232 lines
8.1 KiB
C#
232 lines
8.1 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Net;
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using System.Threading;
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namespace CYQ.Data.Cache
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{
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/// <summary>
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/// The SocketPool encapsulates the list of PooledSockets against one specific host, and contains methods for
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/// acquiring or returning PooledSockets.
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/// </summary>
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internal class HostNode : IDisposable
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{
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֤Ȩ<D6A4><EFBFBD>ί<EFBFBD><CEAF><EFBFBD>¼<EFBFBD><C2BC><EFBFBD>
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internal delegate bool OnAfterSocketCreateDelegate(MSocket socket);
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internal event OnAfterSocketCreateDelegate OnAfterSocketCreateEvent;
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private static LogAdapter logger = LogAdapter.GetLogger(typeof(HostNode));
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#region <EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//Public variables and properties
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public readonly string Host;
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/// <summary>
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/// <20><>չ<EFBFBD><D5B9><EFBFBD>ԣ<EFBFBD><D4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӻ<EFBFBD><D3BA><EFBFBD>Ҫ<EFBFBD><D2AA>֤<EFBFBD><D6A4><EFBFBD>루<EFBFBD><EBA3A8>Redis<69><73><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩
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/// </summary>
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public string Password;
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//Debug variables and properties
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public int NewSockets = 0;
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public int FailedNewSockets = 0;
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public int ReusedSockets = 0;
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public int DeadSocketsInPool = 0;
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public int DeadSocketsOnReturn = 0;
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public int Acquired = 0;
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD>Ĵ<EFBFBD><C4B4><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2>
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/// </summary>
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public string Error;
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/// <summary>
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/// <20><>ǰ Socket <20>صĿ<D8B5><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// </summary>
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public int Poolsize { get { return socketQueue.Count; } }
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5>Dz<EFBFBD><C7B2>ǹ<EFBFBD><C7B9>ˡ<EFBFBD>
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/// </summary>
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public bool IsEndPointDead = false;
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public DateTime DeadEndPointRetryTime;
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#endregion
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/// <summary>
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/// <20><><EFBFBD>ݵ<EFBFBD>Socket<65>أ<EFBFBD><D8A3><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˣ<EFBFBD><CBA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˱<EFBFBD><CBB1>ݵ<EFBFBD><DDB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>£<EFBFBD><C2A3><EFBFBD><EFBFBD>ɱ<EFBFBD><C9B1><EFBFBD>Socket<65><74><EFBFBD>ṩ<EFBFBD><E1B9A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// </summary>
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public HostNode HostNodeBak;
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/// <summary>
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/// Socket<65>Ĺҿ<C4B9>ʱ<EFBFBD>䡣
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/// </summary>
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private DateTime socketDeadTime = DateTime.MinValue;
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private int maxQueue = 128;
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private int minQueue = 2;
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/// <summary>
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/// If the host stops responding, we mark it as dead for this amount of seconds,
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/// and we double this for each consecutive failed retry. If the host comes alive
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/// again, we reset this to 1 again.
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/// </summary>
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private int deadEndPointSecondsUntilRetry = 1;
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private const int maxDeadEndPointSecondsUntilRetry = 60 * 10; //10 minutes
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private HostServer hostServer;
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private Queue<MSocket> socketQueue = new Queue<MSocket>(16);
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internal HostNode(HostServer hostServer, string host)
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{
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this.hostServer = hostServer;
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string[] items = host.Split('-');
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Host = items[0].Trim();
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if (items.Length > 1)
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{
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Password = items[1].Trim();
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}
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}
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/// <summary>
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/// Gets a socket from the pool.
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/// If there are no free sockets, a new one will be created. If something goes
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/// wrong while creating the new socket, this pool's endpoint will be marked as dead
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/// and all subsequent calls to this method will return null until the retry interval
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/// has passed.
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>չ<EFBFBD><D5B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӳأ<D3B3>
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/// </summary>
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internal MSocket Acquire()
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{
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//<2F><><EFBFBD>ǰ<E2B5B1>Ƿ<EFBFBD><C7B7>ҿƣ<D2BF><C6A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(15<31><35><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)<29><><EFBFBD>ɱ<EFBFBD><C9B1>ݷ<EFBFBD><DDB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ṩ<EFBFBD><E1B9A9><EFBFBD><EFBFBD>
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if (socketDeadTime.AddMinutes(15) >= DateTime.Now && HostNodeBak != null)
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{
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return HostNodeBak.Acquire();
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}
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//Do we have free sockets in the pool?
