I've been having this issue for a while now and was never really able to resolve it. This issue only appears when I'm using the SendAsync/ReceiveAsync methods rather than the Begin/EndSend socket methods for asynchronous operations.
If have a fairly sophisticated tcp socket library and been meaning to replace the BeginSend methods with SendAsync but because of the issue I'm experiencing I always had to put it off. My socket server is handling heavy stress scenarios with > 1000 clients connected pushing constantly over 100mbit/sec and I'd like to utilize SendAsync method so I don't have the IAsyncResult allocation overhead.
Anyways, what happens is, everything works fine as long as I'm just sending/receiving data, however under high stress scenarios when the server is trying to disconnect/shutdown a client I'm occasionally getting the following Exception:
System.InvalidOperationException was unhandled
Message=Cannot apply a context that has been marshaled across AppDomains, that was not acquired through a Capture operation or that has already been the argument to a Set call.
Source=mscorlib
StackTrace:
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Net.Sockets.SocketAsyncEventArgs.FinishOperationSuccess(SocketError socketError, Int32 bytesTransferred, SocketFlags flags)
at System.Net.Sockets.SocketAsyncEventArgs.CompletionPortCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* nativeOverlapped)
at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
InnerException:
I'm unable to catch this exception anywhere as it seems to happen within the .NET framework and I can't do anything about it crashing my server.
As this only happens when I call my shutdown procedure, I'm guessing it has something to do with calling Shutdown on the socket while it still has a Read/Write procedure pending.
However, I also tried to delay calling shutdown until all read/write Send/ReceiveAsync calls have returned and call shutdown after that but that didn't help either.
Here's how I try to shutdown sockets:
private void InternalDisconnect(SocketError socketError)
{
lock (shutdownLock)
{
if (isShutdown)
return;
isShutdown = true;
}
allowSend = false;
SocketError = socketError;
ThreadPool.QueueUserWorkItem(delegate
{
lock (padLock)
{
try
{
if (TcpSocketStatus == TcpSocketStatus.Disconnected)
return;
TcpSocketStatus = TcpSocketStatus.Disconnecting;
if (asyncSendArgs != null)
{
asyncSendArgs.Completed -= SendCompleted;
asyncSendArgs.SetBuffer(null, 0, 0);
asyncSendArgs.Dispose();
}
if (asyncReceiveArgs != null)
{
asyncReceiveArgs.Completed -= ReceiveCompleted;
asyncReceiveArgs.SetBuffer(null, 0, 0);
asyncReceiveArgs.Dispose();
}
try
{
bufferedSender.Clear();
Socket.Shutdown(SocketShutdown.Both);
if (Socket.Connected)
{
Socket.Disconnect(true);
}
}
catch
{
}
try
{
Socket.Close();
}
catch
{
}
TcpSocketStatus = TcpSocketStatus.Disconnected;
if (socketError != SocketError.Success)
{
if (log.IsDebugEnabled)
log.Debug("SocketDisconnected\tSocketError:{0}", socketError);
}
else
{
if (log.IsDebugEnabled)
log.Debug("SocketDisconnected");
}
DisconnectTime = DateTime.UtcNow;
if (TcpSocketDisconnected != null)
TcpSocketDisconnected(this);
}
catch (Exception ex)
{
log.ErrorException("InternalDisconnect", ex);
}
}
});
}
Ok, for some reason it always helps me to ask question because I tend to figure out things always shortly after :/
It seems that asyncSendArgs.SetBuffer(null, 0, 0); is the culprit.
Even though that another piece of the code should make sure that there are no outstanding async operations before InternalDisconnect is called it seems like there still are and altering the buffer while it's in use would definitely cause an issue.
I've been running heavy stress tests for 15 minutes so far and everything seems fine (before I always got that exception within one minute). I'll let it run for some more time and hope that that did it.
Related
Say we're using Socket.BeginReceive and passing in a callback method:
var state = new StateObject() { workSocket = socket };
var ret = socket.BeginReceive(state.buffer, 0, StateObject.BufferSize, SocketFlags.None, new AsyncCallback(BeginReceiveCallback), state);
...
private void BeginReceiveCallback(IAsyncResult ar)
{
StateObject state = (StateObject) ar.AsyncState;
int bytes = state.workSocket.EndReceive(ar); //workSocket is the Socket receiving
...
