I want to use UDP-Sockets for my XNA-Networkgame. And now I am trying to code a reliable Listenerthread, but there are some Problems.
If I use socket.Receive it will wait until a packet. This is fine for my Listenerthread. My thread has a while-loop like this:
while(Listen == true)
{
socket.Receive(...);
}
But if I swap the Listen-Flag to false (if I want to stop listening), it will stuck in the last .Receive().
Then I looked at the Methodes .BeginReceive(). It will call a methode if a packet arrived. But to receive the data I have to use .EndReceive() and that is the point I have a problem with. I want to still listen for packets and don't stop listening if a packet is arriving.
So I still use the blocking version with ".Receive()". I could force the listening thread to cancel by calling: Thread.abort(), but this is not good.
Currently I test if data is available:
while(Listen == true)
{
if(socket.Available > 0)
{
socket.Receive(...);
}
}
But I think this isn't the best way... If shortly after the if-clause a other thread is calling socket.Receive(..) it will stuck unintentional again. Is there no way to cancel the .Receive(..) method? I tried to set a timeout, but if .Receive timesout, it will throw an exception...
I want a simple udp-listening-thread, I can stop gracefully. :-) In MSDN I didn't find a listener-example which is listening for more than one packet. How handle other programmer this?
Receive()
method will exit with aSocketException
that you'll need to catch. – Matt Davis