Do C# Async Socket methods (BeginSend/BeginReceive, etc.) have to be static? If so, why?

Do C# Async Socket methods (BeginSend/BeginReceive, etc.) have to be static? If so, why?

By : user2949603
Date : November 17 2020, 01:00 AM
it fixes the issue First off BeginSend/BeginReceive are not static (as shown in the code example you linked to, evidenced by them being invoked through an instance of Socket). The reason they are in static methods is that the sample was meant to run from Main without any extra class definitions.
Main is a static method, so methods it directly invokes are also marked static. This then propagates to all the other methods in the sample.
code :

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Does BeginReceive() get everything sent by BeginSend()?

Does BeginReceive() get everything sent by BeginSend()?

By : Nathan Johnson
Date : March 29 2020, 07:55 AM
Does that help No, you can't expect BeginReceive to necessarily receive all of the data from one call to BeginSend. You can send a lot of data in one call to BeginSend, which could very well be split across several packets. You may receive each packet's data in a separate receive call.
The two main ways of splitting a stream into multiple chunks are:
Async Socket.BeginReceive internal call mystery

Async Socket.BeginReceive internal call mystery

By : user2155240
Date : March 29 2020, 07:55 AM
With these it helps Is it possible that while you are debugging, nothing is actually being received so its essentially permanently waiting on the receive thread? Note that BeginReceive will use a ThreadPool thread, and will callback to the method you post. If its not calling back, then my first impression is that its not received anything.
C# Socket: What if BeginSend is called before BeginReceive?

C# Socket: What if BeginSend is called before BeginReceive?

By : dazhiki
Date : March 29 2020, 07:55 AM
it fixes the issue I got a TCP ping/pong working, but after trying to add a second data type, I run into a situation where the receiving program never fires the BeginReceive callback. ,
Is it possible that send before receive is the problem?
code :
var bytes = _socket.EndReceive(result);
Debug.Log("Received " + bytes + "bytes of " + _expectedDataType + " Data");

// ... Deserialize several variables from the buffer based on data type ...
if (_socket.Connected)
Socket sync send outperform async beginsend/endsend?

Socket sync send outperform async beginsend/endsend?

By : oscoder96
Date : March 29 2020, 07:55 AM
Hope this helps Async methods are usually slower then sync methods (due to involving some added overhead in implementation), but are overall "faster" if you need to do something while they are executing - if you are just waiting for them to finish, they are completely unnecessary.
C# Async Socket Server - BeginReceive in Callback

C# Async Socket Server - BeginReceive in Callback

By : G srikanth
Date : March 29 2020, 07:55 AM
With these it helps I have a simple asynchronous socket server written in C# (pretty much Microsoft's example), however the issue with this example is that it accepts only one message from a client and then shuts down. I want this server to stay alive after receiving any message. , This is how I would do it:
code :
public class AsynchronousSocketServer
    private Socket listener;
    private byte[] buffer = new byte[8192]; // Buffer to store data from clients.

    public void StartListening()
        listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        listener.Bind(new IPEndPoint(localIPAddress, listeningPort));
        listener.BeginAccept(OnSocketAccepted, null);

    private void OnSocketAccepted(IAsyncResult result)
        // This is the client socket, where you send/receive data from after accepting. Keep it in a List<Socket> collection if you need to.
        Socket client = listener.EndAccept(result);

        // Pass in the client socket as the state object, so you can access it in the callback.
        client.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, OnDataReceived, client); // Start receiving data from this client.
        listener.BeginAccept(OnSocketAccepted, null); // Start a new async accept operation to accept incoming connections from other clients.

    private void OnDataReceived(IAsyncResult result)
        // This is the client that sent you data. AsyncState is exactly what you passed into the state parameter in BeginReceive
        Socket client = result.AsyncState as Socket;
        int received = client.EndReceive(result);

        // Handle received data in buffer, send reply to client etc...

        // Start a new async receive on the client to receive more data.
        client.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, OnDataReceived, client);
Send(handler, content, state);
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
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