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The Super Pool Framework

, 31 Aug 2010 CPOL
The Super Pool is a framework for decoupled communication and management of components. The Super Pool introduces a natural asynchronous communication environment into your solution that can be fluently spread over different components, threads, processes, or even computers or networks.
Matrix_SuperPool_Standalone.zip
Lib
PowerCollections.dll
Matrix.Framework.SuperPool.Standalone
bin
Debug
Release
Common.Sockets
Common
Core
Matrix.Common.Core
Collections
Identification
Results
Serialization
Matrix.Common.Extended
FastSerialization
Operationals
ThreadPools
Matrix.Common.Sockets
Common
Core
Matrix.Framework.MessageBus
Client
Clients
ExecutionStrategies
Core
Net
Messages
Matrix.Framework.SuperPool
Call
Clients
Core
DynamicProxy
Subscription
Matrix.Framework.SuperPool.Standalone.csproj.user
Properties
Tests
Lib
log4net.dll
Matrix.Common.Core.dll
Matrix.Common.Diagnostics.dll
Matrix.Common.Diagnostics.FrontEnd.dll
Matrix.Common.Extended.dll
Matrix.Common.FrontEnd.dll
Matrix.Common.Sockets.dll
Matrix.Framework.TestFramework.dll
nunit.framework.dll
Matrix.Framework.SuperPool.Demonstration
bin
Debug
Release
FormServer.cs.bak
Properties
Matrix.Framework.SuperPool.Test
bin
Debug
Release
Matrix.Framework.SuperPool.Test.vshost.exe.manifest
MultiThreadTests
Properties
Settings.settings
SpeedTests
Matrix.Framework.SuperPool.UnitTest
bin
Debug
Release
Matrix.Framework.SuperPool.UnitTest.csproj.user
Properties
// -----
// Copyright 2010 Deyan Timnev
// This file is part of the Matrix Platform (www.matrixplatform.com).
// The Matrix Platform is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, 
// either version 3 of the License, or (at your option) any later version. The Matrix Platform is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; 
// without even the implied warranty of  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
// You should have received a copy of the GNU Lesser General Public License along with the Matrix Platform. If not, see http://www.gnu.org/licenses/lgpl.html
// -----
using System;
using System.Collections.Generic;
using System.Text;
using System.Net.Sockets;
using System.Net;
using System.Threading;
using Matrix.Common.Core.Serialization;

namespace Matrix.Common.Sockets.Common
{
    /// <summary>
    /// Extends the communicator class with active connection capabilities.
    /// </summary>
    public class SocketClientCommunicator : SocketCommunicatorEx
    {
        EndPoint _endPoint = null;

        SocketAsyncEventArgs _asyncConnectArgs = null;
        
        /// <summary>
        /// 
        /// </summary>
        public override EndPoint EndPoint
        {
            get
            {
                return _endPoint;
            }
        }

        Timer _autoConnectTimer;

        bool _autoReconnect = false;
        /// <summary>
        /// Is the client trying to auto reconnect.
        /// </summary>
        public bool AutoReconnect
        {
            get { return _autoReconnect; }
            
            set 
            {
                if (_autoReconnect == value)
                {
                    return;
                }

                _autoReconnect = value;
                
                lock (_syncRoot)
                {
                    if (value == false && _autoConnectTimer != null)
                    {// Release the current timer.
                        _autoConnectTimer.Dispose();
                        _autoConnectTimer = null;
                    }
                    else if (value && _autoConnectTimer == null)
                    {// Create new timer.
                        _autoConnectTimer = new Timer(AutoConnectTimerCallbackMethod, null,
                                                      TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(5));
                    }
                }
            }
        }


        /// <summary>
        /// Constructor.
        /// </summary>
        public SocketClientCommunicator(ISerializer serializer)
            : base(serializer)
        {
            AutoReconnect = false;
        }

