UdpClient.EndReceive(IAsyncResult, IPEndPoint) 메서드

정의

보류 중인 비동기 수신을 끝냅니다.

public:
 cli::array <System::Byte> ^ EndReceive(IAsyncResult ^ asyncResult, System::Net::IPEndPoint ^ % remoteEP);
public byte[] EndReceive (IAsyncResult asyncResult, ref System.Net.IPEndPoint? remoteEP);
public byte[] EndReceive (IAsyncResult asyncResult, ref System.Net.IPEndPoint remoteEP);
member this.EndReceive : IAsyncResult * IPEndPoint -> byte[]
Public Function EndReceive (asyncResult As IAsyncResult, ByRef remoteEP As IPEndPoint) As Byte()

매개 변수

asyncResult
IAsyncResult

IAsyncResult를 호출할 때 반환되는 BeginReceive(AsyncCallback, Object) 개체입니다.

remoteEP
IPEndPoint

지정된 원격 엔드포인트입니다.

반환

Byte[]

성공하면 데이터그램 데이터가 포함된 바이트 배열입니다.

예외

asyncResult이(가) null인 경우

BeginReceive(AsyncCallback, Object) 메서드를 호출했지만 asyncResult가 반환되지 않은 경우

EndReceive(IAsyncResult, IPEndPoint)가 비동기 읽기를 위해 이미 호출된 경우

내부 Socket에 액세스하려고 시도하는 동안 오류가 발생한 경우.

내부 Socket이 닫힌 경우

예제

다음 코드 예제에서는 를 사용하여 BeginSend 서버 응답의 비동기 수신을 완료합니다.

private:
    static int listenPort = 13000;

public:
    value struct UdpState
    {
    public:
        UdpClient^ udpClient;
        IPEndPoint^ ipEndPoint;
    };

    static bool isMessageReceived;

    static void ReceiveCallback(IAsyncResult^ asyncResult)
    {
        UdpClient^ udpClient =
            ((UdpState)(asyncResult->AsyncState)).udpClient;
        IPEndPoint^ ipEndPoint =
            ((UdpState)(asyncResult->AsyncState)).ipEndPoint;

        array<Byte>^ receiveBytes =
            udpClient->EndReceive(asyncResult, ipEndPoint);
        String^ receiveString =
            Encoding::ASCII->GetString(receiveBytes);

        Console::WriteLine("Received: {0}", receiveString);
        isMessageReceived = true;
    }

    static void ReceiveMessages()
    {
        // Receive a message and write it to the console.
        IPEndPoint^ ipEndPoint = gcnew IPEndPoint(IPAddress::Any, listenPort);
        UdpClient^ udpClient = gcnew UdpClient(ipEndPoint);

        UdpState^ udpState = gcnew UdpState();
        udpState->ipEndPoint = ipEndPoint;
        udpState->udpClient = udpClient;

        Console::WriteLine("listening for messages");
        udpClient->BeginReceive(gcnew AsyncCallback(ReceiveCallback),
            udpState);

        // Do some work while we wait for a message. For this example,
        // we'll just sleep
        while (!isMessageReceived)
        {
            Thread::Sleep(100);
        }
    }
public struct UdpState
{
    public UdpClient u;
    public IPEndPoint e;
}

public static bool messageReceived = false;

public static void ReceiveCallback(IAsyncResult ar)
{
    UdpClient u = ((UdpState)(ar.AsyncState)).u;
    IPEndPoint e = ((UdpState)(ar.AsyncState)).e;

    byte[] receiveBytes = u.EndReceive(ar, ref e);
    string receiveString = Encoding.ASCII.GetString(receiveBytes);

    Console.WriteLine($"Received: {receiveString}");
    messageReceived = true;
}

public static void ReceiveMessages()
{
    // Receive a message and write it to the console.
    IPEndPoint e = new IPEndPoint(IPAddress.Any, s_listenPort);
    UdpClient u = new UdpClient(e);

    UdpState s = new UdpState();
    s.e = e;
    s.u = u;

    Console.WriteLine("listening for messages");
    u.BeginReceive(new AsyncCallback(ReceiveCallback), s);

    // Do some work while we wait for a message. For this example, we'll just sleep
    while (!messageReceived)
    {
        Thread.Sleep(100);
    }
}

설명

이 메서드는 작업이 완료될 때까지 차단합니다.

이 작업을 동기적으로 수행하려면 메서드를 Receive 사용합니다.

적용 대상