StreamReader seemingly advancing after ReadLine() even if there's nothing to read - c#

I have a client/server app.
On my client app there is a loop to handle client communication. There's a StreamReader with the ReadLine command. The command should stay locked until it receives something to read. However, in my case, after sending 1 request, on the next cycle the program is advancing after ReadLine is reached even if there's no message sent.
This is throwing an exception in the next line, where I attempt to deserealize the message I received in the line above, since it's trying to desearilize something that is null
private void ClientCommunication(object client)
{
TcpClient tcClient = (TcpClient)client;
StreamReader reader = new StreamReader(tcCliente.GetStream());
StreamWriter serverStreamWriter = new StreamWriter(tcClient.GetStream());
while (serverIsOn)
{
try
{
//This line should be blocked until there's actually something to read.
var message= reader.ReadLine();
//But after handling one request, it moves to this line on its own even if there's no message yet
SocketMessage<object> requestReceived= JsonConvert.DeserializeObject<SocketMessage<object>>(message);//And this is where the exception gets thrown from, because message is eventually null.
if (!connectedClientsDict.ContainsKey(requestReceived.Entity.ToString())){
connectedClientsDict.Add(requestReceived.Entity.ToString(), tcClient);
SelectMethod(requestReceived.Method, message, ref serverStreamWriter);
} else
{
SelectMethod(requestReceived.Metodo, message, ref serverStreamWriter);
}
}
catch (Exception ex)
{
MessageBox.Show(ex.Message, "Error in ClientCommunication", MessageBoxButtons.OK, MessageBoxIcon.Error);
break;
}
}
tcClient.Close();
}
Here's the SelectMethod method
public void SelectMethod(string pMethod, string pMessage, ref StreamWriter serverStreamWriter)
{
switch (pMethod)
{
case "RegisterEmployee":
try {
semaphore = new Semaphore(1, 1);
semaphore.WaitOne();
SocketMessage<Employee> employeeToRegister = JsonConvert.DeserializeObject<SocketMessage<Employee>>(pMessage);
data.RegisterEmployee(employeeToRegister.Entity);
SocketMessage<string> serverRsp = new SocketMessage<string> { Entity= "SERVER", Method= "SUCCESS" };
serverStreamWriter.WriteLine(JsonConvert.SerializeObject(serverRsp));
serverStreamWriter.Flush();
semaphore.Release();
break;
} catch (Exception ex)
{
Console.WriteLine(ex.Message);
SocketMessage<string> serverRsp= new SocketMessage<string> { Entity = ex.Message.ToString(),
Method = "EMPLOYEE ALREADY EXISTS" };
serverStreamWriter.WriteLine(JsonConvert.SerializeObject(serverRsp));
serverStreamWriter.Flush();
semaphore.Release();
break;
}
default:
break;
}
}
This is the method being sent from the client, in case it helps.
public SocketMessage<string> RequestEmployeeRegistration(Employee emp)
{
try
{
serverIp = IPAddress.Parse("127.0.0.1");
client = new TcpClient();
serverEndPoint = new IPEndPoint(serverIp, 16830);
SocketMessage<string> serverRsp;
string serializedRsp;
client.Connect(serverEndPoint);
SocketMessage<Emp> empToRegister = new SocketMessage<Employee> { Method = "RegisterEmployee", Entidad = emp };
clientStreamReader = new StreamReader(client.GetStream());
clientStreamWriter = new StreamWriter(client.GetStream());
clientStreamWriter.WriteLine(JsonConvert.SerializeObject(empToRegister ));
clientStreamWriter.Flush();
serializedRsp = clientStreamReader.ReadLine();
serverRsp = (JsonConvert.DeserializeObject<SocketMessage<string>>(serializedRsp));
client.Close();
return serverRsp;
} catch (Exception ex)
{
Console.WriteLine(ex.Message);
client.Close();
return new SocketMessage<string> { Entity = "ERROR", Method = ex.Message };
}
}

Related

"Cannot access a disposed object.\r\nObject name: 'System.Net.Sockets.NetworkStream'

