUS_NO_CONNECT;
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}
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}
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/// <summary>
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/// Contains the familiar Simpl analog status values. This drives the ConnectionChange event
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/// and IsConnected would be true when this == 2.
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/// </summary>
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public ushort UStatus
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{
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get { return (ushort)ClientStatus; }
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}
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/// <summary>
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/// Status text shows the message associated with socket status
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/// </summary>
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public string ClientStatusText { get { return ClientStatus.ToString(); } }
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/// <summary>
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/// bool to track if auto reconnect should be set on the socket
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/// </summary>
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public bool AutoReconnect { get; set; }
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/// <summary>
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/// S+ helper for AutoReconnect
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/// </summary>
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public ushort UAutoReconnect
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{
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get { return (ushort)(AutoReconnect ? 1 : 0); }
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set { AutoReconnect = value == 1; }
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}
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/// <summary>
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/// Milliseconds to wait before attempting to reconnect. Defaults to 5000
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/// </summary>
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public int AutoReconnectIntervalMs { get; set; }
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/// <summary>
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/// Flag Set only when the disconnect method is called.
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/// </summary>
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bool DisconnectCalledByUser;
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/// <summary>
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/// private Timer for auto reconnect
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/// </summary>
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CTimer RetryTimer;
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/// <summary>
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///
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/// </summary>
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public bool HeartbeatEnabled { get; set; }
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/// <summary>
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///
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/// </summary>
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public ushort UHeartbeatEnabled
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{
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get { return (ushort)(HeartbeatEnabled ? 1 : 0); }
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set { HeartbeatEnabled = value == 1; }
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}
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/// <summary>
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///
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/// </summary>
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public string HeartbeatString = "heartbeat";
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/// <summary>
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///
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/// </summary>
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public int HeartbeatInterval = 50000;
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CTimer HeartbeatSendTimer;
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CTimer HeartbeatAckTimer;
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/// <summary>
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/// Used to force disconnection on a dead connect attempt
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/// </summary>
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CTimer ConnectFailTimer;
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CTimer WaitForSharedKey;
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private int ConnectionCount;
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/// <summary>
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/// Internal secure client
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/// </summary>
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TCPClient Client;
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bool ProgramIsStopping;
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#endregion
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#region Constructors
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="key"></param>
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/// <param name="address"></param>
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/// <param name="port"></param>
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/// <param name="bufferSize"></param>
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public GenericTcpIpClient_ForServer(string key, string address, int port, int bufferSize)
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: base(key)
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{
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CrestronEnvironment.ProgramStatusEventHandler += new ProgramStatusEventHandler(CrestronEnvironment_ProgramStatusEventHandler);
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Hostname = address;
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Port = port;
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BufferSize = bufferSize;
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AutoReconnectIntervalMs = 5000;
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}
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/// <summary>
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/// Constructor for S+
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/// </summary>
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public GenericTcpIpClient_ForServer()
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: base("Uninitialized DynamicTcpClient")
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{
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CrestronEnvironment.ProgramStatusEventHandler += new ProgramStatusEventHandler(CrestronEnvironment_ProgramStatusEventHandler);
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AutoReconnectIntervalMs = 5000;
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BufferSize = 2000;
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}
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#endregion
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#region Methods
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/// <summary>
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/// Initialize method
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/// </summary>
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public void Initialize(string key)
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{
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Key = key;
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}
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/// <summary>
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/// Handles closing this up when the program shuts down
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/// </summary>
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void CrestronEnvironment_ProgramStatusEventHandler(eProgramStatusEventType programEventType)
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{
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if (programEventType == eProgramStatusEventType.Stopping || programEventType == eProgramStatusEventType.Paused)
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{
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Debug.Console(0, this, Debug.ErrorLogLevel.Notice, "Program stopping. Closing Client connection");
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ProgramIsStopping = true;
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Disconnect();
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}
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}
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/// <summary>
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/// Connect method
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/// </summary>
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public void Connect()
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{
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ConnectionCount++;
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Debug.Console(2, this, "Attempting connect Count:{0}", ConnectionCount);
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if (IsConnected)
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{
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Debug.Console(0, this, Debug.ErrorLogLevel.Notice, "Already connected. Ignoring.");
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return;
