立即检测客户端与服务器套接字的断开

如何检测客户端是否与服务器断开连接?

AcceptCallBack方法中有以下代码

static Socket handler = null;
public static void AcceptCallback(IAsyncResult ar)
{
//Accept incoming connection
Socket listener = (Socket)ar.AsyncState;
handler = listener.EndAccept(ar);
}

我需要找到一种方法,以尽快发现,客户端断开了从 handler插座。

我试过了:

  1. handler.Available;
  2. 发送(新字节[1] ,0, SocketFlags.None) ;
  3. 接收(新字节[1] ,0, SocketFlags.None) ;

当您连接到服务器并想检测服务器何时断开连接时,上述方法可以工作,但它们不能工作 当您是服务器并希望检测客户端断开时。

如果你能帮忙,我会很感激的。

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This is simply not possible. There is no physical connection between you and the server (except in the extremely rare case where you are connecting between two compuers with a loopback cable).

When the connection is closed gracefully, the other side is notified. But if the connection is disconnected some other way (say the users connection is dropped) then the server won't know until it times out (or tries to write to the connection and the ack times out). That's just the way TCP works and you have to live with it.

Therefore, "instantly" is unrealistic. The best you can do is within the timeout period, which depends on the platform the code is running on.

EDIT: If you are only looking for graceful connections, then why not just send a "DISCONNECT" command to the server from your client?

Since there are no events available to signal when the socket is disconnected, you will have to poll it at a frequency that is acceptable to you.

Using this extension method, you can have a reliable method to detect if a socket is disconnected.

static class SocketExtensions
{
public static bool IsConnected(this Socket socket)
{
try
{
return !(socket.Poll(1, SelectMode.SelectRead) && socket.Available == 0);
}
catch (SocketException) { return false; }
}
}

You can also check the .IsConnected property of the socket if you were to poll.

Implementing heartbeat into your system might be a solution. This is only possible if both client and server are under your control. You can have a DateTime object keeping track of the time when the last bytes were received from the socket. And assume that the socket not responded over a certain interval are lost. This will only work if you have heartbeat/custom keep alive implemented.

Can't you just use Select?

Use select on a connected socket. If the select returns with your socket as Ready but the subsequent Receive returns 0 bytes that means the client disconnected the connection. AFAIK, that is the fastest way to determine if the client disconnected.

I do not know C# so just ignore if my solution does not fit in C# (C# does provide select though) or if I had misunderstood the context.

"That's just the way TCP works and you have to live with it."

Yup, you're right. It's a fact of life I've come to realize. You will see the same behavior exhibited even in professional applications utilizing this protocol (and even others). I've even seen it occur in online games; you're buddy says "goodbye", and he appears to be online for another 1-2 minutes until the server "cleans house".

You can use the suggested methods here, or implement a "heartbeat", as also suggested. I choose the former. But if I did choose the latter, I'd simply have the server "ping" each client every so often with a single byte, and see if we have a timeout or no response. You could even use a background thread to achieve this with precise timing. Maybe even a combination could be implemented in some sort of options list (enum flags or something) if you're really worried about it. But it's no so big a deal to have a little delay in updating the server, as long as you DO update. It's the internet, and no one expects it to be magic! :)

I've found quite useful, another workaround for that!

If you use asynchronous methods for reading data from the network socket (I mean, use BeginReceive - EndReceive methods), whenever a connection is terminated; one of these situations appear: Either a message is sent with no data (you can see it with Socket.Available - even though BeginReceive is triggered, its value will be zero) or Socket.Connected value becomes false in this call (don't try to use EndReceive then).

I'm posting the function I used, I think you can see what I meant from it better:


private void OnRecieve(IAsyncResult parameter)
{
Socket sock = (Socket)parameter.AsyncState;
if(!sock.Connected || sock.Available == 0)
{
// Connection is terminated, either by force or willingly
return;
}


sock.EndReceive(parameter);
sock.BeginReceive(..., ... , ... , ..., new AsyncCallback(OnRecieve), sock);


// To handle further commands sent by client.
// "..." zones might change in your code.
}

The example code here http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.connected.aspx shows how to determine whether the Socket is still connected without sending any data.

