I'm creating a windows service that would communicate with another application. The problem I'm facing is that the NamedPipeServerStream closes as soon as the client disconnects. I want that the server should remain open, so whenever the client application starts, it gets connected.
I don't want to use WCF, the messages would be small, so I just want to keep it simple using Named Pipes. Multiple clients can connect to the service. Is there a way to keep the server always running?
This is what I have so far:
var server = new NamedPipeServerStream("pipeeee123");
server.SetAccessControl(pipeSa);
server.WaitForConnection();
StreamReader reader = new StreamReader(server);
StreamWriter writer = new StreamWriter(server);
while (true)
{
var line = reader.ReadLine();
this.EventLog.WriteEntry("Got command " + line, EventLogEntryType.Information);
var resp = HandleCommand(line);
writer.WriteLine(resp);
writer.Flush();
}
Take a look at this code.
var server = new NamedPipeServerStream("PipesOfPiece");
StreamReader reader = new StreamReader(server);
StreamWriter writer = new StreamWriter(server);
while (true)
{
if (!server.IsConnected)
{
try
{
server.WaitForConnection();
}
catch (IOException)
{
server.Disconnect();
continue;
}
}
var line = reader.ReadLine();
if (!server.IsConnected)
{
continue;
}
if(!string.IsNullOrEmpty(line))
{
writer.WriteLine(String.Join("", line.Reverse()));
}
writer.Flush();
}
From what I see, your server just falls because you don't correctly process reopening of connnection + edge cases.
Also, consider the fact that you can only work with once instance of a client at a time.
Named Pipe Instances are expected to terminate on client disconnect, see: https://learn.microsoft.com/en-us/windows/win32/ipc/named-pipe-instances?redirectedfrom=MSDN.
For multiple clients services, see the following project: https://www.codeproject.com/Articles/864679/Creating-a-Server-Using-Named-Pipes
Also perhaps helpful:
How to use named pipes in C# correctly -- several connections, server recreation etc
I know it's not asynchronous, but if anybody wants a synchronous version, I was able to get it working using the following:
NamedPipeServerStream server = new NamedPipeServerStream("pipeee",
PipeDirection.InOut, 10,
PipeTransmissionMode.Message,
PipeOptions.WriteThrough, 1024, 1024, pipeSecurity);
while (true)
{
// re-connect if disconnected
if (!server.IsConnected)
{
server = new NamedPipeServerStream("pipeee",
PipeDirection.InOut, 10,
PipeTransmissionMode.Message,
PipeOptions.WriteThrough, 1024, 1024, pipeSecurity);
}
server.WaitForConnection();
StreamReader reader = new StreamReader(server);
StreamWriter writer = new StreamWriter(server);
while (true)
{
var line = reader.ReadLine();
var resp = HandleCommand(line);
writer.WriteLine(resp);
writer.Flush();
// exit inner loop if disconnected, outer loop will handle re connection
if(!server.IsConnected)
{
break;
}
}
}
Related
Im connecting to a TcpClient and using StreamReader to ReadLine.
My application fetch emails every 2 seconds.
When I run my application on desktop it works fine, but if I run it as a win service it hangs on "info = _Reader.ReadLine();" before it returns the "info" to "CheckResultOK(info);" every minute.
What causes this major delay?
I have current code:
string info = "";
_Connection = new TcpClient(Host, Port);
if (!Ssl)
{
_Stream = _Connection.GetStream();
}
else
{
_Stream = new SslStream(_Connection.GetStream(), false);
((SslStream)_Stream).AuthenticateAsClient(Host);
}
_Reader = new StreamReader(_Stream, System.Text.Encoding.Default);
info = _Reader.ReadLine();
CheckResultOK(info);
I have simple server that gets string from client and prints it on screen.
I also have simple client, sending data and closing:
static void Main()
{
var client = new TcpClient("localhost", 26140);
var stream = client.GetStream();
Byte[] data = System.Text.Encoding.UTF8.GetBytes("CALC qwer");
stream.Write(data, 0, data.Length);
stream.Close();
client.Close();
//Thread.Sleep(100);
}
And with uncommented string 'Thread.Sleep(100)' it works ok.
But when commenting, sometimes ( 1 of 5-10 runs ) client doesn't send the string.
Watching wireshark and netstat I've noticed that client sends SYN,ACK package, establishes connection and exits without sending anything and without closing the socket.
