C# Socket is not responding in seperate thread - c#

Hello I am working on some code which envolves a hello protocol between two servers as a keep alive and to process files on the brother if a server goes down.
I run the same service on two different machines but on one machine it does not recieve and gets stuck on socket.recieve().
i have traced a wireshark and c# debug but the client sends but the server never responds, which is causing a problem for this feature
Thanks
Richard
public static void Listen(ServiceController serviceController, Server server, List<Server> RemoteServers)
{
while (!serviceController.StopService)
{
if (server.ThisDevice)
{
TcpListener listener = new TcpListener(1);
string response = "Hello Recieved";
byte[] responsebyte = Encoding.ASCII.GetBytes(response);
try
{
listener = new TcpListener(server.IPAddress, 11000);
listener.Start();
byte[] Bytes = new byte[256];
Listening = true;
while (!serviceController.StopService)
{
Socket socket = listener.AcceptSocket();
int result = socket.Receive(Bytes);
ASCIIEncoding aSCII = new ASCIIEncoding();
string strres = aSCII.GetString(Bytes,0,result);
string stripped = strres.Substring(0, 5);
if (stripped == "Hello")
{
Console.WriteLine(stripped);
socket.Send(responsebyte);
string clientIP = ((IPEndPoint)socket.RemoteEndPoint).Address.ToString();
ProcessHello(stripped,clientIP,RemoteServers);
}
socket.Close();
}
}
catch (Exception ex)
{
listener.Stop();
Listening = false;
}
}
}
}
}
public static void StartClient(Server server)
{
if (!server.ThisDevice)
{
TcpClient tcpClient = new TcpClient(server.IPAddress.ToString(),11000);
NetworkStream stream = tcpClient.GetStream();
string msg = "Hello";
string response = "";
byte[] bytes = new byte[256];
bytes = Encoding.ASCII.GetBytes(msg);
stream.Write(bytes, 0, bytes.Length);
StreamReader reader = new StreamReader(stream, Encoding.ASCII);
try
{
response = reader.ReadToEnd();
}
finally
{
// Close the reader
reader.Close();
}
tcpClient.Close();
}
public void StartClient(List<Server> servers)
{
_ClientStarted = true;
var remote = servers.Where(s => !s.ThisDevice).ToList();
Thread t = new Thread(() => ExecuteThreadedClient(remote));
t.Start();
}
void ExecuteThreadedClient(List<Server> servers)
{
while (!_ServiceController.StopService)
{
try
{
//Token.ThrowIfCancellationRequested();
foreach (var server in servers)
{
TCPHelloClient.StartClient(server);
}
Thread.Sleep(_HelloTimer);
}
catch (OperationCanceledException e)
{
Thread.Sleep(60000);
}
catch(Exception e)
{
Thread.Sleep(_HelloTimer);
}
}
_ClientStarted = false;
// Task.Delay(_HelloTimer).Wait();
}
public void StartServer(List<Server> servers)
{
try
{
//var task = Task.Run(() => ExecuteThreadedServer(server), Token);
Server local = servers.First(s => s.ThisDevice);
var remote = servers.Where(s => !s.ThisDevice).ToList();
Thread t = new Thread(() => TCPHelloServer.Listen(_ServiceController, local, remote));
t.Start();
}
catch(Exception e)
{
}
}

Related

Network stream no longer works after connection loss

I'm working on an android app in xamarin which connects to a server. The server application follows processes etc based on the client connection. However if I say turn the device into airplane mode then turn airplane mode back off the connection no longer works. Basically in the real world the problem is that users will be using the android device which is liable to brief losses of connection due to wifi disturbances etc. I have tried a "reconnect" technique(as i noticed the Tcp.Connected value was still true) by simply trying to reaqcuire the NetworkStream however it did not work. Below is code:
public NetworkStream NetworkStream;
public TcpClient TcpClient;
public string LastGetData = null;
public string LastPostData = null;
public bool Disconnected = true;
public Stream InitializeStream(IPAddressAndPort ipObject)
{
NetworkStream clientStream = null;
try
{
IPAddress address = IPAddress.Parse(ipObject.Address);
TcpClient client = new TcpClient();
client.SendTimeout = 3000;
IPEndPoint serverEndPoint = new IPEndPoint(address, ipObject.Port);
