I'm trying to implement a Solution, where on service schedules some work to a number of Workers. The scheduling itself should happen over a custom tcp-based protocol, because the Workers can run either on the same or on a different machine.
After some research I found this post. After reading it, I found out that there were at least 3 different possible solutions, each with its advantages and disatvantages.
I decided to go for the Begin-End solution, and wrote a little test program to play around with it. My client is just a simple program that sends some data to the server and then exits. This is the Client-Code:
class Client
{
    static void Main(string[] args)
    {
        var ep = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 12345);
        var s = new Socket(ep.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
        s.Connect(ep);
        Console.WriteLine("client Startet, socket connected");
        s.Send(Encoding.ASCII.GetBytes("1234"));
        s.Send(Encoding.ASCII.GetBytes("ABCDEFGH"));
        s.Send(Encoding.ASCII.GetBytes("A1B2C3D4E5F6"));
        Console.ReadKey();
        s.Close();
    }
}
My Server is nearly as simple, following the example provided:
class Program
{
    static void Main(string[] args)
    {
        var server = new BeginEndTcpServer(8, 1, new IPEndPoint(IPAddress.Parse("127.0.0.1"), 12345));
        // var server = new ThreadedTcpServer(8, new IPEndPoint(IPAddress.Parse("127.0.0.1"), 12345));
        //server.ClientConnected += new EventHandler<ClientConnectedEventArgs>(server_ClientConnected);
        server.DataReceived += new EventHandler<DataReceivedEventArgs>(server_DataReceived);
        server.Start();
        Console.WriteLine("Server Started");
        Console.ReadKey();
    }
    static void server_DataReceived(object sender, DataReceivedEventArgs e)
    {
        Console.WriteLine("Receveived Data: " + Encoding.ASCII.GetString(e.Data));
    }
}
using System;
using System.Collections.Generic;
using System.Net; 
using System.Net.Sockets;
namespace TcpServerTest
{
public sealed class BeginEndTcpServer
{
    private class Connection
    {
        public Guid id;
        public byte[] buffer;
        public Socket socket;
    }
    private readonly Dictionary<Guid, Connection> _sockets;
    private Socket _serverSocket;
    private readonly int _bufferSize;
    private readonly int _backlog;
    private readonly IPEndPoint serverEndPoint;
    public BeginEndTcpServer(int bufferSize, int backlog, IPEndPoint endpoint)
    {
        _sockets = new Dictionary<Guid, Connection>();
        serverEndPoint = endpoint;
        _bufferSize = bufferSize;
        _backlog = backlog;
    }
    public bool Start()
    {
        //System.Net.IPHostEntry localhost = System.Net.Dns.GetHostEntry(System.Net.Dns.GetHostName());
        try
        {
            _serverSocket = new Socket(serverEndPoint.Address.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
        }
        catch (System.Net.Sockets.SocketException e)
        {
            throw new ApplicationException("Could not create socket, check to make sure not duplicating port", e);
        }
        try
        {
            _serverSocket.Bind(serverEndPoint);
            _serverSocket.Listen(_backlog);
        }
        catch (Exception e)
        {
            throw new ApplicationException("Error occured while binding socket, check inner exception", e);
        }
        try
        {
            //warning, only call this once, this is a bug in .net 2.0 that breaks if 
            // you're running multiple asynch accepts, this bug may be fixed, but
            // it was a major pain in the ass previously, so make sure there is only one
            //BeginAccept running
            _serverSocket.BeginAccept(new AsyncCallback(AcceptCallback), _serverSocket);
        }
        catch (Exception e)
        {
            throw new ApplicationException("Error occured starting listeners, check inner exception", e);
        }
        return true;
    }
    public void Stop()
    {
        _serverSocket.Close();
        lock (_sockets)
            foreach (var s in _sockets)
                s.Value.socket.Close();
    }
    private void AcceptCallback(IAsyncResult result)
    {
        Connection conn = new Connection();
        try
        {
            //Finish accepting the connection
            System.Net.Sockets.Socket s = (System.Net.Sockets.Socket)result.AsyncState;
            conn = new Connection();
            conn.id = Guid.NewGuid();
            conn.socket = s.EndAccept(result);
            conn.buffer = new byte[_bufferSize];
            lock (_sockets)
                _sockets.Add(conn.id, conn);
            OnClientConnected(conn.id);
            //Queue recieving of data from the connection
            conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
            //Queue the accept of the next incomming connection
            _serverSocket.BeginAccept(new AsyncCallback(AcceptCallback), _serverSocket);
        }
        catch (SocketException)