}
If an exception is encountered in the callback and not handled there - where will it go? How/can I catch it?
Doing a bit of reading, I believe this is the answer
The Exceptions get thrown when you call EndReceive. The Begin.../End... pair of methods work like this:
Begin gets called, and returns immediately
The callback gets started in a separate Thread by the runtime
Inside the callback, the actual work gets done blocking the Thread. This work is done by invoking the End... method
So, the End... method is actually doing the work. So, if an exception gets thrown, you can catch it there.
Here is some code demonstrating this with comments. If you want to just try it out here is a Dotnetfiddle with this code edited to work on Dotnetfiddle:
using System;
using System.Threading;
using System.Threading.Tasks;
namespace BeginEndInvokeTest
{
public class Program
{
public static async Task Main(string[] args)
{
// This is just here for setup
var caller = new AsyncDemo.AsyncMethodCaller(AsyncDemo.Test);
// This is your 'socket.BeginReceive' call
var ar = caller.BeginInvoke(3000, AsyncCallback, caller);
// Wait so the program doesn't exit prematurely
await Task.Delay(5000);
}
static void AsyncCallback(IAsyncResult ar)
{
var caller = (AsyncDemo.AsyncMethodCaller) ar.AsyncState;
try
{
// If our exception wouldn't be thrown here (which is impossible),
// the program would print "No exception was thrown"
caller.EndInvoke(ar);
Console.WriteLine("No exception was thrown");
}
catch (Exception)
{
Console.WriteLine("Exception encountered");
}
}
}
public class AsyncDemo
{
public static string Test(int callDuration)
{
// Simply write something to the console, simulate work
// and throw an exception
Console.WriteLine("Test method begins");
Thread.Sleep(callDuration);
throw new Exception("Testing");
}
public delegate string AsyncMethodCaller(int callDuration);
}
}
So in short, you can only catch the Exceptions at the End... call, nowhere else.
Edit to address where does the exception go when it isn't caught.
Honestly, I have no idea where it goes. Further testing and trial n' error gave me nothing. It seems like the whole runtime just crashes. When I didn't catch the exception I get a console out with a stack trace that shows where the exception was thrown (inside the Test method, as expected), alongside something I've never seen before: Unhandled Exception: System.Exception: Testing.
There is also a second stack trace saying :
Exception rethrown at [0]:
at System.Runtime.Remoting.Proxies.RealProxy.EndInvokeHelper(Message reqMsg, Boolean bProxyCase)
at System.Runtime.Remoting.Proxies.RemotingProxy.Invoke(Object NotUsed, MessageData& msgData)
...
So, yeah, it seems like the runtime crashes when you don't catch it.
Source: I cobbled this answer together using this Microsoft API documentation. Some further info can be found here as Calling synchronous methods asynchronously.
I have a curious behaviour in some code I inherited - simplified example below which demonstrates the issue if built into a plain Console App.
WhoIs hits its usage allowance on the 5th call - and returns a message + shuts the socket. Using ReadLineAsync this produces a SocketException and some IOExceptions - sometimes these are caught in the catch block and everything is as it should be, most times they are not caught and the program simply hangs - Break all in the VS debugger shows me on one of the calls to Console.WriteLine on the main thread. This behaviour persists when running the .exe file directly outside the debugger.
Can anyone see what/why this is happening?
I can fix my problem practically by using Peek() but I'd like to know what is going on with the exception not being caught - and the "deadlock". Presumably it is some kind of threading or context issue. If it's something I'm doing, I'd like to know what so I can avoid it elsewhere!