client.ConnectAsync(serverEndPoint.Address, serverEndPoint.Port).Wait(5000);
if (client.Connected)
{
clientStream = client.GetStream();
TcpClient = client;
NetworkStream = clientStream;
Disconnected = false;
SendData("CLIENTSOFTWARENAME");
string initReturnValue = ReadData();
LastGetData = initReturnValue;
}
}
catch (Exception ex)
{
LastGetData = ex.Message;
}
return clientStream;
}
public void AttemptReconnect()
{
if (TcpClient != null)
{
try
{
if (TcpClient.Connected)
{
NetworkStream clientStream = TcpClient.GetStream();
NetworkStream = clientStream;
Disconnected = false;
}
}
catch (Exception ex)
{
LastGetData = ex.Message;
}
}
}
public string RunCommand(string dataToSend)
{
string returnValue = string.Empty;
try
{
if (Disconnected) AttemptReconnect();
SendData(dataToSend);
returnValue = ReadData();
if (returnValue == string.Empty)
Disconnected = true;
}
catch
{
returnValue = "An error occured during the action! Please logout and try again.";
}
return returnValue;
}
public void SendData(string dataToSend)
{
if (NetworkStream != null)
{
var serverStream = NetworkStream;
byte[] outStream = System.Text.Encoding.UTF8.GetBytes(dataToSend);
serverStream.Write(outStream, 0, outStream.Length);
serverStream.Flush();
LastPostData = dataToSend;
}
}
public string ReadData()
{
if (NetworkStream != null)
{
string returnValue = string.Empty;
byte[] bReads = new byte[1024];
int readAmount = 0;
DateTime endProcess = DateTime.Now.AddSeconds(20);
while (returnValue == string.Empty && endProcess > DateTime.Now)
{
while (NetworkStream.DataAvailable)
{
readAmount = NetworkStream.Read(bReads, 0, bReads.Length);
returnValue += string.Format("{0}", Encoding.UTF8.GetString(bReads, 0, readAmount));
}
}
LastGetData = returnValue;
return returnValue;
}
return null;
}
Solved: Once NetworkStream or TCPClient erros out it becomes useless. We decided to store information about the device in order to reconnect to existing process and create a new TCPClient and NetworkStream

TCP Listener - Not updating a received data

This is my first TCP listener program,
I could receive, parse and display data successfully from another PC.
But can you please check why this listener is not receiving another data ?
I want to update it everytime time when a client sends data. But its not updating once received data.
Here is my code:
public partial class FeederControlMonitor : Form
{
public string Status = string.Empty;
public Thread T = null;
public FeederControlMonitor()
{
InitializeComponent();
}
private void FeederControlMonitor_Load(object sender, EventArgs e)
{
label1.Text = "Server is Running...";
ThreadStart Ts = new ThreadStart(StartReceiving);
T = new Thread(Ts);
T.Start();
}
public void StartReceiving()
{
ReceiveTCP(9100);
}
public void ReceiveTCP(int portN)
{
TcpListener Listener = null;
try
{
Listener = new TcpListener(IPAddress.Any, portN);
Listener.Start();
}
catch (Exception ex)
{
File.WriteAllText(#"C:\\Drive\\ex.txt", ex.Message);
Console.WriteLine(ex.Message);
}
try
{
Socket client = Listener.AcceptSocket();
byte[] data = new byte[10000];
int size = client.Receive(data);
while (true)
{
client.Close();
ParseData(System.Text.Encoding.Default.GetString(data));
}
Listener.Stop();
}
catch (Exception ex)
{
File.WriteAllText(#"C:\\Drive\\ex.txt", ex.Message);
}
}
public void ParseData(string data)
{
var useFulData = data.Substring(data.IndexOf("F1")).Replace(" ", "");
useFulData = useFulData.Remove(useFulData.IndexOf("<ETX>"));
string[] delimeters = { "<DEL>", "<ESC>" };
var listOfValues = useFulData.Split(delimeters, StringSplitOptions.None).ToList();
int pos = 0;
for (int i = 1; i < listOfValues.Count; i += 2, pos++)
{
listOfValues[pos] = listOfValues[i];
}
listOfValues.RemoveRange(pos, listOfValues.Count - pos);
txtTubeName.Text = listOfValues[0];
txtCID.Text = listOfValues[1];
txtLocation.Text = listOfValues[2];
txtGender.Text = listOfValues[3];
txtAge.Text = listOfValues[4];
}
private void btnExit_Click(object sender, EventArgs e)
{
T.Abort();
this.Close();
}
}
Thanks in advance.
To much to explain where are errors. Here is simple multithread TcpServer.