In the ClientClass, I have two threads; one for TCP-IP connection to a localhost and another to keep receiving messages from the localhost.
In case the connection gets broken, I close the connection using m_DeviceClientSocket.Close() inside the catch block of the method ConnectToDeviceAndMonitorConnection().
PROBLEM: Since I close the socket connection, therefore, the whole m_DeviceClientSocket object is dereferenced. This leads to another error inside the catch block of the method GetMessagesFromDevice() and the error says (as shown in the catch block of the code):
"Cannot access a disposed object.\r\nObject name:
'System.Net.Sockets.NetworkStream'
QUESTION: How should I create the m_DeviceClientSocket object, which can be closed, reconnected and is available to both the threads?
class ClientClass
{
Thread t1_DeviceConnectionMonitor, t2_receiveDeviceMessages;
static readonly object m_IsConnectedToDevice_Locker = new object();
bool m_IsConnectedToDevice = false;
//Device - Communication Variables
string m_DeviceURL = "127.0.0.1";
int m_DevicePort = 23;
TcpClient m_DeviceClientSocket = new TcpClient();
NetworkStream m_DeviceServerStream = default(NetworkStream);
public ClientClass()
{
//Thread for CONNECTION Monitoring
t1_DeviceConnectionMonitor = new Thread(ConnectToDeviceAndMonitorConnection);
t_DeviceConnectionMonitor.Start();
//Thread to RECEIVE messages
t2_receiveDeviceMessages = new Thread(GetMessagesFromDevice);
t2_receiveDeviceMessages.Start();
}
//Connect to Device
void ConnectToDeviceAndMonitorConnection()
{
while (true)
{
if (!m_IsConnectedToDevice)
{
try
{
//Connect to device server
m_DeviceClientSocket.Connect(m_DeviceURL, m_DevicePort);
m_DeviceServerStream = m_DeviceClientSocket.GetStream();
SetDeviceConnectionStatus(true);
}
catch (SocketException se)
{
if (m_DeviceClientSocket.Connected)
m_DeviceClientSocket.Close(); //This Close() statement dereference the complete "m_DeviceClientSocket" object
}
}
}
}
//RECEIVE messages from the device
public void GetMessagesFromDevice()
{
string messageReceivedFromDevice;
while (true)
{
try
{
var buffersize = m_DeviceClientSocket.ReceiveBufferSize;
byte[] instream = new byte[buffersize];
int status = m_DeviceServerStream.Read(instream, 0, buffersize);
if (status == 0)
{
SetDeviceConnectionStatus(false);
}
messageReceivedFromDevice = System.Text.Encoding.ASCII.GetString(instream);
}
catch (Exception e)
{
//I ENETER HERE AND THE EXCEPTIONS SAYS: ""Cannot access a disposed object.\r\nObject name: 'System.Net.Sockets.NetworkStream'"
}
}
}
//Thread Safety is needed to set the device connection status
public void SetDeviceConnectionStatus(bool status)
{
lock (m_IsConnectedToDevice_Locker)
{
m_IsConnectedToDevice = status;
}
}
}

Error Handling in TcpClient Socket

I am new to Sockets this is my Code to send and receive data from a server.
This Code Works fine as long as the Client is able to receive data from the server.
In Case the Server does not sends the answer back in the given time then the application needs to send "No Answer Received".
How can i know if the recvBuffer is empty or NULL.
Currently the if Condition for the recvBuffer does not work and the application tries to send empty buffer which results in "System.IndexOutOfRangeException error".
class GetSocket
{
public string SocketSendReceive(string server, int port, string cmd)
{
byte[] recvBuffer = new byte[1024];
TcpClient tcpClient = new TcpClient();
tcpClient.Client.ReceiveTimeout = 200;
try
{
tcpClient.Connect(server, 6100);
}
catch (SocketException e)
{
MessageBox.Show(e.Message);
}
if (tcpClient != null && tcpClient.Connected)
{
try
{
tcpClient.Client.Send(Encoding.UTF8.GetBytes(cmd));
tcpClient.Client.Receive(recvBuffer);
}
catch (SocketException e)
{
MessageBox.Show(e.ErrorCode.ToString());
}
tcpClient.GetStream().Close();
tcpClient.Client.Close();
tcpClient.Client.Dispose();
tcpClient = null;
string tmp = Encoding.ASCII.GetString(recvBuffer, 0, recvBuffer.Length);
if (recvBuffer != null && recvBuffer.Length > 0)
{
string[] words = tmp.Split(null);
return words[1];
}
else
{
return ("No Answer Received");
}
}
return null;
}
}
The Following code works fine after making changes as suggested.
class GetSocket
{
public string SocketSendReceive(string server, int port, string cmd)
{
byte[] recvBuffer = new byte[1024];
TcpClient tcpClient = new TcpClient();
tcpClient.Client.ReceiveTimeout = 200;
string tmp;
try
{
tcpClient.Connect(server, 6100);
}
catch (SocketException e)
{
MessageBox.Show(e.Message);
}
if (tcpClient != null && tcpClient.Connected)
{
try
{
tcpClient.Client.Send(Encoding.UTF8.GetBytes(cmd));
tcpClient.Client.Receive(recvBuffer);
tmp = Encoding.ASCII.GetString(recvBuffer, 0, recvBuffer.Length);
string[] words = tmp.Split(null);
return words[1];
}
catch (SocketException e)
{
return ("No Answer Received");
}
}
return null;
}
}