Could anyone explain this behaivor? Why sleep helps? What am I doing wrong?
UPD:
With this sample code adding flush() before closing really works, thanks Fox32.
But after it I returned to my initial code:
var client = new TcpClient("localhost", 26140);
client.NoDelay = true;
var stream = client.GetStream();
var writer = new StreamWriter(stream);
writer.WriteLine("CALC qwer");
writer.Flush();
stream.Flush();
stream.Close();
client.Close();
And it isn't working, even with NoDelay. It's bad - using StreamWriter over network stream?
UPD:
Here is server code:
static void Main(string[] args)
{
(new Server(26140)).Run();
}
In Server class:
public void Run()
{
var listener = new TcpListener(IPAddress.Any, port);
listener.Start();
while (true)
{
try
{
var client = listener.AcceptTcpClient();
Console.WriteLine("Client accepted: " + client.Client.RemoteEndPoint);
var stream = client.GetStream();
stream.ReadTimeout = 2000;
byte[] buffer = new byte[1000];
stream.Read(buffer, 0, 1000);
var s = Encoding.UTF8.GetString(buffer);
Console.WriteLine(s);
}
catch (Exception ex)
{
Console.WriteLine("ERROR! " + ex.Message);
}
}
}
UPD:
Adding even Sleep(1) makes crashes happen in 1 of 30-50 clients running at the same time.
And adding Sleep(10) seems to be solving it totally, I can't catch any crash.
Don't understand, why socket needs this several milliseconds to close correctly.
The TcpClient is using the Nagle's algorithm and waits for more data before sending it over the wire. If you close the socket to fast, no data is trasmitted.
You have multiple ways to solve this problem:
The NetworkStream has a Flush method for flushing the stream content (I'm not sure if this method does anything from the comment on MSDN)
Disable Nagle's algorithm: Set NoDelay of the TcpCLient to true.
The last option is to set the LingerState of the TcpClient. The Close method documentation states, that the LingerState is used while calling Close
In almost all cases you are supposed to call Shutdown on a Socket or TcpClient before disposing it. Disposing rudely kills the connection.
Your code basically contains a race condition with the TCP stack.
Setting NoDelay is also a fix for this but hurts performance. Calling Flush IMHO still results an an disorderly shutdown. Don't do it because they are just hacks which paint over the problem by hiding the symptoms. Call Shutdown.
I want to stress that Shutdown being called on the Socket is the only valid solution that I know of. Even Flush just forces the data onto the network. It can still be lost due to a network hickup. It will not be retransmitted after Close has been called because Close is a rude kill on the socket.
Unfortunately TcpClient has a bug which forces you to go to the underlying Socket to shut it down:
tcpClient.Client.Shutdown();
tcpClient.Close();
According to Reflector, if you have ever accessed GetStream this problem arises and Close does not close the underlying socket. In my estimation this bug was produced because the developer did not really know about the importance of Shutdown. Few people know and many apps are buggy because of it. A related question.
In your server side code you are only calling Read() once, but you can't assume the data will be available when you call read. You have to continue reading in a loop until no more data is available. See the full example below.
I have tried to reproduce your issue with the minimal amount of code and was not able to. The server prints out the clients message everytime. No special settings such as NoDelay and no explicit Close() or Flush(), just Using statements which ensures all resources are properly disposed.
class Program
{
static int port = 123;
static string ip = "1.1.1.1";
static AutoResetEvent waitHandle = new AutoResetEvent(false);
static void Main(string[] args)
{
StartServer();
waitHandle.WaitOne();
for (int x=0; x<1000; x++)
{
StartClient(x);
}
Console.WriteLine("Done starting clients");
Console.ReadLine();
}
static void StartClient(int count)
{
Task.Factory.StartNew((paramCount) =>
{
int myCount = (int)paramCount;
using (TcpClient client = new TcpClient(ip, port))
{
using (NetworkStream networkStream = client.GetStream())
{
using (StreamWriter writer = new StreamWriter(networkStream))
{
writer.WriteLine("hello, tcp world #" + myCount);
}
}
}
}, count);
}
static void StartServer()
{
Task.Factory.StartNew(() =>
{
try
{
TcpListener listener = new TcpListener(port);
listener.Start();
Console.WriteLine("Listening...");
waitHandle.Set();
while (true)
{
TcpClient theClient = listener.AcceptTcpClient();
Task.Factory.StartNew((paramClient) => {
TcpClient client = (TcpClient)paramClient;
byte[] buffer = new byte[32768];
MemoryStream memory = new MemoryStream();
using (NetworkStream networkStream = client.GetStream())
{
do
{
int read = networkStream.Read(buffer, 0, buffer.Length);
memory.Write(buffer, 0, read);
}
while (networkStream.DataAvailable);
}
string text = Encoding.UTF8.GetString(memory.ToArray());
Console.WriteLine("from client: " + text);
}, theClient);
}
}
catch (Exception e)
{
Console.WriteLine(e);
}
}, TaskCreationOptions.LongRunning);
}
}
UPD:
I've tested this bug on several computers and nothing crashed. Seems like it is a local bug on my computer.
