I'm creating a UDP server that needs to receive UDP packets from various clients, and then forward them to other clients. I'm using C# so each UDP socket is a UdpClient for me. I think I want 2 UdpClient objects, one for receiving and one for sending. The receiving socket will be bound to a known port, and the sender will not be bound at all.
The server will get each packet, lookup the username in the packet data, and then based on a routing list the server maintains, it will forward the packet to 1 or more other clients.
I start the listening UdpClient with:
UdpClient udpListener = new UdpClient(new IPEndPoint(ListenerIP, UdpListenerPort));
udpListener.BeginReceive(new AsyncCallback(OnUDPRead), udpListener);
My callback looks like:
void OnUDPRead(IAsyncResult ar)
{
UdpClient udpListener = (UdpClient)ar.AsyncState;
try
{
IPEndPoint remoteEndPoint = null;
byte[] packet = udpListener.EndReceive(ar, ref remoteEndPoint);
// Get connection based on data in packet
// Get connections routing table (from memory)
// ***Send to each client in routing table***
}
catch (Exception ex)
{
}
udpListener.BeginReceive(new AsyncCallback(OnUDPRead), udpListener);
}
The server will need to process 100s of packets per second (this is for VOIP). The main part I'm not sure about, is what to do at the "Send to each client" part above. Should I use UdpClient.Send
or UdpClient.BeginSend
? Since this is for a real-time protocol, it wouldn't make sense to have several sends pending/buffered for any given client.
Since I only have one BeginReceive() posted at any given time, I assume my OnUDPRead function will never be called while already executing. Unless UdpClient works differently than TcpClient in this area? Since I don't give it a single buffer (I don't give it any buffer), I suppose it could fire OnUDPRead several times with only one BeginReceive posted?