Sending data over NetworkStream using multiple threads

I'm trying to build a command line chat room where the server is handling the connections and repeating input from one client back to all the other clients.
Currently the server is able to take in input from multiple clients, but can only send information back to those clients individually. I think my problem is that each connection is being handled on an individual thread. How would I allow for the threads to communicate with each other or be able to send data to each thread?
Server code:
namespace ConsoleApplication
{
class TcpHelper
{
private static object _lock = new object();
private static List<Task> _connections = new List<Task>();
private static TcpListener listener { get; set; }
private static bool accept { get; set; } = false;
private static Task StartListener()
{
return Task.Run(async () =>
{
IPAddress address = IPAddress.Parse("127.0.0.1");
int port = 5678;
listener = new TcpListener(address, port);
listener.Start();
Console.WriteLine($"Server started. Listening to TCP clients at 127.0.0.1:{port}");
while (true)
{
var tcpClient = await listener.AcceptTcpClientAsync();
Console.WriteLine("Client has connected");
var task = StartHandleConnectionAsync(tcpClient);
if (task.IsFaulted)
task.Wait();
}
});
}
// Register and handle the connection
private static async Task StartHandleConnectionAsync(TcpClient tcpClient)
{
// start the new connection task
var connectionTask = HandleConnectionAsync(tcpClient);
// add it to the list of pending task
lock (_lock)
_connections.Add(connectionTask);
// catch all errors of HandleConnectionAsync
try
{
await connectionTask;
}
catch (Exception ex)
{
// log the error
Console.WriteLine(ex.ToString());
}
finally
{
// remove pending task
lock (_lock)
_connections.Remove(connectionTask);
}
}
private static async Task HandleConnectionAsync(TcpClient client)
{
await Task.Yield();
{
using (var networkStream = client.GetStream())
{
if (client != null)
{
Console.WriteLine("Client connected. Waiting for data.");
StreamReader streamreader = new StreamReader(networkStream);
StreamWriter streamwriter = new StreamWriter(networkStream);
string clientmessage = "";
string servermessage = "";
while (clientmessage != null && clientmessage != "quit")
{
clientmessage = await streamreader.ReadLineAsync();
Console.WriteLine(clientmessage);
servermessage = clientmessage;
streamwriter.WriteLine(servermessage);
streamwriter.Flush();
}
Console.WriteLine("Closing connection.");
networkStream.Dispose();
}
}
}
}
public static void Main(string[] args)
{
// Start the server
Console.WriteLine("Hit Ctrl-C to close the chat server");
TcpHelper.StartListener().Wait();
}
}
}
Client Code:
namespace Client2
{
public class Program
{
private static void clientConnect()
{
TcpClient socketForServer = new TcpClient();
bool status = true;
string userName;
Console.Write("Input Username: ");
userName = Console.ReadLine();
try
{
IPAddress address = IPAddress.Parse("127.0.0.1");
socketForServer.ConnectAsync(address, 5678);
Console.WriteLine("Connected to Server");
}
catch
{
Console.WriteLine("Failed to Connect to server{0}:999", "localhost");
return;
}
NetworkStream networkStream = socketForServer.GetStream();
StreamReader streamreader = new StreamReader(networkStream);
StreamWriter streamwriter = new StreamWriter(networkStream);
try
{
string clientmessage = "";
string servermessage = "";
while (status)
{
Console.Write(userName + ": ");
clientmessage = Console.ReadLine();
if ((clientmessage == "quit") || (clientmessage == "QUIT"))
{
status = false;
streamwriter.WriteLine("quit");
streamwriter.WriteLine(userName + " has left the conversation");
streamwriter.Flush();
}
if ((clientmessage != "quit") && (clientmessage != "quit"))
{
streamwriter.WriteLine(userName + ": " + clientmessage);
streamwriter.Flush();
servermessage = streamreader.ReadLine();
