NET You will come to see how remoting procedures will change within the new IDE and revised framework.
Contents Introduction to remoting. NET remoting basics. NET remoting in action Configuration and deployment Securing. NET remoting Creating remoting clients In-depth. NET remoting The ins and outs of versioning. NET remoting tips and best practices Troubleshooting. NET remoting Developing a transport channel Context matters. NET remoting usage reference. NET remoting extensibility reference. NET remoting links. Notes Includes bibliographical references and index.
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These online bookshops told us they have this item:. Tags What are tags? Add a tag. Public Private login e. Add a tag Cancel Be the first to add a tag for this edition. Lists What are lists? Thus, if one client raises an event, every client that has a handler in that object's invocation list will receive an event message. Combined with a Singleton Remote object reference, each client will be adding a handler to one object's multicast delegate invocation list.
A simplified chat application. We have thought of remoting so far as clients having transparent proxy reference to an object on the server. However, when we need to raise an event on the server, the server is actually calling back to the client; the client handler becomes a server, and the server becomes the client. Consequently the client has a reference to the server, and when the roles are reversed, the server needs a reference to the client.
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We can solve this predicament by sharing code between client and server. The solution includes the Chat. The ChatServer. ChatMessage as a well-known Singleton object using an application configuration file. The Chat. Each instance of Chat. The server returns the same instance to every client that requests a ChatMessage object on the same channel from the same server.
After the client gets the ChatMessage wrapper back, it assigns one of its event handlers to an event defined by the wrapper class. When any particular client sends a message to the server, a ChatMessage object raises an event and all clients get the event. As a result we can selectively echo the original message or not to the sender and notify each client of a message. Figure 8. The simple instant messaging example. The server class simply uses a configuration file to register a Singleton instance of a ChatMessage wrapper object.
The shared General. We will go over most of that code next.
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Listing 8. Lines 12 through 41 define a new type of event argument, ChatEventArgs. ChatEventArgs inherits from System. EventArgs and introduces two new members: Message and Sender.
Message is the content of the message sent by a client, and Sender is a user name. ChatEventArgs is an example of an object that the client needs for information purposes only; hence it was designated as a by-value object. Lines 43 and 44 define a new delegate named MessageEventHandler. Its signature accepts the new event argument ChatEventArgs.
Lines 46 through 67 define the by-reference object ChatMessage that is the Singleton object shared by all clients. Every client on the same channel and originating from the same server will be referring to the same instance of this class. The class itself is easy enough, but it demonstrates some old concepts and introduces some new ones. Line 47 indicates that ChatMessage is a by-reference type.
Line 49 exposes a public event; this is how all clients attach their event handlers to the ChatMessage Singleton. Lines 51 through 53 override the MarshalByRefObject. InitializeLifetimeService method. InitializeLifetimeService can be overridden to change the lifetime of a Remote object. Return Nothing sets the lifetime to infinity. Refer to the Managing a Remoted Object's Lifetime subsection later in this chapter for more information. Lines 55 through 65 define the Send message. Clients use Send to broadcast messages. All Send does is raise MessageEvent.
Send doesn't care whether the recipients receive the message or not. This handles the case of a client dropping off without disconnecting its handler. Send also displays trace information on the server application; see Figure 8. That's all the ChatMessage class is: a class shared between client and server that wraps the message invocation.
Advanced .net remoting
Trace information being written to the server console. Finally, we come to the Client class in lines 70 through The Client class plays the role of the executable code that is remotable and shared between client and server.
If you examine it closely you will see that it mirrors the ChatMessage class except that Client is responsible for allowing the server to call back into the client application.