        {
            if (conn.socket != null)
            {
                conn.socket.Close();
                lock (_sockets)
                    _sockets.Remove(conn.id);
            }
            //Queue the next accept, think this should be here, stop attacks based on killing the waiting listeners
            _serverSocket.BeginAccept(new AsyncCallback(AcceptCallback), _serverSocket);
        }
        catch (Exception)
        {
            if (conn.socket != null)
            {
                conn.socket.Close();
                lock (_sockets)
                    _sockets.Remove(conn.id);
            }
            //Queue the next accept, think this should be here, stop attacks based on killing the waiting listeners
            _serverSocket.BeginAccept(new AsyncCallback(AcceptCallback), _serverSocket);
        }
    }
    private void ReceiveCallback(IAsyncResult result)
    {
        //get our connection from the callback
        Connection conn = (Connection)result.AsyncState;
        //catch any errors, we'd better not have any
        try
        {
            //Grab our buffer and count the number of bytes receives
            int bytesRead = conn.socket.EndReceive(result);
            //make sure we've read something, if we haven't it supposadly means that the client disconnected
            if (bytesRead > 0)
            {
                //put whatever you want to do when you receive data here
                conn.socket.Receive(conn.buffer);
                OnDataReceived(conn.id, (byte[])conn.buffer.Clone());
                //Queue the next receive
                conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
            }
            else
            {
                //Callback run but no data, close the connection
                //supposadly means a disconnect
                //and we still have to close the socket, even though we throw the event later
                conn.socket.Close();
                lock (_sockets)
                    _sockets.Remove(conn.id);
            }
        }
        catch (SocketException)
        {
            //Something went terribly wrong
            //which shouldn't have happened
            if (conn.socket != null)
            {
                conn.socket.Close();
                lock (_sockets)
                    _sockets.Remove(conn.id);
            }
        }
    }
    public bool Send(byte[] message, Guid connectionId)
    {
        Connection conn = null;
        lock (_sockets)
            if (_sockets.ContainsKey(connectionId))
                conn = _sockets[connectionId];
        if (conn != null && conn.socket.Connected)
        {
            lock (conn.socket)
            {
                //we use a blocking mode send, no async on the outgoing
                //since this is primarily a multithreaded application, shouldn't cause problems to send in blocking mode
                conn.socket.Send(message, message.Length, SocketFlags.None);
            }
        }
        else
            return false;
        return true;
    }
    public event EventHandler<ClientConnectedEventArgs> ClientConnected;
    private void OnClientConnected(Guid id)
    {
        if (ClientConnected != null)
            ClientConnected(this, new ClientConnectedEventArgs(id));
    }
    public event EventHandler<DataReceivedEventArgs> DataReceived;
    private void OnDataReceived(Guid id, byte[] data)
    {
        if (DataReceived != null)
            DataReceived(this, new DataReceivedEventArgs(id, data));
    }
    public event EventHandler<ConnectionErrorEventArgs> ConnectionError;
}
public class ClientConnectedEventArgs : EventArgs
{
    private readonly Guid _ConnectionId;
    public Guid ConnectionId { get { return _ConnectionId; } }
    public ClientConnectedEventArgs(Guid id)
    {
        _ConnectionId = id;
    }
}
public class DataReceivedEventArgs : EventArgs
{
    private readonly Guid _ConnectionId;
    public Guid ConnectionId { get { return _ConnectionId; } }
    private readonly byte[] _Data;
    public byte[] Data { get { return _Data; } }
    public DataReceivedEventArgs(Guid id, byte[] data)
    {
        _ConnectionId = id;
        _Data = data;
    }
}
public class ConnectionErrorEventArgs : EventArgs
{
    private readonly Guid _ConnectionId;
    public Guid ConnectionId { get { return _ConnectionId; } }
    private readonly Exception _Error;
    public Exception Error { get { return _Error; } }
    public ConnectionErrorEventArgs(Guid id, Exception ex)
    {
        _ConnectionId = id;
        _Error = ex;
    }
}
}
My problem is: The Server receives only a potion of the data (in the example it receives only 'EFGHA1B2'). Also if I send only 4byte of Data, the server does not receive it until the connection is closed. What am I missing or doing wrong?
The other thing is, at the moment I'm really confused by the different possibilities, is the way I'm doing this a good solution? Or should I try something else?
Any help would be greatly appreciated!
 
     
     
    