Console.WriteLine("Server:" + servermessage);
}
}
}
catch
{
Console.WriteLine("Exception reading from the server");
}
streamreader.Dispose();
networkStream.Dispose();
streamwriter.Dispose();
}
public static void Main(string[] args)
{
clientConnect();
}
}
}
The main thing wrong in your code is that you make no attempt to send data received from one client to the other connected clients. You have the _connections list in your server, but the only thing stored in the list are the Task objects for the connections, and you don't even do anything with those.
Instead, you should maintain a list of the connections themselves, so that when you received a message from one client, you can then retransmit that message to the other clients.
At a minimum, this should be a List<TcpClient>, but because you are using StreamReader and StreamWriter, you'll want to initialize and store those objects in the list as well. In addition, you should include a client identifier. One obvious choice for this would be the name of the client (i.e. what the user enters as their name), but your example doesn't provide any mechanism in the chat protocol to transmit that identification as part of the connection initialization, so in my example (below) I just use a simple integer value.
There are some other irregularities in the code you posted, such as:
Starting a task in a brand new thread, just to execute a few statements that get you to the point of initiating an asynchronous operation. In my example, I simply omit the Task.Run() part of the code, as it's not needed.
Checking the connection-specific task when it's returned for IsFaulted. Since it's unlikely any I/O will actually have occurred by the time this Task object is returned, this logic has very little use. The call to Wait() will throw an exception, which will propagate to the main thread's Wait() call, terminating the server. But you don't terminate the server in the event of any other error, so it's not clear why you'd want to do that here.
There's a spurious call to Task.Yield(). I have no idea what you're trying to accomplish there, but whatever it is, that statement isn't useful. I simply removed it.
In your client code, you only attempt to receive data from the server when you've sent data. This is very wrong; you want clients to be responsive and receive data as soon as it's sent to them. In my version, I included a simple little anonymous method that is called immediately to start a separate message-receiving loop that will execute asynchronously and concurrently with the main user input loop.
Also in the client code, you were sending the "…has left…" message after the "quit" message that would cause the server to close the connection. This means that the server would never actually receive the "…has left…" message. I reversed the order of the messages so that "quit" is always the last thing the client ever sends.
My version looks like this:
Server:
class TcpHelper
{
class ClientData : IDisposable
{
private static int _nextId;
public int ID { get; private set; }
public TcpClient Client { get; private set; }
public TextReader Reader { get; private set; }
public TextWriter Writer { get; private set; }
public ClientData(TcpClient client)
{
ID = _nextId++;
Client = client;
NetworkStream stream = client.GetStream();
Reader = new StreamReader(stream);
Writer = new StreamWriter(stream);
}
public void Dispose()
{
Writer.Close();
Reader.Close();
Client.Close();
}
}
private static readonly object _lock = new object();
private static readonly List<ClientData> _connections = new List<ClientData>();
private static TcpListener listener { get; set; }
private static bool accept { get; set; }
public static async Task StartListener()
{
IPAddress address = IPAddress.Any;
int port = 5678;
listener = new TcpListener(address, port);