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}
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if (IsTryingToConnect)
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{
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Debug.Console(0, this, Debug.ErrorLogLevel.Notice, "Already trying to connect. Ignoring.");
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return;
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}
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try
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{
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IsTryingToConnect = true;
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if (RetryTimer != null)
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{
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RetryTimer.Stop();
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RetryTimer = null;
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}
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if (string.IsNullOrEmpty(Hostname))
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{
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Debug.Console(0, this, Debug.ErrorLogLevel.Warning, "DynamicTcpClient: No address set");
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return;
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}
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if (Port < 1 || Port > 65535)
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{
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Debug.Console(0, this, Debug.ErrorLogLevel.Warning, "DynamicTcpClient: Invalid port");
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return;
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}
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if (string.IsNullOrEmpty(SharedKey) && SharedKeyRequired)
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{
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Debug.Console(0, this, Debug.ErrorLogLevel.Warning, "DynamicTcpClient: No Shared Key set");
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return;
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}
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// clean up previous client
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if (Client != null)
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{
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Cleanup();
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}
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DisconnectCalledByUser = false;
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Client = new TCPClient(Hostname, Port, BufferSize);
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Client.SocketStatusChange += Client_SocketStatusChange;
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if(HeartbeatEnabled)
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Client.SocketSendOrReceiveTimeOutInMs = (HeartbeatInterval * 5);
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Client.AddressClientConnectedTo = Hostname;
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Client.PortNumber = Port;
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// SecureClient = c;
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//var timeOfConnect = DateTime.Now.ToString("HH:mm:ss.fff");
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ConnectFailTimer = new CTimer(o =>
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{
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Debug.Console(1, this, Debug.ErrorLogLevel.Error, "Connect attempt has not finished after 30sec Count:{0}", ConnectionCount);
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if (IsTryingToConnect)
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{
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IsTryingToConnect = false;
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//if (ConnectionHasHungCallback != null)
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//{
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// ConnectionHasHungCallback();
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//}
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//SecureClient.DisconnectFromServer();
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//CheckClosedAndTryReconnect();
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}
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}, 30000);
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Debug.Console(2, this, "Making Connection Count:{0}", ConnectionCount);
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Client.ConnectToServerAsync(o =>
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{
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Debug.Console(2, this, "ConnectToServerAsync Count:{0} Ran!", ConnectionCount);
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if (ConnectFailTimer != null)
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{
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ConnectFailTimer.Stop();
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}
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IsTryingToConnect = false;
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if (o.ClientStatus == SocketStatus.SOCKET_STATUS_CONNECTED)
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{
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Debug.Console(2, this, "Client connected to {0} on port {1}", o.AddressClientConnectedTo, o.LocalPortNumberOfClient);
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o.ReceiveDataAsync(Receive);
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if (SharedKeyRequired)
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{
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WaitingForSharedKeyResponse = true;
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WaitForSharedKey = new CTimer(timer =>
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{
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Debug.Console(1, this, Debug.ErrorLogLevel.Warning, "Shared key exchange timer expired. IsReadyForCommunication={0}", IsReadyForCommunication);
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// Debug.Console(1, this, "Connect attempt failed {0}", c.ClientStatus);
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// This is the only case where we should call DisconectFromServer...Event handeler will trigger the cleanup
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o.DisconnectFromServer();
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//CheckClosedAndTryReconnect();
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//OnClientReadyForcommunications(false); // Should send false event
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}, 15000);
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}
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else
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{
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//CLient connected and shared key is not required so just raise the ready for communication event. if Shared key
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//required this is called by the shared key being negotiated
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if (IsReadyForCommunication == false)
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{
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OnClientReadyForcommunications(true); // Key not required
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}
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}
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}
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else
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{
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Debug.Console(1, this, "Connect attempt failed {0}", o.ClientStatus);
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CheckClosedAndTryReconnect();
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}
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});
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}
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catch (Exception ex)
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{
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Debug.Console(0, this, Debug.ErrorLogLevel.Error, "Client connection exception: {0}", ex.Message);
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IsTryingToConnect = false;
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CheckClosedAndTryReconnect();
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}
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}
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/// <summary>
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/// Disconnect method
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/// </summary>
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public void Disconnect()
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{
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this.LogVerbose("Disconnect Called");
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DisconnectCalledByUser = true;
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if (IsConnected)
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{
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Client.DisconnectFromServer();
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}
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if (RetryTimer != null)
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{
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RetryTimer.Stop();
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RetryTimer = null;
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}
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Cleanup();
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}
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/// <summary>
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/// Internal call to close up client. ALWAYS use this when disconnecting.