// Initialize listener.
IPAddress address = new IPAddress(new byte[] { 127, 0, 0, 1 });
TcpClient client;
// Bind to address and port.
TcpListener listener = new TcpListener(address, 12345);
// Start listener.
listener.Start();
// In endless cycle accepting incoming connections.
// Actually here must be something like while(_keepWork)
// and on some button code to make _keepWork = false to
// stop listening.
while (true)
{
client = listener.AcceptTcpClient();
// When client connected, starting BgWorker
// use "using" statement to automatically free objects after work.
using (BackgroundWorker bgWorker = new BackgroundWorker())
{
// EventHandler.
bgWorker.DoWork += BgWorker_DoWork;
// Past client as argument.
bgWorker.RunWorkerAsync(client);
}
}
And method to handle connection (Edit: with read data part):
private static void BgWorker_DoWork(object sender, DoWorkEventArgs e)
{
// Get argument as TcpClient.
TcpClient client = e.Argument as TcpClient;
// Get stream from client.
NetworkStream netStream = client.GetStream();
// Input buffer to read from stream.
int inBuffSize = 1024;
byte[] inBuff = new byte[inBuffSize];
// Temporary buffer.
byte[] tempBuff;
// Result data recieved from client.
List<byte> data = new List<byte>();
// Read bytes from client into inputbuffer
int dataSize = netStream.Read(inBuff, 0, inBuffSize);
// If data recieved add to result.
while (dataSize > 0)
{
// Create new buffer.
tempBuff = new byte[dataSize];
// Copy data from inputBuffer to tempBuffer.
Array.Copy(inBuff, tempBuff, dataSize);
// Add to result.
data.AddRange(tempBuff);
// Read once more to check if any data still could be recieved.
dataSize = netStream.Read(inBuff, 0, inBuffSize);
}
}

StreamSocket C# Client is only able to write one time to server

I have been trying to setup a client-server application using StreamSockets in c#. I am able to initially connect to the server (ConnectAsync) and following to write and read the stream. If the client sends another stream to the server using the method WriteToServer the event on the server side is not being triggered (SocketListener_ConnectionReceived). I'm sending a xmlSerialized object "Message" to the server.
While debugging I don't receive any errors. On the client side though the after having used "WriteToServer" and moving forward to "ReadFromServer" the code gets obviously stuck in the line below since the server doesn't reply
int bufferLength = inStream.ReadByte();
I hope that someone call help. I am honestly not sure what the issues is because the "Write"-method is being used the same way both times the client attempts to write to the server.
Client is a Windows 10 computer and Server a Raspberry pi running Windows 10 IoT.
The class inside the client application which handles the connection looks like this.
StreamSocket socket;
HostName remoteHostName, localHostName;
string serviceAddress = "1337";
EndpointPair endPointPair;
Boolean isConnected;
Socket test;
public Connection()
{
remoteHostName = new HostName("172.16.20.202"); // might have to change based on pi's ip address
//remoteHostName = new HostName("172.16.20.4");
localHostName = new HostName(getLocalIpAddress());
endPointPair = new EndpointPair(localHostName, serviceAddress, remoteHostName, serviceAddress);
socket = new StreamSocket();
socket.Control.NoDelay = true;
socket.Control.QualityOfService = SocketQualityOfService.LowLatency;
}
private string getLocalIpAddress()
{
var icp = NetworkInformation.GetInternetConnectionProfile();
if (icp?.NetworkAdapter == null) return null;
var hostname =
NetworkInformation.GetHostNames()
.SingleOrDefault(
hn =>
hn.IPInformation?.NetworkAdapter != null && hn.IPInformation.NetworkAdapter.NetworkAdapterId
== icp.NetworkAdapter.NetworkAdapterId);
// the ip address
return hostname?.CanonicalName;
}
public async Task StartConnection()
{
try
{
if (isConnected)
{
await socket.CancelIOAsync();
socket.Dispose();
socket = null;
isConnected = false;
}
await socket.ConnectAsync(endPointPair);
isConnected = true;
}
catch (Exception exc)
{