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//if so - return the first working one.
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//if not - create a new one.
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Interlocked.Increment(ref Acquired);
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lock (socketQueue)
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{
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while (socketQueue.Count > 0)
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{
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MSocket socket = socketQueue.Dequeue();
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if (socket != null && socket.IsAlive)
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{
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Interlocked.Increment(ref ReusedSockets);
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return socket;
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}
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Interlocked.Increment(ref DeadSocketsInPool);
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}
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}
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//If we know the endpoint is dead, check if it is time for a retry, otherwise return null.
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if (IsEndPointDead)
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{
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if (DateTime.Now > DeadEndPointRetryTime)
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{
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//Retry
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IsEndPointDead = false;
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}
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else
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{
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//Still dead
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return null;
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}
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}
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//Try to create a new socket. On failure, mark endpoint as dead and return null.
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try
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{
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MSocket socket = new MSocket(this, Host);
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Interlocked.Increment(ref NewSockets);
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//Reset retry timer on success.
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//<2F><><EFBFBD><EFBFBD><EFBFBD>쳣<EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӡ<EFBFBD>
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if (OnAfterSocketCreateEvent != null)
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{
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OnAfterSocketCreateEvent(socket);
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}
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deadEndPointSecondsUntilRetry = 1;
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return socket;
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}
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catch (Exception e)
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{
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Interlocked.Increment(ref FailedNewSockets);
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logger.Error("Error connecting to: " + Host, e);
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//Mark endpoint as dead
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IsEndPointDead = true;
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//Retry in 2 minutes
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DeadEndPointRetryTime = DateTime.Now.AddSeconds(deadEndPointSecondsUntilRetry);
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if (deadEndPointSecondsUntilRetry < maxDeadEndPointSecondsUntilRetry)
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{
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deadEndPointSecondsUntilRetry = deadEndPointSecondsUntilRetry * 2; //Double retry interval until next time
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}
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socketDeadTime = DateTime.Now;
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//<2F><><EFBFBD>ر<EFBFBD><D8B1>ݵij<DDB5>
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if (HostNodeBak != null)
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{
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return HostNodeBak.Acquire();
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}
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return null;
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}
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}
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/// <summary>
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/// Returns a socket to the pool.
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/// If the socket is dead, it will be destroyed.
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/// If there are more than MaxPoolSize sockets in the pool, it will be destroyed.
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/// If there are less than MinPoolSize sockets in the pool, it will always be put back.
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/// If there are something inbetween those values, the age of the socket is checked.
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/// If it is older than the SocketRecycleAge, it is destroyed, otherwise it will be
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/// put back in the pool.
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/// </summary>
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internal void Return(MSocket socket)
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{
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//If the socket is dead, destroy it.
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if (!socket.IsAlive || hasDisponse)
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{
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Interlocked.Increment(ref DeadSocketsOnReturn);
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socket.Close();
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}
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else
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{
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//Clean up socket
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socket.Reset();
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//Check pool size.
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if (socketQueue.Count >= maxQueue)
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{
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//If the pool is full, destroy the socket.
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socket.Close();
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}
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else if (socketQueue.Count > minQueue && socket.CreateTime.AddMinutes(30) < DateTime.Now)
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{
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//socket <20><><EFBFBD><EFBFBD><F1B3ACB9><EFBFBD>Сʱ<D0A1>ģ<EFBFBD>Ҳ<EFBFBD><D2B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD>ˣ<EFBFBD>ֻ<EFBFBD><D6BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><D7B8><EFBFBD><EFBFBD><EFBFBD>
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//If we have more than the minimum amount of sockets, but less than the max, and the socket is older than the recycle age, we destroy it.
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socket.Close();
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}
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else
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{
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//Put the socket back in the pool.
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lock (socketQueue)
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{
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socketQueue.Enqueue(socket);
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}
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}
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}
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}
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#region IDisposable <EFBFBD><EFBFBD>Ա
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bool hasDisponse = false;
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public void Dispose()
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{
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hasDisponse = true;
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while (socketQueue.Count > 0)
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{
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socketQueue.Dequeue().Close();
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}
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}
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#endregion
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}
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}
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