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Home/ Questions/Q 224695
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T19:20:28+00:00 2026-05-11T19:20:28+00:00

On full .Net Framework I use the following code: socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, readTimeout); socket.SetSocketOption(

  • 0

On full .Net Framework I use the following code:

socket.SetSocketOption(
  SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, readTimeout);
socket.SetSocketOption(
  SocketOptionLevel.Socket, SocketOptionName.SendTimeout, writeTimeout);

However, Windows Mobile does not support this and throws exceptions.

I am currently in the middle of testing this solution for implementing timeouts.

Does anyone know a better way? I’d like to avoid spawning multiple threads if possible, this is an embedded device after all.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-11T19:20:28+00:00Added an answer on May 11, 2026 at 7:20 pm

    This code works, raising timeouts when expected (it is a modified version of the example I linked in the question):

    // copied from Mono, because CF lacks this enum
    enum SocketError
    {
        IOPending = 997,
        NoBufferSpaceAvailable = 10055,
        TimedOut = 10060,
        WouldBlock = 10035
    }
    
    // milliseconds
    int receiveTimeout = 20000;
    int sendTimeout = 20000;
    
    public override int Read(byte[] buffer, int offset, int size)
    {    
        int startTickCount = Environment.TickCount;
        int received = 0;
        do
        {
            List<Socket> sock = new List<Socket>(new Socket[] {socket});
            Socket.Select(sock, null, null, receiveTimeout*1000 + 1);
            if (Environment.TickCount > startTickCount + receiveTimeout)
                throw new SocketException((int) SocketError.TimedOut);
            try
            {
                received += socket.Receive(buffer, offset + received,
                    size - received, SocketFlags.None);
            }
            catch (SocketException ex)
            {
                if (ex.ErrorCode == (int) SocketError.WouldBlock ||
                    ex.ErrorCode == (int) SocketError.IOPending ||
                    ex.ErrorCode == (int) SocketError.NoBufferSpaceAvailable)
                {
                    // socket buffer is probably empty, wait and try again
                    Thread.Sleep(30);
                }
                else
                    throw; // any serious error occurr
            }
        } while (received < size);
        return received;
    }
    
    public override void Write(byte[] buffer, int offset, int size)
    {
        int startTickCount = Environment.TickCount;
        int sent = 0;
        do
        {
            List<Socket> sock = new List<Socket>(new Socket[] {socket});
            Socket.Select(null, sock, null, sendTimeout*1000 + 1);
            if (Environment.TickCount > startTickCount + sendTimeout)
                throw new SocketException((int) SocketError.TimedOut);
            try
            {
                sent += socket.Send(buffer, offset + sent,
                    size - sent, SocketFlags.None);
            }
            catch (SocketException ex)
            {
                if (ex.ErrorCode == (int) SocketError.WouldBlock ||
                    ex.ErrorCode == (int) SocketError.IOPending ||
                    ex.ErrorCode == (int) SocketError.NoBufferSpaceAvailable)
                {
                    // socket buffer is probably full, wait and try again
                    Thread.Sleep(30);
                }
                else
                    throw; // any serious error occurr
            }
        } while (sent < size);
    }
    

    The crucial element missing from the example I found is Socket.Select(IList checkRead, IList checkWrite, IList checkError, int microSeconds). Bear in mind that this method may modify the list that is passed to it (that’s why my code creates a new one each time) and measures time in microseconds instead of milliseconds. And remember to use Environment.TickCount (which is a monotonic time source) instead of DateTime.Now for measuring time.

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