ENDOFUPD
So, what I've found about reproducing this bug.
#Despertar - your code works well. But it isn't reproduce conditions of this bug. On client you need to send data and quit after it. And in your code many clients are sending data and after all application is closing.
This is how I'm testing this on my computer:
I have server ( just accepting connection and print incoming data ), client ( just sends data once end exits ) and running utility ( runs client exe several times ).
So, I starts server, copies running utility to the clients folder and runs it.
Running ulility starts 150 clients connecting to server and 5-10 of them dies ( I see error in the server console ). And uncommenting Thread.Sleep() on client works well, no errors.
Can anyone try to reproduce this version of code?
Client code:
private static void Main(string[] args)
{
try
{
using (TcpClient client = new TcpClient(ip, port))
{
using (NetworkStream networkStream = client.GetStream())
{
using (StreamWriter writer = new StreamWriter(networkStream))
{
writer.WriteLine("# hello, tcp world #");
writer.Flush();
}
networkStream.Flush();
networkStream.Close();
}
client.Close();
//Thread.Sleep(10);
}
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
Code, running client several times ( compile it in exe file and put near client's exe - this code will run many clients one by one ):
static void Main(string[] args)
{
string path = "YOU_CLIENT_PROJECT_NAME.exe";
for (int i = 0; i < 150; i++ )
{
Console.WriteLine(i);
Process.Start(path);
Thread.Sleep(50);
}
Console.WriteLine("Done");
Console.ReadLine();
}
( don't forget to change path to corrent exe filename )
Server code:
class Program
{
static int port = 26140;
static AutoResetEvent waitHandle = new AutoResetEvent(false);
static void Main(string[] args)
{
StartServer();
waitHandle.WaitOne();
Console.ReadLine();
}
static void StartServer()
{
Task.Factory.StartNew(() =>
{
try
{
TcpListener listener = new TcpListener(port);
listener.Start();
Console.WriteLine("Listening...");
waitHandle.Set();
while (true)
{
TcpClient theClient = listener.AcceptTcpClient();
Task.Factory.StartNew(paramClient =>
{
try
{
TcpClient client = (TcpClient) paramClient;
byte[] buffer = new byte[32768];
MemoryStream memory = new MemoryStream();
using (NetworkStream networkStream = client.GetStream())
{
networkStream.ReadTimeout = 2000;
do
{
int read = networkStream.Read(buffer, 0, buffer.Length);
memory.Write(buffer, 0, read);
} while (networkStream.DataAvailable);
string text = Encoding.UTF8.GetString(memory.ToArray());
}
}
catch (Exception e)
{
Console.WriteLine("ERROR: " + e.Message);
}
}, theClient);
}
}
catch (Exception e)
{
Console.WriteLine(e);
}
}, TaskCreationOptions.LongRunning);
}
}
I've tried code, reproducing this bug on several computers. No one crashes. Seems like it's my local computer bug.
Thanks for everybody for trying to help me.
Anyway, it's so strange. If I'll found out why this bug exists on my computer, I'll write about it.