if (Windows.Networking.Sockets.SocketError.GetStatus(exc.HResult) == SocketErrorStatus.Unknown)
{
throw;
}
Debug.WriteLine("Connect failed with error: " + exc.Message);
socket.Dispose();
isConnected = false;
socket = null;
//return null;
}
}
public async Task WriteToServer(Message msg)
{
try
{
using (DataWriter writer = new DataWriter(socket.OutputStream))
{
writer.WriteBytes(serialize(msg));
await writer.StoreAsync();
writer.DetachStream();
writer.Dispose();
}
}
catch (Exception exc)
{
Debug.WriteLine("Write failed with error: " + exc.Message);
}
}
public async Task<Library.Message> ReadFromServer()
{
try
{
Stream inStream = socket.InputStream.AsStreamForRead();
int bufferLength = inStream.ReadByte();
byte[] serializedMessage = new byte[bufferLength];
await inStream.ReadAsync(serializedMessage, 0, bufferLength);
await inStream.FlushAsync();
Library.Message incomingMessage;
using (var stream = new MemoryStream(serializedMessage))
{
var serializer = new XmlSerializer(typeof(Library.Message));
incomingMessage = (Library.Message)serializer.Deserialize(stream);
}
return incomingMessage;
}
catch (Exception exc)
{
Debug.WriteLine("Read failed with error: " + exc.Message);
return null;
}
}
private byte[] serialize(Message msg)
{
byte[] serializedMessage, returnArray;
var serializer = new XmlSerializer(typeof(Library.Message));
using (var stream = new MemoryStream())
{
serializer.Serialize(stream, msg);
serializedMessage = stream.ToArray();
stream.Dispose();
}
int bufferLength = serializedMessage.Length;
returnArray = new byte[serializedMessage.Length + 1];
serializedMessage.CopyTo(returnArray, 1);
returnArray[0] = (byte)bufferLength;
Debug.WriteLine("ClientReturnArrayLength: " + returnArray.Length);
Debug.WriteLine("ClientFirstByte: " + returnArray[0]);
return returnArray;
}
The server side looks like this
public Task DispatcherPriority { get; private set; }
public MainPage()
{
this.InitializeComponent();
dispatcher = CoreWindow.GetForCurrentThread().Dispatcher;
hostName = new HostName(getLocalIpAddress());
clients = new List<Client>();
}
/// <summary>
/// Gets the ip address of the host
/// </summary>
/// <returns></returns>
private string getLocalIpAddress()
{
var icp = NetworkInformation.GetInternetConnectionProfile();
if (icp?.NetworkAdapter == null) return null;
var hostname =
NetworkInformation.GetHostNames()
.SingleOrDefault(
hn =>
hn.IPInformation?.NetworkAdapter != null && hn.IPInformation.NetworkAdapter.NetworkAdapterId
== icp.NetworkAdapter.NetworkAdapterId);
// the ip address
return hostname?.CanonicalName;
}
async void setupSocketListener()
{
if (socketListener != null)
{
await socketListener.CancelIOAsync();
socketListener.Dispose();
socketListener = null;
}
socketListener = new StreamSocketListener();
socketListener.Control.QualityOfService = SocketQualityOfService.LowLatency;
socketListener.ConnectionReceived += SocketListener_ConnectionReceived;
await socketListener.BindServiceNameAsync("1337");
listBox.Items.Add("server started.");
clients.Clear();
}
private async void SocketListener_ConnectionReceived(StreamSocketListener sender, StreamSocketListenerConnectionReceivedEventArgs args)
{
HostName ip = args.Socket.Information.RemoteAddress;
string port = args.Socket.Information.RemotePort;
try
{
Stream inStream = args.Socket.InputStream.AsStreamForRead();
int bufferLength = inStream.ReadByte();
byte[] serializedMessage = new byte[bufferLength];
await inStream.ReadAsync(serializedMessage, 0, bufferLength);
await inStream.FlushAsync();
Message incomingMessage;
using (var stream = new MemoryStream(serializedMessage))
{
var serializer = new XmlSerializer(typeof(Message));
incomingMessage = (Message)serializer.Deserialize(stream);
}
/// <summary>
/// 1 = Connected
/// 2 = SentNote
/// 3 = Login
/// </summary>
switch (incomingMessage.Mode)
{
case 1:
onClientConnect(ip, port, incomingMessage.Username, args.Socket);
break;
case 2:
onNoteReceived(incomingMessage);
break;
case 3:
//handle login
break;
}
}
catch (Exception msg)
{
Debug.WriteLine(msg);
}
}
private async void onNoteReceived(Message msg)