using System;
using System.IO;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace AsyncIssueConsoleApplication
{
class Program
{
static void Main(string[] args)
{
Console.WriteLine(Task.Run(() => LookupAsync("elasticsearch.org")).Result);
Console.WriteLine(Task.Run(() => LookupAsync("elasticsearch.org")).Result);
Console.WriteLine(Task.Run(() => LookupAsync("elasticsearch.org")).Result);
Console.WriteLine(Task.Run(() => LookupAsync("elasticsearch.org")).Result);
Console.WriteLine(Task.Run(() => LookupAsync("elasticsearch.org")).Result);
Console.WriteLine(Task.Run(() => LookupAsync("elasticsearch.org")).Result);
Console.WriteLine(Task.Run(() => LookupAsync("elasticsearch.org")).Result);
Console.WriteLine(Task.Run(() => LookupAsync("elasticsearch.org")).Result);
Console.WriteLine(Task.Run(() => LookupAsync("elasticsearch.org")).Result);
Console.WriteLine(Task.Run(() => LookupAsync("elasticsearch.org")).Result);
Console.WriteLine(Task.Run(() => LookupAsync("elasticsearch.org")).Result);
Console.ReadLine();
}
private static async Task<string> LookupAsync(string domain)
{
StringBuilder builder = new StringBuilder();
TcpClient tcp = new TcpClient();
await tcp.ConnectAsync("whois.pir.org", 43).ConfigureAwait(false);
string strDomain = "" + domain + "\r\n";
byte[] bytDomain = Encoding.ASCII.GetBytes(strDomain.ToCharArray());
try
{
using (Stream s = tcp.GetStream())
{
await s.WriteAsync(bytDomain, 0, strDomain.Length).ConfigureAwait(false);
using (StreamReader sr = new StreamReader(s, Encoding.ASCII))
{
try
{
//This is fine
/*while (sr.Peek() >= 0)
{
builder.AppendLine(await sr.ReadLineAsync());
}*/
//This isn't - produces SocketException which usually isn't caught below
string strLine = await sr.ReadLineAsync().ConfigureAwait(false);
while (null != strLine)
{
builder.AppendLine(strLine);
strLine = await sr.ReadLineAsync().ConfigureAwait(false);
}
}
catch (Exception e)
{
//Sometimes the SocketException/IOException is caught, sometimes not
return builder.ToString();
}
}
}
}
catch (Exception e)
{
return builder.ToString();
}
return builder.ToString();
}
}
}
Suggested duplicate Q&A may relate but doesn't answer this query that I can see, certainly not fully: i.e. what I would need to do about the SynchronizationContext - I am already using ConfigureAwait(false).
When the code is deadlocked as described above, the stack trace is:
mscorlib.dll!System.Threading.Monitor.Wait(object obj, int millisecondsTimeout, bool exitContext) Unknown
mscorlib.dll!System.Threading.Monitor.Wait(object obj, int millisecondsTimeout) Unknown
mscorlib.dll!System.Threading.ManualResetEventSlim.Wait(int millisecondsTimeout = -1, System.Threading.CancellationToken cancellationToken) Unknown
mscorlib.dll!System.Threading.Tasks.Task.SpinThenBlockingWait(int millisecondsTimeout, System.Threading.CancellationToken cancellationToken) Unknown
mscorlib.dll!System.Threading.Tasks.Task.InternalWait(int millisecondsTimeout = -1, System.Threading.CancellationToken cancellationToken) Unknown
mscorlib.dll!System.Threading.Tasks.Task<string>.GetResultCore(bool waitCompletionNotification = true) Unknown
mscorlib.dll!System.Threading.Tasks.Task<System.__Canon>.Result.get() Unknown
AsyncIssueConsoleApplication.exe!AsyncIssueConsoleApplication.Program.Main(string[] args = {string[0]}) Line 18 C#
The IOException is: {"Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host."}
The SocketException is: {"An established connection was aborted by the software in your host machine"}
I can reproduce it now. In order to see where it is hanging I switched to synchronous IO. It is a common debugging issue with async IO that you cannot see what IOs are currently pending. This is a key reason why you might not want to use async IO in the first place.
It's hanging because the remote server does not close the connection. The ReadLine call would only end if the remote side closed the connection.
This could be a bug in the rate limiting code. It also could be an expected behavior of the protocol. Maybe you are meant to send the next request now? Or maybe you are supposed to detect the rate limiting from the previous line and shut down yourself.
This is not a threading issue. There is no concurrency going on at all. All LookupAsync instances are running sequentially.
I also tried properly closing the TcpClients in case the remote server behaves differently in the face of multiple connections. There was no effect. You should dispose your resources in any case, though. This is a severe leak.
I try to build a simple async net tcp wcf tool which will open connection, send command, receive answer (a List with 0-10 string sentences), close connection.
The problem is, I get on (self-hosted) service side always - no matter what I try - "The I/O operation has been aborted because of either a thread exit or an application request", on client side of course the corresponding errors like "Existing connection was closed by remote host" and timeouts and so on.
I tried alot for the past days but I can't get rid of it.
