The asynchronous calls are non-blocking - it is not the case that each socket will be using one thread particular. You can check this with a simple test (see below): on the server you print the thread in which each client call is made, and launch multiple clients sending data. In the example below, with 20 clients the server uses only 3 different threads. Depending on the number of clients sending data simultaneously Management of sockets callbacks can allocate more pro threads thread pool, but if you don’t have 500 customers sending / receiving data at the same time, you will have much less than 500 threads.
Server:
class Program
{
static ManualResetEvent allDone = new ManualResetEvent(false);
static void Main(string[] args)
{
IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
IPEndPoint localEP = new IPEndPoint(ipHostInfo.AddressList[0], 11000);
Console.WriteLine("Local address and port : {0}", localEP.ToString());
Socket listener = new Socket(localEP.Address.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
try
{
listener.Bind(localEP);
listener.Listen(10);
while (true)
{
allDone.Reset();
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener);
allDone.WaitOne();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Console.WriteLine("Closing the listener...");
}
static void AcceptCallback(IAsyncResult ar)
{
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Signal the main thread to continue.
allDone.Set();
// Create the state object.
StateObject state = new StateObject();
state.WorkSocket = handler;
handler.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar)
{
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.WorkSocket;
// Read data from the client socket.
int read = handler.EndReceive(ar);
// Data was read from the client socket.
if (read > 0)
{
Console.WriteLine("[{0}] read {1} bytes", Thread.CurrentThread.ManagedThreadId, read);
state.sb.Append(Encoding.ASCII.GetString(state.Buffer, 0, read));
handler.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
else
{
if (state.sb.Length > 1)
{
// All the data has been read from the client;
// display it on the console.
string content = state.sb.ToString();
Console.WriteLine("[{0}] Read {1} bytes from socket.\n Data : {2}",
Thread.CurrentThread.ManagedThreadId, content.Length, content);
}
handler.Close();
}
}
public class StateObject
{
public Socket WorkSocket = null;
public const int BufferSize = 1024;
public byte[] Buffer = new byte[BufferSize];
public StringBuilder sb = new StringBuilder();
}
}
Client:
class Program
{
static void Main(string[] args)
{
IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
IPEndPoint remoteEP = new IPEndPoint(ipHostInfo.AddressList[0], 11000);
Socket s = new Socket(remoteEP.Address.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
s.Connect(remoteEP);
Console.WriteLine("Connected, sending a few bytes...");
byte[] bytes = Encoding.ASCII.GetBytes("hello");
s.Send(bytes);
Console.Write("Now press ENTER to send remaining bytes...");
Console.ReadLine();
bytes = Encoding.ASCII.GetBytes(" world");
s.Send(bytes);
s.Close();
s.Dispose();
}
}
Command to run on the command line to start multiple (20 in this case) clients at once:
for /l %i in (1,1,20) do start client.exe
Do you know Signalr?
– Leonel Sanches da Silva