{
foreach (var client in clients)
{
//if (client.Username != msg.Username)
//{
using (DataWriter writer = new DataWriter(client.Socket.OutputStream))
{
writer.WriteBytes(serialize(msg));
await writer.StoreAsync();
writer.DetachStream();
writer.Dispose();
}
//}
}
}
private void buttonStartServer_Click(object sender, RoutedEventArgs e)
{
setupSocketListener();
}
private async void notifyClients(string username)
{
Message msg = new Message();
msg.Username = username;
foreach (var client in clients)
{
//if (client.Username != msg.Username)
//{
using (DataWriter writer = new DataWriter(client.Socket.OutputStream))
{
writer.WriteBytes(serialize(msg));
await writer.StoreAsync();
writer.DetachStream();
writer.Dispose();
}
//}
}
}
private async void onClientConnect(HostName ip, string port, string username, StreamSocket socket)
{
clients.Add(new Client(ip, port, username, socket));
await dispatcher.RunAsync(CoreDispatcherPriority.Normal, () =>
{
listBox.Items.Add("User: " + username + " on IP " + ip + " is connected.");
});
notifyClients(username);
}
private byte[] serialize(Message msg)
{
byte[] serializedMessage, returnArray;
var serializer = new XmlSerializer(typeof(Message));
using (var stream = new MemoryStream())
{
serializer.Serialize(stream, msg);
serializedMessage = stream.ToArray();
stream.Dispose();
}
int bufferLength = serializedMessage.Length;
returnArray = new byte[serializedMessage.Length + 1];
serializedMessage.CopyTo(returnArray, 1);
returnArray[0] = (byte)bufferLength;
Debug.WriteLine("ClientReturnArrayLength: " + returnArray.Length);
Debug.WriteLine("ClientFirstByte: " + returnArray[0]);
return returnArray;
}
}
This is the message class which I am using to send over the network.
public string Username { get; set; }
/// <summary>
/// 1 = startConnection
/// 2 = SendNote
/// 3 = Login
/// </summary>
public int Mode { get; set; }
public Piano PianoNote { get; set; }
public string Instrument { get; set; }
public Message()
{
}
}
public enum Piano { a1, a1s, b1, c1 };
**Edit: **
Message framing:
byte[] prefix = BitConverter.GetBytes(serializedMessage.Length);
returnArray = new byte[serializedMessage.Length + prefix.Length];
prefix.CopyTo(returnArray, 0);
serializedMessage.CopyTo(returnArray, prefix.Length);
Reading the message:
byte[] prefix = new byte[4];
await inStream.ReadAsync(prefix, 0, 4);
int bufferLength = BitConverter.ToInt32(prefix, 0);
Half-Open:
Instead of reading synchronous I switched to async reading the first 4 bytes as seen above.
I am able to initially connect to the server (ConnectAsync) and following to write and read the stream. If the client sends another stream to the server using the method WriteToServer the event on the server side is not being triggered (SocketListener_ConnectionReceived).
Take a good look at those names. You're calling ConnectAsync once and then WriteToServer twice, and only seeing SocketListener_ConnectionReceived once. There's only once connection, so yes, ConnectionReceived would only trigger once.
That's just scratching the surface, though. There's a few other very subtle issues wrong with this code.
One that sticks out is a lack of proper message framing, as I describe on my blog. You're using a single-byte length prefix, so on the wire it's OK (though limited to 256 bytes, which doesn't go far with XML). But the reading of the messages is incorrect; in particular, Stream.ReadAsync may read between 1 and bufferLength bytes, or it may return 0.
Another problem is that it's subject to the half-open problem, as I describe on my blog. In particular, int bufferLength = inStream.ReadByte(); will block indefinitely in a half-open situation. You should only use asynchronous methods for all network streams, and periodically write while waiting for data to arrive.
In summary, I strongly recommend that you use self-hosted SignalR instead of raw sockets. Raw socket programming is extremely difficult to do correctly, especially because incorrect code often happens to work correctly in a local environment.