listener.Start();
Console.WriteLine("Server started. Listening to TCP clients on port {0}", port);
while (true)
{
var tcpClient = await listener.AcceptTcpClientAsync();
Console.WriteLine("Client has connected");
var task = StartHandleConnectionAsync(tcpClient);
if (task.IsFaulted)
task.Wait();
}
}
// Register and handle the connection
private static async Task StartHandleConnectionAsync(TcpClient tcpClient)
{
ClientData clientData = new ClientData(tcpClient);
lock (_lock) _connections.Add(clientData);
// catch all errors of HandleConnectionAsync
try
{
await HandleConnectionAsync(clientData);
}
catch (Exception ex)
{
// log the error
Console.WriteLine(ex.ToString());
}
finally
{
lock (_lock) _connections.Remove(clientData);
clientData.Dispose();
}
}
private static async Task HandleConnectionAsync(ClientData clientData)
{
Console.WriteLine("Client connected. Waiting for data.");
string clientmessage;
while ((clientmessage = await clientData.Reader.ReadLineAsync()) != null && clientmessage != "quit")
{
string message = "From " + clientData.ID + ": " + clientmessage;
Console.WriteLine(message);
lock (_lock)
{
// Locking the entire operation ensures that a) none of the client objects
// are disposed before we can write to them, and b) all of the chat messages
// are received in the same order by all clients.
foreach (ClientData recipient in _connections.Where(r => r.ID != clientData.ID))
{
recipient.Writer.WriteLine(message);
recipient.Writer.Flush();
}
}
}
Console.WriteLine("Closing connection.");
}
}
Client:
class Program
{
private const int _kport = 5678;
private static async Task clientConnect()
{
IPAddress address = IPAddress.Loopback;
TcpClient socketForServer = new TcpClient();
string userName;
Console.Write("Input Username: ");
userName = Console.ReadLine();
try
{
await socketForServer.ConnectAsync(address, _kport);
Console.WriteLine("Connected to Server");
}
catch (Exception e)
{
Console.WriteLine("Failed to Connect to server {0}:{1}", address, _kport);
return;
}
using (NetworkStream networkStream = socketForServer.GetStream())
{
var readTask = ((Func<Task>)(async () =>
{
using (StreamReader reader = new StreamReader(networkStream))
{
string receivedText;
while ((receivedText = await reader.ReadLineAsync()) != null)
{
Console.WriteLine("Server:" + receivedText);
}
}
}))();
using (StreamWriter streamwriter = new StreamWriter(networkStream))
{
try
{
while (true)
{
Console.Write(userName + ": ");
string clientmessage = Console.ReadLine();
if ((clientmessage == "quit") || (clientmessage == "QUIT"))
{
streamwriter.WriteLine(userName + " has left the conversation");
streamwriter.WriteLine("quit");
streamwriter.Flush();
break;
}
else
{
streamwriter.WriteLine(userName + ": " + clientmessage);
streamwriter.Flush();
}
}
await readTask;
}
catch (Exception e)
{
Console.WriteLine("Exception writing to server: " + e);
throw;
}
}
}
}
public static void Main(string[] args)
{
clientConnect().Wait();
}
}
There is still a lot you'll need to work on. You'll probably want to implement proper initialization of chat user names on the server side. At the very least, for real-world code you'd want to do more error checking, and make sure the client ID is generated reliably (if you only want positive ID values, you can't have more than 2^31-1 connections before it rolls back over to 0).
I also made some other minor changes that weren't strictly necessary, such as using the IPAddress.Any and IPAddress.Loopback values instead of parsing strings, and just generally simplifying and cleaning up the code here and there. Also, I'm not using a C# 6 compiler at the moment, so I changed the code where you were using C# 6 features so that it would compile using C# 5 instead.
To do a full-blown chat server, you still have your work cut out for you. But I hope that the above gets you back on the right track.

