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Socket.BeginDisconnect Method

Begins an asynchronous request to disconnect from a remote endpoint.

Namespace: System.Net.Sockets
Assembly: System (in system.dll)

public IAsyncResult BeginDisconnect (
	bool reuseSocket,
	AsyncCallback callback,
	Object state
)
public IAsyncResult BeginDisconnect (
	boolean reuseSocket, 
	AsyncCallback callback, 
	Object state
)
public function BeginDisconnect (
	reuseSocket : boolean, 
	callback : AsyncCallback, 
	state : Object
) : IAsyncResult
Not applicable.

Parameters

reuseSocket

true if this socket can be reused after the connection is closed; otherwise, false.

callback

The AsyncCallback delegate.

state

An object that contains state information for this request.

Return Value

An IAsyncResult object that references the asynchronous operation.

Exception typeCondition

NotSupportedException

The operating system is Windows 2000 or earlier, and this method requires Windows XP.

ObjectDisposedException

The Socket object has been closed.

SocketException

An error occurred when attempting to access the socket. See the Remarks section for more information.

If you are using a connection-oriented protocol, you can call the BeginDisconnect method to request a disconnect from a remote endpoint. If reuseSocket is true, you can reuse the socket.

The BeginDisconnect method uses a separate thread to invoke the specified callback method. The EndDisconnect method blocks until the pending disconnect is complete. For additional information on writing callback methods, see Callback Sample.

NoteNote:

If you receive a SocketException exception, use the SocketException.ErrorCode property to obtain the specific error code. After you have obtained this code, refer to the Windows Sockets version 2 API error code documentation in the MSDN library for a detailed description of the error.

NoteNote:

This member outputs trace information when you enable network tracing in your application. For more information, see Network Tracing.

The following code example creates a socket for asynchronous communication and sends some data to a remote host. When the data has been sent, Shutdown is called to stop the send and receive activity. Then BeginDisconnect is called to begin a disconnect request. When the request completes, the Connected property is queried to test whether the socket is disconnected.

    // Establish the remote endpoint for the socket.
    // For this example use local computer.
    IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
    IPAddress ipAddress = ipHostInfo.AddressList[0];
    IPEndPoint remoteEP = new IPEndPoint(ipAddress, 11000);

    // Create a TCP/IP socket.
    Socket client = new Socket(AddressFamily.InterNetwork,
        SocketType.Stream, ProtocolType.Tcp);

    // Connect to the remote endpoint.
    client.BeginConnect(remoteEP, 
        new AsyncCallback(ConnectCallback), client);
        
    // Wait for connect.
    connectDone.WaitOne();

    // Send some data to the remote device.
    string data = "This is a string of data <EOF>";
    byte[] buffer = Encoding.ASCII.GetBytes(data);
    client.BeginSend(buffer, 0, buffer.Length, 0, new AsyncCallback(ClientSendCallback), client);
    // Wait for send done.
    sendDone.WaitOne();

    // Release the socket.
    client.Shutdown(SocketShutdown.Both);
    client.BeginDisconnect(true, new AsyncCallback(DisconnectCallback), client);

    // Wait for the disconnect to complete.
    disconnectDone.WaitOne();
    if (client.Connected)
        Console.WriteLine("We're still connected");
    else
        Console.WriteLine("We're disconnected");
}


private static void DisconnectCallback(IAsyncResult ar)
{ 
    // Complete the disconnect request.
    Socket client = (Socket) ar.AsyncState;
    client.EndDisconnect(ar);

    // Signal that the disconnect is complete.
    disconnectDone.Set();
}
     

    // Establish the remote endpoint for the socket.
    // For this example use local computer.
    IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
    IPAddress ipAddress = ipHostInfo.get_AddressList()[0];
    IPEndPoint remoteEP = new IPEndPoint(ipAddress, 11000);
    // Create a TCP/IP socket.
    Socket client = new Socket(AddressFamily.InterNetwork, 
        SocketType.Stream, ProtocolType.Tcp);
    // Connect to the remote endpoint.
    client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback),
        client);
    // Wait for connect.
    connectDone.WaitOne();
    // Send some data to the remote device.
    String data = "This is a string of data <EOF>";
    ubyte buffer[] = Encoding.get_ASCII().GetBytes(data);
    client.BeginSend(buffer, 0, buffer.get_Length(), (SocketFlags)0,
        new AsyncCallback(ClientSendCallback), client);
    // Wait for send done.
    sendDone.WaitOne();
    // Release the socket.
    client.Shutdown(SocketShutdown.Both);
    client.BeginDisconnect(true, new AsyncCallback(DisconnectCallback),
        client);
    // Wait for the disconnect to complete.
    disconnectDone.WaitOne();
    if (client.get_Connected()) {
        Console.WriteLine("We're still connected");
    }
    else {
        Console.WriteLine("We're disconnected");
    }
} //ClientDisconnect

private static void DisconnectCallback(IAsyncResult ar)
{
    // Complete the disconnect request.
    Socket client = (Socket)ar.get_AsyncState();
    client.EndDisconnect(ar);
    // Signal that the disconnect is complete.
    disconnectDone.Set();
} //DisconnectCallback

Windows 98, Windows Server 2000 SP4, Windows CE, Windows Millennium Edition, Windows Mobile for Pocket PC, Windows Mobile for Smartphone, Windows Server 2003, Windows XP Media Center Edition, Windows XP Professional x64 Edition, Windows XP SP2, Windows XP Starter Edition

The Microsoft .NET Framework 3.0 is supported on Windows Vista, Microsoft Windows XP SP2, and Windows Server 2003 SP1.

.NET Framework

Supported in: 3.0, 2.0

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