Send objects over TCP with multiple clients and one server

Okay, I've been looking around and have found tutorials on both sending custom objects over TCP and also connecting multiple clients to one server, however I haven't been able to find an example of both so have decided to try it myself however I'm stuck. I so far have written a server that can handle an unlimited number of clients but have failed to implement sending of objects. This is the code I have so far for sending custom objects:
Client code:
Person p = new Person("Tyler", "Durden", 30); // create my serializable object
string serverIp = "127.0.0.1";
TcpClient client = new TcpClient(serverIp, 9050); // have my connection established with a Tcp Server
IFormatter formatter = new BinaryFormatter(); // the formatter that will serialize my object on my stream
NetworkStream strm = client.GetStream(); // the stream
formatter.Serialize(strm, p); // the serialization process
strm.Close();
client.Close();
Server code:
TcpListener server = new TcpListener(9050);
server.Start();
TcpClient client = server.AcceptTcpClient();
NetworkStream strm = client.GetStream();
IFormatter formatter = new BinaryFormatter();
Person p = (Person)formatter.Deserialize(strm); // you have to cast the deserialized object
strm.Close();
client.Close();
server.Stop();
This is the code I currently have for multiple clients:
Server code:
private ArrayList m_aryClients = new ArrayList(); //List of connected clients (Used for threading)
public Program()
{
//Empty constructor
}
static Program()
{
}
#region Main Enty Point
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
//Set log file location
setLogFileLocation("/usr/local/bin/ClipCloud/" + DateTime.Now.ToShortDateString() + ".log");
//Start the application
printAndLog("Starting server");
Program appmain = new Program();
//Get local hostname
IPAddress[] addressList = null;
string hostName = "";
try
{
hostName = Dns.GetHostName();
addressList = Dns.GetHostByName(hostName).AddressList;
}
catch (Exception ex)
{
printAndLog("Failed to get local address (" + ex.Message + ")", 1);
}
//Start listening and set up threads
if ((addressList == null ? false : (int)addressList.Length >= 1))
{
object[] objArray = new object[] { "Listening on : (", hostName, ") ", addressList[0], ",", 399 };
printAndLog(string.Concat(objArray), 0);
Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
socket.Bind(new IPEndPoint(addressList[0], 399));
socket.Listen(10);
socket.BeginAccept(new AsyncCallback(appmain.OnConnectRequest), socket);
//Wait until user types exit
while (!(Console.ReadLine().ToLower() == "exit"))
{}
printAndLog("Shutting down server");
socket.Close();
//Clean up after yourself
GC.Collect();
GC.WaitForPendingFinalizers();
printAndLog("Application successfully shutdown");
}
else
{
printAndLog("Unable to obtain local address" , 2);
}
}
#endregion
#region Server requests
public void NewConnection(Socket sockClient)
{
//new client connected
ClientHandler clientHandler = new ClientHandler(sockClient);
m_aryClients.Add(clientHandler);
printAndLog(string.Concat("Client (",clientHandler.Sock.RemoteEndPoint, ") connected"));
//Send client welcome message
DateTime now = DateTime.Now;
string str = string.Concat("{", now.ToString("G"), "}");
byte[] bytes = Encoding.ASCII.GetBytes(str.ToCharArray());
clientHandler.Sock.Send(bytes, (int)bytes.Length, SocketFlags.None);
clientHandler.SetupRecieveCallback(this);
}
public void OnConnectRequest(IAsyncResult ar)
{
try
{
Socket asyncState = (Socket)ar.AsyncState;
NewConnection(asyncState.EndAccept(ar));
asyncState.BeginAccept(new AsyncCallback(OnConnectRequest), asyncState);
}
catch (Exception ex)
{
printAndLog(ex.Message);
}
}
public void OnRecievedData(IAsyncResult ar)
{
ClientHandler asyncState = (ClientHandler)ar.AsyncState;
byte[] recievedData = asyncState.GetRecievedData(ar);
if ((int)recievedData.Length >= 1)
{
foreach (ClientHandler mAryClient in this.m_aryClients)
{
try
{
//This is where all data is sent out to all users!
mAryClient.Sock.Send(recievedData);
}
catch
{
printAndLog(string.Concat("Failed to send data to client (", asyncState.Sock.RemoteEndPoint, ")"), 2);
mAryClient.Sock.Close();
this.m_aryClients.Remove(asyncState);
return;
}
}
asyncState.SetupRecieveCallback(this);
}
else
{
printAndLog(string.Concat("Client (", asyncState.Sock.RemoteEndPoint, ") disconnected"), 0);
asyncState.Sock.Close();
this.m_aryClients.Remove(asyncState);
}
}
#endregion
}
internal class ClientHandler
{
private Socket m_sock;
private byte[] m_byBuff = new byte[50];
public Socket Sock
{
get
{
return this.m_sock;
}
}
public ClientHandler(Socket sock)
{
this.m_sock = sock;
}
public byte[] GetRecievedData(IAsyncResult ar)
{
int num = 0;
try
{
num = this.m_sock.EndReceive(ar);
}
catch
{
}
byte[] numArray = new byte[num];
Array.Copy(this.m_byBuff, numArray, num);
return numArray;
}
public void SetupRecieveCallback(Program app)
{
try
{
AsyncCallback asyncCallback = new AsyncCallback(app.OnRecievedData);
this.m_sock.BeginReceive(this.m_byBuff, 0, (int)this.m_byBuff.Length, SocketFlags.None, asyncCallback, this);
}
catch (Exception ex)
{
Console.WriteLine("Recieve callback setup failed! {0}", ex.Message);
}
}
}
Can someone please help me connecting the two.