Client Side (running on .NET 4.0, called around once a sec):
void callservice(string mykey) {
ServiceReference1.Client c = new ServiceReference1.Client();
c.GetDataCompleted += c_GetDataCompleted;
try {
c.GetDataAsync(mykey);
}
catch (FaultException aa)
{
c.Abort();
}
}
private void c_GetDataCompleted(object sender, ServiceReference1.GetDataCompletedEventArgs e)
{
ServiceReference1.Client c = (ServiceReference1.Client)sender;
c.GetDataCompleted -= c_GetDataCompleted;
try
{
if (e.Result != null && e.Result.Length > 0)
{
... }
c.Close();
}
catch (Exception) {
c.Abort();
}
}
Server Side (running on .NET4.5):
[ServiceBehavior(ConcurrencyMode=ConcurrencyMode.Multiple,
InstanceContextMode=InstanceContextMode.PerCall,IncludeExceptionDetailInFaults=true)]
public class Service1 : IMyService
{
public async Task<List<string>> GetData(string whatkey)
{
List<string> mydatalist = new List<string>();
mydatalist= await Task.Run<List<string>>(() =>
{
...
});
return mydatalist;
}
What is going wrong there? Could it be that it is something not having to do with WCF at all? What could it be?
Server Side Exception:
System.Net.Sockets.SocketException, System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
The I/O operation has been aborted because of either a thread exit or an application request
at System.ServiceModel.Channels.SocketConnection.HandleReceiveAsyncCompleted()
at System.ServiceModel.Channels.SocketConnection.OnReceiveAsync(Object sender, SocketAsyncEventArgs eventArgs)
at System.Net.Sockets.SocketAsyncEventArgs.FinishOperationAsyncFailure(SocketError socketError, Int32 bytesTransferred, SocketFlags flags)
at System.Net.Sockets.SocketAsyncEventArgs.CompletionPortCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* nativeOverlapped)
at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
System.Net.Sockets.SocketException (0x80004005): The I/O operation has been aborted because of either a thread exit or an application request
3E3
One more interesting fact:
SVCLogs show me that the I/O Exeption occurs after a timespan I can define in the
<connectionPoolSettings groupName="default" leaseTimeout="00:03:00"
idleTimeout="00:02:39" maxOutboundConnectionsPerEndpoint="20" />
settings.
In this example it will occur the first time after 00:02:39.
My interpretation: It closes open connections due to the settings there and that causes the Exception since the ReceiveAsync operation i.ex. was still open.
My question is so far why does client.close() not close it completely and why isn't it finished yet when it is calling the c_getdatacompleted-event? Why does the operation "hang out" for 02:39 minutes and does not come to an end?
(If I would not force the close down via the connectionpool settings I end up with hundreds of open operations if I use netstat i.ex. to display)
Async WCF operations (AsyncPattern=true) are implemented with the Asynchronous Programming Model. That is, you implement an operation ("Operation") with two asynchronous operations ("BeginOperation" and "EndOeration"). The client can wrap those operations with a Task (presumably with the FromAsync overload)
For example:
[ServiceContract]
public interface ISampleTaskAsync
{
[OperationContract(AsyncPattern = true)]
IAsyncResult BeginDoWork(int count, AsyncCallback callback, object state);
int EndDoWork(IAsyncResult result);
}
The WCF contract does not return a Task<T>
Then, on the client you could do something like:
var proxy = new Services.SampleTaskAsyncClient();
object state = "This can be whatever you want it to be";
var task = Task<int>.Factory.FromAsync(proxy.BeginDoWork,
proxy.EndDoWork, 10, state);
For more information see:
http://msdn.microsoft.com/en-us/library/system.servicemodel.operationcontractattribute.asyncpattern.aspx
http://blogs.msdn.com/b/rjacobs/archive/2011/06/30/how-to-implement-a-wcf-asynchronous-service-operation-with-task-lt-t-gt.aspx
If you want to use Task<T>, I believe you don't need AsyncPattern=true.
In C# ASP.NET 3.5 web application running on Windows Server 2003, I get the following error once in a while:
"Object reference not set to an instance of an object.: at System.Messaging.Interop.MessagePropertyVariants.Unlock()
at System.Messaging.Message.Unlock()
at System.Messaging.MessageQueue.ReceiveCurrent(TimeSpan timeout, Int32 action, CursorHandle cursor, MessagePropertyFilter filter, MessageQueueTransaction internalTransaction, MessageQueueTransactionType transactionType)
at System.Messaging.MessageEnumerator.get_Current()
at System.Messaging.MessageQueue.GetAllMessages()".