How to handle client disconnect in Socket Programming?

I have written a server side code using Sockets, Its working fine but have one problem I don't know how to handle this scenario: if client just closes application without sending Disconnect request, my server side program crashes. What do I need to do to avoid this? Please guide me I am new to Socket programming.
private void OnReceive(IAsyncResult result)
{
try
{
Socket clientSocket = (Socket)result.AsyncState;
clientSocket.EndReceive(result);
command = responseMessage = string.Empty;
command = ByteToString(receviedData);
receviedData = new byte[30];
if (command=="Connect")
{
ClientInfo clientInfo = new ClientInfo();
clientInfo.socket = clientSocket;
clientInfo.IP = clientSocket.RemoteEndPoint.ToString();
connectedClients.Add(clientInfo);
responseMessage = "Connection established...";
}
else if (command=="Disconnect")
{
for (int i = 0; i < connectedClients.Count; i++)
{
if (connectedClients[i].socket == clientSocket)
{
connectedClients.RemoveAt(i);
break;
}
}
clientSocket.Close();
}
else
{
responseMessage = "Error";
}
byte[] responseStatus = StringToByte(responseMessage);
for (int i = 0; i < connectedClients.Count; i++)
{
if (connectedClients[i].socket==clientSocket)
{
connectedClients[i].socket.BeginSend(responseStatus, 0, responseStatus.Length,SocketFlags.None, new AsyncCallback(OnSend), connectedClients[i].socket);
break;
}
}
}
catch(Exception ex)
{
throw new Exception(ex.Message);
}
}
Your application crashes, because you throw an exception in the catch block of your method.
If you don't want your application to crash, you need to remove the throw new Exception(ex.Message); line from the catch block.
Replace it with code that handles the error and gracefully restores your application to a safe state. From reading your code, this should be done by removing the clientSocket from connectedClients
Secondly, it is better to just use throw; instead of throw new Exception(ex.Message);. throw; will re-throw the original exception object and thus preserve the stack trace and other vital information that helps in debugging your software.
Using new Exception("Message") will create a completely new exception object with the current stack trace.
private void OnReceive(IAsyncResult result)
{
try
{
Socket clientSocket = (Socket)result.AsyncState;
clientSocket.EndReceive(result);
command = responseMessage = string.Empty;
command = ByteToString(receviedData);
receviedData = new byte[30];
if (command=="Connect")
{
ClientInfo clientInfo = new ClientInfo() {
socket = clientSocket,
IP = clientSocket.RemoteEndPoint.ToString(),
};
connectedClients.Add(clientInfo);
responseMessage = "Connection established...";
}
else if (command=="Disconnect")
{
removeClientInfo(clientSocket);
clientSocket.Close();
}
else
{
responseMessage = "Error";
}
byte[] responseStatus = StringToByte(responseMessage);
for (int i = 0; i < connectedClients.Count; i++)
{
if (connectedClients[i].socket==clientSocket)
{
connectedClients[i].socket.BeginSend(responseStatus, 0, responseStatus.Length,SocketFlags.None, new AsyncCallback(OnSend), connectedClients[i].socket);
break;
}
}
}
catch(Exception ex)
{
// add error handling and gracefully recover
// caution: The way done here, might work, but it smells :-/
removeClientInfo((Socket)result.AsyncState);
((Socket)result.AsyncState).Close();
}
}
/// removes the client info from the connectedClients enumerable
private void removeClientInfo(Socket socket)
{
for (int i = 0; i < connectedClients.Count; i++)
{
if (connectedClients[i].socket == socket)
{
connectedClients.RemoveAt(i);
break;
}
}
}
You are throwing a new exception inside the catch block, which doesn't make much sense unless you're doing some logging or similar. Change the catch block like:
catch(SocketException)
{
}
Also, you should check the number of bytes read returned from EndReceive. If you receive zero bytes, that means the client has shutdown the connection:
int numReceived = clientSocket.EndReceive(result);
if(numReceived == 0)
{
//client has shutdown the connection
}

Handling exceptions in Socket programming

public partial class Form1 : Form
{
private void button1_Click(object sender, EventArgs e)
{
String text = textBox1.Text;
UdpClient udpc = new UdpClient(text,8899);
IPEndPoint ep = null;
while (true)
{
MessageBox.Show("Name: ");
string name = "Connected";
if (name == "") break;
byte[] sdata = Encoding.ASCII.GetBytes(name);
udpc.Send(sdata, sdata.Length);
if (udpc.Receive(ref ep)==null)
{
MessageBox.Show("Host not found");
}
else
{
byte[] rdata = udpc.Receive(ref ep);
string job = Encoding.ASCII.GetString(rdata);
MessageBox.Show(job);
}
}
}
I'm getting an error message when my remote machine is not connected . with this code im getting the errror.
if (udpc.Receive(ref ep)==null)
error message is socket exception was unhanded ( An existing connection was forcibly closed by the remote host)
Wrap the code in a
try
{
}
catch(SocketException se)
{
}
catch(Exception ex)
{
}
And start here for documentation on SocketException
http://msdn.microsoft.com/en-us/library/system.net.sockets.socketexception.aspx
If the exception is unhandled, so handle the exception:
while (true)
{
MessageBox.Show("Name: ");
string name = "Connected";
if (name == "") break;
byte[] sdata = Encoding.ASCII.GetBytes(name);
try{
udpc.Send(sdata, sdata.Length);
byte[] rdata = udpc.Receive(ref ep);
string job = Encoding.ASCII.GetString(rdata);
MessageBox.Show(job);
}
catch(Exception ex)
{
MessaageBox.show(ex.toString());
}
}
The try...catch block is always recommended when the program accesses external resources (dbs, queues, file systems, http connections, udp sockets etc.)
You can wrap your infinite loop in a try catch block.
try
{
while(true)
{
//your code
}
}
catch(Exception exception)
{
//show exception.Message;
}
finally{ //clean up}
Look at how it is done.

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