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/// </summary>
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void Cleanup()
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{
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IsTryingToConnect = false;
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if (Client != null)
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{
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//SecureClient.DisconnectFromServer();
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Debug.Console(2, this, "Disconnecting Client {0}", DisconnectCalledByUser ? ", Called by user" : "");
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Client.SocketStatusChange -= Client_SocketStatusChange;
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Client.Dispose();
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Client = null;
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}
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if (ConnectFailTimer != null)
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{
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ConnectFailTimer.Stop();
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ConnectFailTimer.Dispose();
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ConnectFailTimer = null;
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}
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}
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/// <summary>ff
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/// Called from Connect failure or Socket Status change if
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/// auto reconnect and socket disconnected (Not disconnected by user)
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/// </summary>
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void CheckClosedAndTryReconnect()
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{
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if (Client != null)
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{
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Debug.Console(2, this, "Cleaning up remotely closed/failed connection.");
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Cleanup();
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}
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if (!DisconnectCalledByUser && AutoReconnect)
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{
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var halfInterval = AutoReconnectIntervalMs / 2;
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var rndTime = new Random().Next(-halfInterval, halfInterval) + AutoReconnectIntervalMs;
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Debug.Console(2, this, "Attempting reconnect in {0} ms, randomized", rndTime);
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if (RetryTimer != null)
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{
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RetryTimer.Stop();
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RetryTimer = null;
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}
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RetryTimer = new CTimer(o => Connect(), rndTime);
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}
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}
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/// <summary>
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/// Receive callback
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/// </summary>
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/// <param name="client"></param>
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/// <param name="numBytes"></param>
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void Receive(TCPClient client, int numBytes)
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{
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if (numBytes > 0)
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{
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string str = string.Empty;
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try
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{
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var bytes = client.IncomingDataBuffer.Take(numBytes).ToArray();
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str = Encoding.GetEncoding(28591).GetString(bytes, 0, bytes.Length);
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Debug.Console(2, this, "Client Received:\r--------\r{0}\r--------", str);
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if (!string.IsNullOrEmpty(checkHeartbeat(str)))
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{
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if (SharedKeyRequired && str == "SharedKey:")
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{
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Debug.Console(2, this, "Server asking for shared key, sending");
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SendText(SharedKey + "\n");
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}
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else if (SharedKeyRequired && str == "Shared Key Match")
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{
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StopWaitForSharedKeyTimer();
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Debug.Console(2, this, "Shared key confirmed. Ready for communication");
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OnClientReadyForcommunications(true); // Successful key exchange
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}
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else
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{
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//var bytesHandler = BytesReceived;
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//if (bytesHandler != null)
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// bytesHandler(this, new GenericCommMethodReceiveBytesArgs(bytes));
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var textHandler = TextReceived;
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if (textHandler != null)
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textHandler(this, new GenericTcpServerCommMethodReceiveTextArgs(str));
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}
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}
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}
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catch (Exception ex)
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{