The line of code that throws this error is:
Message[] msgs = Global.getOutputQueue(mode).GetAllMessages();
where Global.getOutputQueue(mode) gives the messagequeue I want to get messages from.
Update:
Global.getPool(mode).WaitOne();
commonClass.log(-1, "Acquired pool: " + mode, "Report ID: " + unique_report_id);
............../* some code /
..............
lock(getLock(mode))
{
bool yet_to_get = true;
int num_retry = 0;
do
{
try
{
msgs = Global.getOutputQueue(mode).GetAllMessages();
yet_to_get = false;
}
catch
{
Global.setOutputQueue(mode);
msgs = Global.getOutputQueue(mode).GetAllMessages();
yet_to_get = false;
}
++num_retry;
}
while (yet_to_get && num_retry < 2);
}
... / some code*/
....
finally
{
commonClass.log(-1, "Released pool: " + mode, "Report ID: " + unique_report_id);
Global.getPool(mode).Release();
}
Your description and this thread suggests a timing issue. I would create the MessageQueue object infrequently (maybe only once) and have Global.getOutputQueue(mode) return a cached version, seems likely to get around this.
EDIT: Further details suggest you have the opposite problem. I suggest encapsulating access to the message queue, catching this exception and recreating the queue if that exception occurs. So, replace the call to Global.getOutputQueue(mode).GetAllMessages() with something like this:
public void getAllOutputQueueMessages()
{
try
{
return queue_.GetAllMessages();
}
catch (Exception)
{
queue_ = OpenQueue();
return queue_.GetAllMessages();
}
}
You'll notice I did not preserve your mode functionality, but you get the idea. Of course, you have to duplicate this pattern for other calls you make to the queue, but only for the ones you make (not the whole queue interface).
This is an old thread, but google brought me here so I shall add my findings.
I agree with user: tallseth that this is a timing issue.
After the message queue is created it is not instantly available.
try
{
return _queue.GetAllMessages().Length;
}
catch (Exception)
{
System.Threading.Thread.Sleep(4000);
return _queue.GetAllMessages().Length;
}
try adding a pause if you catch an exception when accessing a queue which you know has been created.
On a related note
_logQueuePath = logQueuePath.StartsWith(#".\") ? logQueuePath : #".\" + logQueuePath;
_queue = new MessageQueue(_logQueuePath);
MessageQueue.Create(_logQueuePath);
bool exists = MessageQueue.Exists(_logQueuePath);
running the MessageQueue.Exists(string nameofQ); method immediately after creating the queue will return false. So be careful when calling code such as:
public void CreateQueue()
{
if (!MessageQueue.Exists(_logQueuePath))
{
MessageQueue.Create(_logQueuePath);
}
}
As it is likely to throw an exception stating that the queue you are trying to create already exists.
-edit: (Sorry I don't have the relevant link for this new info)
I read that a newly created MessageQueue will return false on MessageQueue.Exists(QueuePath)until it has received at least one message.
Keeping this and the earlier points i mentioned in mind has gotten my code running reliably.
I have written a small UDP client server class in C# that is used to provide comms between a Linux and a Windows machines.
The implementation of the UDP client and server in C# in Windows is a direct rewrite from C++ code I wrote for Linux originally.
I have no problems during run time between Linux machines but there is an intermittent problem that occasionally appears between Linux and Windows link.
Due to the application I need fast, non blocking operation of the UDP socket.
Since one client is Linux the code under C# I had to use some magic of marshalling.
Here is the code:
public bool Connect(string sIPAddr, int portNumber)
{
try
{
if (portNumber > 65535 && portNumber < 0)
{
this._isReady = false;
return this._isReady;
}
this._ipPort = portNumber;
this._ipAddress = IPAddress.Parse(sIPAddr);
IPEndPoint ipep = new IPEndPoint(this._ipAddress, this._ipPort);
this._myUDPClient = new Socket(ipep.Address.AddressFamily, SocketType.Dgram, ProtocolType.Udp);
this._myUDPClient.Blocking = false;
this._myUDPClient.Connect(this._ipAddress, this._ipPort);
this._isReady = true;
return this._isReady;
}
catch (Exception)
{
this._isReady = false;
return this._isReady;
}
}
I use connect on UDP to simplify send and receive calls.