        /// <summary>
        /// Constructor.
        /// </summary>
        public SocketClientCommunicator(EndPoint endPoint, ISerializer serializer)
            : base(serializer)
        {
            _endPoint = endPoint;
            AutoReconnect = false;
        }

        public override void Dispose()
        {
            // Stop the timer, in case it is running.
            AutoReconnect = false;

            base.Dispose();
        }

        protected void AutoConnectTimerCallbackMethod(object state)
        {
            if (_autoReconnect == false)
            {
                lock (_syncRoot)
                {
                    if (_autoConnectTimer != null)
                    {
                        _autoConnectTimer.Dispose();
                        _autoConnectTimer = null;
                    }
                }
            }

            if (_endPoint != null && _autoReconnect && IsConnected == false)
            {
                ConnectAsync(_endPoint);
            }
        }

        /// <summary>
        /// Begin asynchronous connect.
        /// </summary>
        /// <param name="endPoint"></param>
        /// <returns></returns>
        public bool ConnectAsync(EndPoint endPoint)
        {
            lock (_syncRoot)
            {
                if (_asyncConnectArgs != null)
                {// Connection in progress.
                    return true;
                }
            }

            System.Net.Sockets.Socket socket = _socket;
            if (IsConnected)
            {// Already connected.
                if (socket != null)
                {
                    try
                    {
                        if (socket.RemoteEndPoint.Equals(endPoint))
                        {// Connected to given endPoint.
                            return true;
                        }
                        else
                        {// Connected to some other endPoint
                            ReleaseSocket(true);
                        }
                    }
                    catch (Exception ex)
                    {// socket.RemoteEndPoint can throw.
                        ReleaseSocket(true);
#if Matrix_Diagnostics
                        Monitor.OperationError("Failed to start async connect", ex);
#endif
                        return false;
                    }
                }
            }

            SocketAsyncEventArgs args;
            lock(_syncRoot)
            {
                if (_asyncConnectArgs != null)
                {// Connection in progress.
                    return true;
                }

                _socket = new System.Net.Sockets.Socket(endPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
                socket = _socket;

                _asyncConnectArgs = new SocketAsyncEventArgs();
                _asyncConnectArgs.Completed += new EventHandler<SocketAsyncEventArgs>(SocketAsyncEventArgs_Connected);
                _asyncConnectArgs.RemoteEndPoint = endPoint;
                _endPoint = endPoint;
                args = _asyncConnectArgs;
            }

            if (socket != null && socket.ConnectAsync(args) == false)
            {
                SocketAsyncEventArgs_Connected(this, args);
            }

            return true;
        }

        void SocketAsyncEventArgs_Connected(object sender, SocketAsyncEventArgs e)
        {
            if (e.LastOperation == SocketAsyncOperation.Connect)
            {
                if (e.SocketError == SocketError.Success)
                {
#if Matrix_Diagnostics
                    Monitor.ReportImportant("Socket connected.");
#endif
                    RaiseConnectedEvent();
                    AssignAsyncReceiveArgs(false);
                }
                else if (e.SocketError == SocketError.IsConnected)
                {// Already connected.
                    // Connect failed.
#if Matrix_Diagnostics
                    Monitor.ReportImportant("Socket already connected.");
#endif
                }
                else
                {
#if Matrix_Diagnostics
                    Monitor.ReportImportant("Socket connection failed: " + e.SocketError.ToString());
#endif
                }
            }
            else
            {
                // Connect failed.
#if Matrix_Diagnostics
                Monitor.ReportImportant("Socket async connect failed.");
#endif
            }

            lock (_syncRoot)
            {
                if (_asyncConnectArgs == e)
                {
                    _asyncConnectArgs.Dispose();
                    _asyncConnectArgs = null;
                }
                else
                {
#if Matrix_Diagnostics
                    Monitor.Error("SocketAsyncEventArgs mismatch.");
#endif
                    e.Dispose();
                    _asyncConnectArgs = null;
                }
            }

        }

    }
}

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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)

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About the Author

Deyan Timnev
Product Manager Ingenious Ltd, Bulgaria
Bulgaria Bulgaria
I worked for a few years as a C++/Win32 developer and software architect, and then moved on to the .NET environment where I was able to discover the beauty of managed programming.
 
I am currently involved in the development and management of Open Forex Platform (www.openforexplatform.com) and the Matrix Platform (www.matrixplatform.com).

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