TCP server causes MAX CPU utlization

i write this TCP communication library. the problem is that. when a client connects. the CPU usages boosts to maximum....this causes other application to become slow...
please take a look at the code and correct me where i did wrong..
the main code of my TCP library is
TCP Server Class
public class TCPServerEndPoint : ICommunication
{
private string channelName;
private string localIP;
private int localPort;
private string remoteIP;
private int remotePort;
private TcpListener tcpListenter;
/// <summary>
/// Accept the incomming connection and pass it to a thread to handle communication.
/// </summary>
private TCPServerWorker worker;
/// <summary>
/// List of threads created for connected clients.
/// </summary>
List<TCPServerWorker> workerThreads;
/// <summary>
/// Thread to keep listening process in seperate thread.
/// </summary>
private Thread serverThread;
/// <summary>
/// Flag to keep status of Endpoint.
/// </summary>
private bool keepRunning;
public TCPServerEndPoint()
{
this.keepRunning = false;
Guid guid = Guid.NewGuid();
channelName = guid.ToString();
workerThreads = new List<TCPServerWorker>();
}
public TCPServerEndPoint(string localIP, int localPort, string remoteIP, int remotePort)
{
this.localIP = localIP;
this.localPort = localPort;
this.remoteIP = remoteIP;
this.remotePort = remotePort;
workerThreads = new List<TCPServerWorker>();
this.keepRunning = false;
}
public event EventHandler<CommEventArgs> OnCommReceive;
public int CommStart()
{
if (this.IsStarted == true)
{
Console.WriteLine("TCP Server is already running");
return -1;
}
serverThread = new Thread(new ThreadStart(StartListening));
serverThread.IsBackground = true;
serverThread.Start();
return 0;
}
private void StartListening()
{
try
{
IPAddress localAddress = IPAddress.Parse(this.localIP);
tcpListenter = new TcpListener(localAddress, this.localPort);
tcpListenter.Start();
Console.WriteLine("TCP Server started");
Console.WriteLine("Server is listening on port : {0}", this.localPort);
this.keepRunning = true;
// look for incomming connections
while (this.keepRunning)
{
// connection received
TcpClient client = tcpListenter.AcceptTcpClient();
// create a new WorkerThread and pass the connected client to handle.
worker = new TCPServerWorker(client);
worker.dataReceived += new EventHandler<CommEventArgs>(worker_dataReceived);
workerThreads.Add(worker);
worker.Start();
}
tcpListenter.Stop();
Console.WriteLine("TCP Server stopped");
this.keepRunning = false;
}
catch
{
return;
}
}
void worker_dataReceived(object sender, CommEventArgs e)
{
if (this.OnCommReceive != null)
{
e.commChannel = this;
this.OnCommReceive(this, e);
}
}
public int CommStop()
{
if (this.IsStarted == false)
return -1;
// Close all worker threads created for connected clients.