The problem happens when I try and read from the socket.
More code:
public bool NewMessageReceived()
{
try
{
if (this._newMessaageReceived)
{
return this._newMessaageReceived;
}
else
{
_messageBuffer = new byte[65507];
int numBytesRcvd = _myUDPClient.Receive(this._messageBuffer, 65507, SocketFlags.None);
Marshal.Copy(_messageBuffer, 0, _pmessageBuffer, 65507);
if (numBytesRcvd < 0)
{
this._newMessaageReceived = false;
// TODO: Add Socket Error Checking
}
else
{
this._newMessaageReceived = true;
}
Array.Clear(_messageBuffer, 0, _messageBuffer.GetLength(0));
return this._newMessaageReceived;
}
}
catch (Exception e)
{
System.Windows.Forms.MessageBox.Show(e.Message);
return false;
}
}
I have Wireshark running on both machines and I can see that the datagram sent from Linux machine arrives on Windows machine unharmed. However the UDP client Receive call throws and exception saying: "A non-blocking socket operation could not be completed
immediately" which from what I understand is a WSAEWOULDBLOCK error. However I explicitly set blocking option to false.
The sequence of events is the following:
Windows machine sends a datagram on port 2 and listens for acknowledge on port 1. I have a while loop which implements timeout
Code:
DateTime TimeAtStart = new DateTime();
TimeAtStart = DateTime.Now;
TimeSpan TimeOut = new TimeSpan(0,0,0,0,800);
IntPtr RecievedTelPtr = new IntPtr();
bool UnpackingResult;
while (TimeOut > (DateTime.Now - TimeAtStart))
{
if (!NackAckRecieveConnection.GetIsReady())
{
ErrorEventArguements.SetAllHmiNetworkEventArgs(ID, -3, 2);
return (false);
}
if (NackAckRecieveConnection.NewMessageReceived())
{
RecievedTelPtr = NackAckRecieveConnection.GetMessage();
UnpackingResult = UnpackHmiTelegram(RecievedTelPtr, AckNackType);
NackAckRecieveConnection.MessageRetrieved();
return (UnpackingResult);
}
}
//if escape loop return timeout err msg
ErrorEventArguements.SetAllHmiNetworkEventArgs(ID, -4, (AckNackType == 0) ? (1) : (3));
return (false);
I would like to be able to understand the issue and why the problem occurs and how can I fix it as I have fun out of ideas.
Thank you
I'm not answering the question, but I do need to point out something very important:
catch (Exception)
{
this._isReady = false;
return this._isReady;
}
Do NOT hide exceptions like that. When something fails you will have no chance what so ever to try to fix it, since you will never know why something failed. Do use proper exception handling.
Due to the application I need fast, non blocking operation of the UDP socket
That statement is not correct. Non-blocking sockets are not faster, they simply return before the operation has completed.
I do recommend that you switch back to blocking sockets, since you seem to be new to socket programming. Get the application running first, then try to optimize it.
You are setting the socket that you're reading messages from to non-blocking. This instructs the socket to NOT BLOCK if the operation cannot be completed immediately. What this means in practical terms is that if you attempt to read from the socket and there is nothing waiting to be read, the call will not return successfully.
I don't know how MessageReceived is being called, however I would assume that whatever is calling it is not checking that information is actually ready to be read from the socket, prior to the call.
As you're experiencing an intermittent problem, it would suggest that most of the time, the when MessageReceived is being called, there is data to be read from the socket.
If you want to continue to use non-blocking IO, you need to either change your logic, so that it catches the IO exception and retrys after a short delay (if you're sure there's going to be data there), or check to see if there is actually data available to be read from the socket, prior to attempting to perform the read.
One way to check if there is information available on the socket (prior to attempting to read from it) would be to use Socket.Poll. Something like:
if (_myUDPClient.Poll(myTimeoutInMicroSeconds, SelectMode.SelectRead)){
// Try to read the new messsage
} else {
continue; // go back to top of loop and try again
}
You may also need to check for SelectError state, to determine if the socket has a failure. Most of my socket programming has been from C++, so I'm not sure about the .Net specifics.