I am trying to use named pipes to communicate between a server and a client process on the same machine. server sends a message to client, client does something with it and returns a result, and server is supposed to get the result.
here is the code for server:
using System;
using System.IO;
using System.IO.Pipes;
class PipeServer
{
static void Main()
{
using (NamedPipeServerStream pipeServer =
new NamedPipeServerStream("testpipe", PipeDirection.InOut))
{
Console.WriteLine("NamedPipeServerStream object created.");
// Wait for a client to connect
Console.Write("Waiting for client connection...");
pipeServer.WaitForConnection();
Console.WriteLine("Client connected.");
try
{
// Read user input and send that to the client process.
using (StreamWriter sw = new StreamWriter(pipeServer))
{
sw.AutoFlush = true;
Console.Write("Enter text: ");
sw.WriteLine(Console.ReadLine());
}
pipeServer.WaitForPipeDrain();
using (StreamReader sr = new StreamReader(pipeServer))
{
// Display the read text to the console
string temp;
// Wait for result from the client.
while ((temp = sr.ReadLine()) != null)
{
Console.WriteLine("[CLIENT] Echo: " + temp);
}
}
}
// Catch the IOException that is raised if the pipe is
// broken or disconnected.
catch (IOException e)
{
Console.WriteLine("ERROR: {0}", e.Message);
}
}
}
}
and here is the code for client:
using System;
using System.IO;
using System.IO.Pipes;
class PipeClient
{
static void Main(string[] args)
{
using (NamedPipeClientStream pipeClient =
new NamedPipeClientStream(".", "testpipe", PipeDirection.InOut))
{
// Connect to the pipe or wait until the pipe is available.
Console.Write("Attempting to connect to pipe...");
pipeClient.Connect();
Console.WriteLine("Connected to pipe.");
Console.WriteLine("There are currently {0} pipe server instances open.",
pipeClient.NumberOfServerInstances);
using (StreamReader sr = new StreamReader(pipeClient))
{
// Display the read text to the console
string temp;
while ((temp = sr.ReadLine()) != null)
{
Console.WriteLine("Received from server: {0}", temp);
}
}
// send the "result" back to the Parent process.
using (StreamWriter sw = new StreamWriter(pipeClient))
{
sw.AutoFlush = true;
sw.WriteLine("Result");
}
pipeClient.WaitForPipeDrain();
}
Console.Write("Press Enter to continue...");
Console.ReadLine();
}
}
But in the server code, on line pipeServer.WaitForPipeDrain(); I get an ObjectDisposedException and it says "cannot access a closed pipe."
I also get the same error in the client code on when setting sw.AutoFlush to true.
Basically I couldn't find an example of duplex named pipe in c#. I either need that, or an example of anonynous pipe, with two pipes one for reading and one for writting between a parent and a child process.
Thanks in Advance.
The Problem is the using block of the StreamWriter, which will close the underlying Stream (which is your pipe here). If you don't use that block it should work.
You could do the following:
using (var pipeServer = new NamedPipeServerStream("testpipe", PipeDirection.InOut))
using (var streamReader = new StreamReader(pipeServer))
using (var streamWriter = new StreamWriter(pipeServer))
{
// ... Your code ..
}
As Johannes Egger pointed out, the StreamWriter flushes the stream on Dispose(), so the StreamWriter should be disposed first and thus be the inner-most object to dispose.
I have a client application that serializes a object and sends it to a server application. The server should deserialize the object, make changes to it, then serialize it and send it back.
Server Code:
TcpClient client = server.AcceptTcpClient();
using(NetworkStream stream = client.GetStream())
{
using(StreamReader streamReader = new StreamReader(stream))
{
string xmlData = streamReader.ReadToEnd();
}
}
The ReadToEnd doesn't return unless the client closes the stream. But if the client closes the stream, I can't send a response.
Is there a better way to do this?
You can signal "end of data" by closing only your half of the duplex TCP connection. This is accomplished with Socket.Disconnect.
See how it works with this example, which I kept similar to yours. The client sends the data and then calls Disconnect; this allows ReadToEnd to return while still keeping the server's half of the connection open. The server then sends a response and also disconnects, after which both parties can Close their end of the connection to tear it down.
static void Main(string[] args)
{
Action clientCode = () =>
{
var buffer = new byte[100];
var clientSocket = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
clientSocket.Connect(IPAddress.Loopback, 6690);
clientSocket.Send(buffer);
clientSocket.Disconnect(false);
Console.WriteLine("Client: message sent and socket disconnected.");
while (true) {
var bytesRead = clientSocket.Receive(buffer);
if (bytesRead == 0) {
break;
}
Console.WriteLine("Client: read " + bytesRead + " bytes.");
}
clientSocket.Dispose();
};
var server = new TcpListener(IPAddress.Loopback, 6690);
var thread = new Thread(new ThreadStart(clientCode));
server.Start();
thread.Start();
var client = server.AcceptTcpClient();
using(NetworkStream stream = client.GetStream()) {
using(StreamReader streamReader = new StreamReader(stream))
{
var data = streamReader.ReadToEnd();
Console.WriteLine("Server: read " + data.Length + " bytes.");
// Since we 're here we know that the client has disconnected.