foreach (TCPServerWorker item in workerThreads)
{
item.KeepRunning = false;
}
// break the listening loop
this.keepRunning = false;
// clear the worker thread list
workerThreads.Clear();
// force server to receive message to break while(keepRunning) loop
byte[] data = new byte[4];
IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Parse(this.localIP), localPort);
Socket tcpClient = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
tcpClient.Connect(ipEndPoint);
tcpClient.SendTo(data, ipEndPoint);
tcpClient.Close();
return 0;
}
public int CommSend(CommEventArgs obj)
{
obj.destAddress = this.remoteIP;
obj.destPort = this.remotePort;
return CommSendTo(obj);
}
public int CommSendTo(CommEventArgs obj)
{
int n;
byte[] buf;
try
{
IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Parse(obj.destAddress), obj.destPort);
buf = (byte[])obj.data;
Socket tcpClient = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
tcpClient.Connect(ipEndPoint);
n = tcpClient.SendTo(buf, ipEndPoint);
tcpClient.Close();
}
catch (Exception ex)
{
Console.WriteLine("Exception :: {0}", ex.Message);
return -1;
}
if (n == buf.Length)
{
if (OnCommSendComplete != null)
{
OnCommSendComplete(this, obj);
}
Console.WriteLine("Sent {0} bytes to {1}:{2}", n, obj.destAddress, obj.destPort);
}
else
{
return -1;
}
return n;
}
}
}
TCPServerWorker.cs
class TCPServerWorker
{
private TcpClient client;
private bool keepRunning;
public event EventHandler<CommEventArgs> dataReceived;
private const int MAX_TCP_DATA = 64000;
public bool KeepRunning
{
get
{
return this.keepRunning;
}
set
{
this.keepRunning = value;
}
}
public TCPServerWorker(TcpClient client)
{
this.client = client;
this.keepRunning = false;
}
public void Start()
{
Thread thread = new Thread(new ThreadStart(Process));
thread.IsBackground = true;
thread.Start();
}
private void Process()
{
if (client.Connected == true)
{
Console.WriteLine("Client connected :: {0}", client.Client.RemoteEndPoint);
this.keepRunning = true;
while (this.keepRunning)
{
// in my view. here is the main problem. this loop run for infinite time and causes CPU to reach at 100
byte[] buffer = new byte[MAX_TCP_DATA];
NetworkStream stream = client.GetStream();
StreamWriter writer = new StreamWriter(client.GetStream());
if (stream.DataAvailable == true)
{
int receivedBytesCount = stream.Read(buffer, 0, buffer.Length);
byte[] receivedBuffer = new byte[receivedBytesCount];
Array.Copy(buffer, receivedBuffer, receivedBytesCount);
String msg = Encoding.UTF8.GetString(receivedBuffer);
Console.WriteLine("Received MSG ::: " + msg);
writer.WriteLine("Server : Received {0} bytes", receivedBytesCount);
CommEventArgs comEventArg = new CommEventArgs();
comEventArg.data = (byte[])receivedBuffer;
IPEndPoint remoteIPEndPoint = (IPEndPoint)client.Client.RemoteEndPoint;
comEventArg.srcAddress = remoteIPEndPoint.Address.ToString();
comEventArg.srcPort = remoteIPEndPoint.Port;
comEventArg.length = receivedBytesCount;
this.OnDataReceived(comEventArg);
writer.Flush();
}
}
client.Close();
}
}
protected void OnDataReceived(CommEventArgs e)
{
if (this.dataReceived != null)
{
this.dataReceived(this, e);
}
}
}
}
You're using nonblocking I/O which leads to a loop (at least) in your client
while (this.keepRunning) {...}
which is consuming all your CPU resources by busy waiting.
You should consider to use blocking I/O or Socket.Select
Look at the first remark here
Details about select
One thing to note is that you never SET IsStarted .. you only GET it ._. Maybe you're spawning hundreds of threads =/ I'm talking about the TCPServerEndPoint class =/
Yes, you are busy waiting for a connection. I don't know socket programming so I can't give you details, but what you need to do is wait for a connection using the blocking system call.
I solved the issue after modifying the Process method of TCPServerWorker.cs
here is the changes
private void Process()
{
if (client.Connected == true)
{
Console.WriteLine("Client connected :: {0}", client.Client.RemoteEndPoint);
Byte[] bytes = new Byte[MAX_TCP_DATA];
String data = null;
NetworkStream stream = client.GetStream();
int i;
try
{
// Loop to receive all the data sent by the client.
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
// bytes contains received data in byte[].
// Translate data bytes to a UTF-8 string.
byte[] receivedBuffer = new byte[i];
Array.Copy(bytes, receivedBuffer, i);
data = System.Text.Encoding.UTF8.GetString(receivedBuffer);
Console.WriteLine("Received MSG ::: " + data);
// Process the data sent by the client.
byte[] msg = System.Text.Encoding.UTF8.GetBytes(data);
// Send back a response.
stream.Write(msg, 0, msg.Length);
CommEventArgs comEventArg = new CommEventArgs();
comEventArg.data = receivedBuffer;
IPEndPoint remoteIPEndPoint = (IPEndPoint)client.Client.RemoteEndPoint;
comEventArg.srcAddress = remoteIPEndPoint.Address.ToString();
comEventArg.srcPort = remoteIPEndPoint.Port;
comEventArg.length = i;
this.OnDataReceived(comEventArg);
}
}
catch (Exception ex)
{
Console.WriteLine("Exception : " + ex.Message);
}
finally
{
client.Close();
}
}
}

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