If you called Socket.BeginReceive() on the server program and then the client closed the connection "gracefully", your receive callback will be called and EndReceive() will return 0 bytes. These 0 bytes mean that the client "may" have disconnected. You can then use the technique shown in the MSDN example code to determine for sure whether the connection was closed.

Using the method SetSocketOption, you will be able to set KeepAlive that will let you know whenever a Socket gets disconnected

Socket _connectedSocket = this._sSocketEscucha.EndAccept(asyn);
_connectedSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.KeepAlive, 1);

http://msdn.microsoft.com/en-us/library/1011kecd(v=VS.90).aspx

Hope it helps! Ramiro Rinaldi

This worked for me, the key is you need a separate thread to analyze the socket state with polling. doing it in the same thread as the socket fails detection.

//open or receive a server socket - TODO your code here
socket = new Socket(....);


//enable the keep alive so we can detect closure
socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.KeepAlive, true);


//create a thread that checks every 5 seconds if the socket is still connected. TODO add your thread starting code
void MonitorSocketsForClosureWorker() {
DateTime nextCheckTime = DateTime.Now.AddSeconds(5);


while (!exitSystem) {
if (nextCheckTime < DateTime.Now) {
try {
if (socket!=null) {
if(socket.Poll(5000, SelectMode.SelectRead) && socket.Available == 0) {
//socket not connected, close it if it's still running
socket.Close();
socket = null;
} else {
//socket still connected
}
}
} catch {
socket.Close();
} finally {
nextCheckTime = DateTime.Now.AddSeconds(5);
}
}
Thread.Sleep(1000);
}
}

Someone mentioned keepAlive capability of TCP Socket. Here it is nicely described:

http://tldp.org/HOWTO/TCP-Keepalive-HOWTO/overview.html

I'm using it this way: after the socket is connected, I'm calling this function, which sets keepAlive on. The keepAliveTime parameter specifies the timeout, in milliseconds, with no activity until the first keep-alive packet is sent. The keepAliveInterval parameter specifies the interval, in milliseconds, between when successive keep-alive packets are sent if no acknowledgement is received.

    void SetKeepAlive(bool on, uint keepAliveTime, uint keepAliveInterval)
{
int size = Marshal.SizeOf(new uint());


var inOptionValues = new byte[size * 3];


BitConverter.GetBytes((uint)(on ? 1 : 0)).CopyTo(inOptionValues, 0);
BitConverter.GetBytes((uint)keepAliveTime).CopyTo(inOptionValues, size);
BitConverter.GetBytes((uint)keepAliveInterval).CopyTo(inOptionValues, size * 2);


socket.IOControl(IOControlCode.KeepAliveValues, inOptionValues, null);
}

I'm also using asynchronous reading:

socket.BeginReceive(packet.dataBuffer, 0, 128,
SocketFlags.None, new AsyncCallback(OnDataReceived), packet);

And in callback, here is caught timeout SocketException, which raises when socket doesn't get ACK signal after keep-alive packet.

public void OnDataReceived(IAsyncResult asyn)
{
try
{
SocketPacket theSockId = (SocketPacket)asyn.AsyncState;


int iRx = socket.EndReceive(asyn);
}
catch (SocketException ex)
{
SocketExceptionCaught(ex);
}
}

This way, I'm able to safely detect disconnection between TCP client and server.

Expanding on comments by mbargiel and mycelo on the accepted answer, the following can be used with a non-blocking socket on the server end to inform whether the client has shut down.

This approach does not suffer the race condition that affects the Poll method in the accepted answer.

// Determines whether the remote end has called Shutdown
public bool HasRemoteEndShutDown
{
get
{
try
{
int bytesRead = socket.Receive(new byte[1], SocketFlags.Peek);


if (bytesRead == 0)
return true;
}
catch
{
// For a non-blocking socket, a SocketException with
// code 10035 (WSAEWOULDBLOCK) indicates no data available.
}


return false;
}
}

The approach is based on the fact that the Socket.Receive method returns zero immediately after the remote end shuts down its socket and we've read all of the data from it. From Socket.Receive documentation:

If the remote host shuts down the Socket connection with the Shutdown method, and all available data has been received, the Receive method will complete immediately and return zero bytes.

If you are in non-blocking mode, and there is no data available in the protocol stack buffer, the Receive method will complete immediately and throw a SocketException.

The second point explains the need for the try-catch.

Use of the SocketFlags.Peek flag leaves any received data untouched for a separate receive mechanism to read.

The above will work with a blocking socket as well, but be aware that the code will block on the Receive call (until data is received or the receive timeout elapses, again resulting in a SocketException).

i had same problem , try this :

void client_handler(Socket client) // set 'KeepAlive' true
{
while (true)
{
try
{
if (client.Connected)
{


}
else
{ // client disconnected
break;
}
}
catch (Exception)
{
client.Poll(4000, SelectMode.SelectRead);// try to get state
}
}
}

This is in VB, but it seems to work well for me. It looks for a 0 byte return like the previous post.

Private Sub RecData(ByVal AR As IAsyncResult)
Dim Socket As Socket = AR.AsyncState


If Socket.Connected = False And Socket.Available = False Then
Debug.Print("Detected Disconnected Socket - " + Socket.RemoteEndPoint.ToString)
Exit Sub
End If
Dim BytesRead As Int32 = Socket.EndReceive(AR)
If BytesRead = 0 Then
Debug.Print("Detected Disconnected Socket - Bytes Read = 0 - " + Socket.RemoteEndPoint.ToString)
UpdateText("Client " + Socket.RemoteEndPoint.ToString + " has disconnected from Server.")
Socket.Close()
Exit Sub
End If
Dim msg As String = System.Text.ASCIIEncoding.ASCII.GetString(ByteData)
Erase ByteData
ReDim ByteData(1024)
ClientSocket.BeginReceive(ByteData, 0, ByteData.Length, SocketFlags.None, New AsyncCallback(AddressOf RecData), ClientSocket)
UpdateText(msg)
End Sub

Above answers can be summarized as follow :

Socket.Connected properity determine socket state depend on last read or receive state so it can't detect current disconnection state until you manually close the connection or remote end gracefully close of socket (shutdown).

So we can use the function below to check connection state:

   bool IsConnected(Socket socket)
{
try
{
if (socket == null) return false;
return !((socket.Poll(5000, SelectMode.SelectRead) && socket.Available == 0) || !socket.Connected);
}
catch (SocketException)
{
return false;
}


//the above code is short exp to :
/* try
{
bool state1 = socket.Poll(5000, SelectMode.SelectRead);
bool state2 = (socket.Available == 0);
if ((state1 && state2) || !socket.Connected)
return false;
else
return true;
}
catch (SocketException)
{
return false;
}
*/
}

Also the above check need to care about poll respone time(block time) Also as said by Microsoft Documents : this poll method "can't detect proplems like a broken netwrok cable or that remote host was shut down ungracefuuly". also as said above there is race condition between socket.poll and socket.avaiable which may give false disconnect.

The best way as said by Microsoft Documents is to attempt to send or recive data to detect these kinds of errors as MS docs said. The below code is from Microsoft Documents :

 // This is how you can determine whether a socket is still connected.
bool IsConnected(Socket client)
{
bool blockingState = client.Blocking; //save socket blocking state.
bool isConnected = true;
try
{
byte [] tmp = new byte[1];
client.Blocking = false;
client.Send(tmp, 0, 0); //make a nonblocking, zero-byte Send call (dummy)
//Console.WriteLine("Connected!");
}
catch (SocketException e)
{
// 10035 == WSAEWOULDBLOCK
if (e.NativeErrorCode.Equals(10035))
{
//Console.WriteLine("Still Connected, but the Send would block");
}
else
{
//Console.WriteLine("Disconnected: error code {0}!", e.NativeErrorCode);
isConnected  = false;
}
}
finally
{
client.Blocking = blockingState;
}
//Console.WriteLine("Connected: {0}", client.Connected);
return isConnected  ;
}

//and heres comments from microsoft docs*

  • The socket.Connected property gets the connection state of the Socket as of the last I/O operation. When it returns false, the Socket was either never connected, or is no longer connected. 
  • Connected is not thread-safe; it may return true after an operation is aborted when the Socket is disconnected from another thread.
  • The value of the Connected property reflects the state of the connection as of the most recent operation.
  • If you need to determine the current state of the connection, make a nonblocking, zero-byte Send call. If the call returns successfully or throws a WAEWOULDBLOCK error code (10035), then the socket is still connected; //otherwise, the socket is no longer connected .