private void OnComplete_Receive(object sender, SocketAsyncEventArgs saea)
{
try
{
lock (_session)
{
// transBytes가 0이면 원격지 혹은 네트워크에 의해 연결이 끊긴 상태
Int32 transBytes = saea.BytesTransferred;
if (transBytes == 0)
{
_session.Close();
return;
}
_receivedBuffer.Write(transBytes);
while (_receivedBuffer.ReadableSize > 0)
{
_dispatchBuffer.Clear();
_dispatchBuffer.Write(_receivedBuffer.Buffer, _receivedBuffer.ReadBytes, _receivedBuffer.ReadableSize);
// 패킷 하나가 정상적으로 수신되었는지 확인
Int32 packetSize;
_dispatchBuffer.ResetReadIndex();
if (_session.PacketValidator == null ||
_session.PacketValidator(_dispatchBuffer, out packetSize) == false)
{
break;
}
try
{
// 수신처리(Dispatch)
_receivedBuffer.Read(packetSize);
_dispatchBuffer.ResetReadIndex();
if (_responseSelector.Dispatch(_dispatchBuffer) == false)
{
_session.OnReceived(_dispatchBuffer);
}
}
catch (Exception e)
{
Logger.Write(LogType.Err, 1, e.ToString());
}
}
// 처리된 패킷을 버퍼에서 제거
_receivedBuffer.PopReadBuffer();
// ReceiveBuffer의 안정적인 처리를 위해 작업이 끝난 후에 다시 수신대기
WaitForReceive();
}
}
catch (SocketException)
{
_session.Close();
}
catch (Exception e)
{
Logger.Write(LogType.Err, 1, e.ToString());
}
}