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Debug.Console(1, this, "Error receiving data: {1}. Error: {0}", ex.Message, str);
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}
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}
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if (client.ClientStatus == SocketStatus.SOCKET_STATUS_CONNECTED)
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client.ReceiveDataAsync(Receive);
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}
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void HeartbeatStart()
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{
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if (HeartbeatEnabled)
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{
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Debug.Console(2, this, "Starting Heartbeat");
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if (HeartbeatSendTimer == null)
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{
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HeartbeatSendTimer = new CTimer(this.SendHeartbeat, null, HeartbeatInterval, HeartbeatInterval);
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}
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if (HeartbeatAckTimer == null)
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{
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HeartbeatAckTimer = new CTimer(HeartbeatAckTimerFail, null, (HeartbeatInterval * 2), (HeartbeatInterval * 2));
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}
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}
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}
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void HeartbeatStop()
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{
|
|
|
|
if (HeartbeatSendTimer != null)
|
|
{
|
|
Debug.Console(2, this, "Stoping Heartbeat Send");
|
|
HeartbeatSendTimer.Stop();
|
|
HeartbeatSendTimer = null;
|
|
}
|
|
if (HeartbeatAckTimer != null)
|
|
{
|
|
Debug.Console(2, this, "Stoping Heartbeat Ack");
|
|
HeartbeatAckTimer.Stop();
|
|
HeartbeatAckTimer = null;
|
|
}
|
|
|
|
}
|
|
void SendHeartbeat(object notused)
|
|
{
|
|
this.SendText(HeartbeatString);
|
|
Debug.Console(2, this, "Sending Heartbeat");
|
|
|
|
}
|
|
|
|
//private method to check heartbeat requirements and start or reset timer
|
|
string checkHeartbeat(string received)
|
|
{
|
|
try
|
|
{
|
|
if (HeartbeatEnabled)
|
|
{
|
|
if (!string.IsNullOrEmpty(HeartbeatString))
|
|
{
|
|
var remainingText = received.Replace(HeartbeatString, "");
|
|
var noDelimiter = received.Trim(new char[] { '\r', '\n' });
|
|
if (noDelimiter.Contains(HeartbeatString))
|
|
{
|
|
if (HeartbeatAckTimer != null)
|
|
{
|
|
HeartbeatAckTimer.Reset(HeartbeatInterval * 2);
|
|
}
|
|
else
|
|
{
|
|
HeartbeatAckTimer = new CTimer(HeartbeatAckTimerFail, null, (HeartbeatInterval * 2), (HeartbeatInterval * 2));
|
|
}
|
|
Debug.Console(2, this, "Heartbeat Received: {0}, from Server", HeartbeatString);
|
|
return remainingText;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.Console(1, this, "Error checking heartbeat: {0}", ex.Message);
|
|
}
|
|
return received;
|
|
}
|
|
|
|
|
|
|
|
void HeartbeatAckTimerFail(object o)
|
|
{
|
|
try
|
|
{
|
|
|
|
if (IsConnected)
|
|
{
|
|
Debug.Console(1, Debug.ErrorLogLevel.Warning, "Heartbeat not received from Server...DISCONNECTING BECAUSE HEARTBEAT REQUIRED IS TRUE");
|
|
SendText("Heartbeat not received by server, closing connection");
|
|
CheckClosedAndTryReconnect();
|
|
}
|
|
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
ErrorLog.Error("Heartbeat timeout Error on Client: {0}, {1}", Key, ex);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
void StopWaitForSharedKeyTimer()
|
|
{
|
|
if (WaitForSharedKey != null)
|
|
{
|
|
WaitForSharedKey.Stop();
|
|
WaitForSharedKey = null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// SendText method
|
|
/// </summary>
|
|
public void SendText(string text)
|
|
{
|
|
if (!string.IsNullOrEmpty(text))
|
|
{
|
|
try
|
|
{
|
|
var bytes = Encoding.GetEncoding(28591).GetBytes(text);
|
|
if (Client != null && Client.ClientStatus == SocketStatus.SOCKET_STATUS_CONNECTED)
|
|
{
|
|
Client.SendDataAsync(bytes, bytes.Length, (c, n) =>
|
|
{
|
|
// HOW IN THE HELL DO WE CATCH AN EXCEPTION IN SENDING?????
|
|
if (n <= 0)
|
|
{
|
|
Debug.Console(1, Debug.ErrorLogLevel.Warning, "[{0}] Sent zero bytes. Was there an error?", this.Key);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.Console(0, this, "Error sending text: {1}. Error: {0}", ex.Message, text);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// SendBytes method
|
|
/// </summary>
|
|
public void SendBytes(byte[] bytes)
|
|
{
|
|
if (bytes.Length > 0)
|
|
{
|
|
try
|
|
{
|
|
if (Client != null && Client.ClientStatus == SocketStatus.SOCKET_STATUS_CONNECTED)
|
|
Client.SendData(bytes, bytes.Length);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.Console(0, this, "Error sending bytes. Error: {0}", ex.Message);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// SocketStatusChange Callback
|
|
/// </summary>
|
|
/// <param name="client"></param>
|
|
/// <param name="clientSocketStatus"></param>
|
|
void Client_SocketStatusChange(TCPClient client, SocketStatus clientSocketStatus)
|
|
{
|
|
if (ProgramIsStopping)
|
|
{
|
|
ProgramIsStopping = false;
|
|
return;
|
|
}
|
|
try
|
|
{
|
|
Debug.Console(2, this, "Socket status change: {0} ({1})", client.ClientStatus, (ushort)(client.ClientStatus));
|
|
|
|
OnConnectionChange();
|
|
|
|
// The client could be null or disposed by this time...
|
|
if (Client == null || Client.ClientStatus != SocketStatus.SOCKET_STATUS_CONNECTED)
|
|
{
|
|
HeartbeatStop();
|
|
OnClientReadyForcommunications(false); // socket has gone low
|
|
CheckClosedAndTryReconnect();
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.Console(1, this, Debug.ErrorLogLevel.Error, "Error in socket status change callback. Error: {0}\r\r{1}", ex, ex.InnerException);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper for ConnectionChange event
|
|
/// </summary>
|
|
void OnConnectionChange()
|
|
{
|
|
var handler = ConnectionChange;
|
|
if (handler != null)
|
|
ConnectionChange(this, new GenericTcpServerSocketStatusChangeEventArgs(this, Client.ClientStatus));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper to fire ClientReadyForCommunications event
|
|
/// </summary>
|
|
void OnClientReadyForcommunications(bool isReady)
|
|
{
|
|
IsReadyForCommunication = isReady;
|
|
if (this.IsReadyForCommunication) { HeartbeatStart(); }
|
|
var handler = ClientReadyForCommunications;
|
|
if (handler != null)
|
|
handler(this, new GenericTcpServerClientReadyForcommunicationsEventArgs(IsReadyForCommunication));
|
|
}
|
|
#endregion
|
|
}
|
|
|
|
} |