// Send the response before StreamReader is disposed, because
// that will cause the socket itself to be closed as well!
Thread.Sleep(TimeSpan.FromSeconds(1));
Console.WriteLine("Server: sending response.");
stream.Write(new byte[10], 0, 10);
Console.WriteLine("Server: closing socket.");
}
}
server.Stop();
Console.WriteLine("Server: waiting for client thread to complete.");
thread.Join();
return;
}
You could use a higher level framework like WCF, or if you are hell-bent on managing your own streams, then don't use ReadToEnd()- use ReadLine() (and have the client send messages as lines), or use Read() and have a special character (a sentinel) represent the end of a message.
I have the following code for the server application:
TcpListener recSock = new TcpListener(400);
recSock.Start();
TcpClient client = recSock.AcceptTcpClient();
NetworkStream netStream = client.GetStream();
Byte[] data = new Byte[256];
int i;
while((i = netStream.Read(data, 0, data.Length)) != 0) {
string cmd = ASCIIEncoding.ASCII.GetString(data, 0, i);
Console.WriteLine(cmd);
if(cmd == "R") {
RestartScheduler();
}
}
client.Close();
And the client looks like:
TcpClient client = new TcpClient();
client.Connect("VM-SCHEDULER", 400);
NetworkStream netStream = client.GetStream();
Byte[] data = ASCIIEncoding.ASCII.GetBytes("R");
netStream.Write(data, 0, data.Length);
netStream.Flush();
client.Close();
All is fine the first time the client connects the "R" command is read and the RestartScheduler() method is called, however all subsequent commands fail until the server is restarted.
I have used telnet to connect to the server after the first attempt and it is still listening on the port.
Where am i going wrong?
EDIT:
Basically what I am trying to accomplish is that the server will listen always, a client will then connect send the "R" command then close the connection. The client must be able to connect to the server at any time to issue the command. There will only be 1 client at any given time.
If there is no data to be read, netStream.Read will return 0 and your while loop will exit, disconnecting the client at client.Close();. You have nothing in your code to allow the server to continue receiving in this scenario.
You need to keep listening for connections until the application is shutdown, so put the listen and GetStream in a while loop. Since Stream.Read is a blocking call, you should have some data for the data reading while loop (unless timeout occurs). Otherwise it will close the connection and go back to listening for a new one.
Note: I've not included any error handling in here, you'll need to add that yourself.
TcpListener recSock = new TcpListener(400);
recSock.Start();
while (!stopping)
{
TcpClient client = recSock.AcceptTcpClient();
NetworkStream netStream = client.GetStream();
Byte[] data = new Byte[256];
int i = netStream.Read(data, 0, data.Length);
while(i != 0)
{
string cmd = ASCIIEncoding.ASCII.GetString(data, 0, i);
Console.WriteLine(cmd);
if(cmd == "R") {
RestartScheduler();
}
i = stream.Read(bytes, 0, bytes.Length);
}
client.Close();
Thread.Sleep(1); // Will allow the stopping bool to be updated
}
Module level add:
private bool stopping = false;
In your shutdown function:
stopping = true;
Are you connecting multiple times, or sending multiple commands down the same connection? If you could provide a short but complete program to demonstrate the problem, that would really help.
My guess is that you're running into problems due to reading multiple commands from a single connection in one go, but it's hard to know without more information. Don't forget that a single call to Write from the client can easily result in multiple reads at the server end - or vice versa.
Well the server will exit after the first command it receives, no?
At the least, you're missing using statements:
TcpListener recSock = new TcpListener(IPAddress.Loopback, 400);
recSock.Start();
using (TcpClient client = recSock.AcceptTcpClient())
{
using (NetworkStream netStream = client.GetStream())
{
Byte[] data = new Byte[256];
int i;
while ((i = netStream.Read(data, 0, data.Length)) != 0)
{
string cmd = Encoding.ASCII.GetString(data, 0, i);
Console.WriteLine(cmd);
if (cmd == "R")
{
RestartScheduler();
}
}
}
client.Close();
}
and
using (TcpClient client = new TcpClient())
{
client.Connect("VM-SCHEDULER", 400);
using (NetworkStream netStream = client.GetStream())
{
Byte[] data = