[問題] Socket同步處理,物件遺失?

作者: AizawaYuuiti ( )   2017-03-30 15:00:29
如題
寫了一個能接收多方連線的Socket處理物件
不過連線時常常會出現,已經被捨棄的物件無法被使用這個錯誤
寫一下大致的架構,捨棄掉初始化的部分
/*
CServer接收到一個Client後會建個CClient去處理
然後再持續接收下一個Client
CClient的Socket如果斷掉會離開while將他final
*/
class CServer
private Socket m_socketServer;
public void Start(){
m_socketServer.BeginAccept(
new AsyncCallback(ConnectedCallback), m_socketServer
);
}
private void ConnectedCallback(IAsyncResult AR){
Socket server = AR.AsyncState as Socket;
Socket client = server.EndAccept(AR);
CClient c = new CClient(this,client);
server.BeginAccept(new AsyncCallback(ConnectedCallback), server);
while(c.isConnected){
//Loop
}
c.Final();
}
}
/*
CClient
由CServer統一呼叫OnTimer去接收訊息
一次呼叫會連續接收直到沒訊息為止
isReceiving是為了防止CServer在一次循環呼叫時OnTimer重複處理
*/
class CClient{
CServer m_cServer;
Socket m_Socket;
public CClient(CServer cServer, Socket socket){
m_cServer = cServer;
m_Socket = Socket;
}
public void OnTimer() //由CServer統一呼叫,100ms
{
if (!m_bIsReceiving)
{
m_bIsReceiving = true;
m_Socket.BeginReceive(bytesBuffer, 0, bytesBuffer.Length,
SocketFlags.None, new AsyncCallback(ReceiveCallback), null
);
}
}
public void Final()
{
//bytesBuffer = null;
if (m_Socket != null)
{
m_Socket.Disconnect(false);
m_Socket.Close();
m_Socket = null;
}
}
private void ReceiveCallback(IAsyncResult AR)
{
if (m_Socket == null)
{
return;
}
int recieved = m_Socket.EndReceive(AR); //問題點在這
if (recieved <= 0)
{
m_bIsReceiving = false;
return;
}
byte[] bytesReceived = new byte[recieved];
Array.Copy(bytesBuffer, 0, bytesReceived, 0, recieved);
string strReceived = Encoding.Unicode.GetString(bytesReceived);
//此處紀錄strReceived;
m_Socket.BeginReceive(bytesBuffer, 0, bytesBuffer.Length,
SocketFlags.None, new AsyncCallback(ReceiveCallback), null
);
}
}
問題來了
問題點是明明CServer感覺就卡在While那邊沒有Final掉CClient
但在ReceiveCallback時卻會在Socket.EndReceive那邊錯誤
明明前面有判定m_Socket是否null
他卻說m_Socket這個東西已經被丟棄了卻仍拿來用
有在想是不是哪邊加using把他lock住會比較好
不過卻好像造成了dead lock(遮臉)

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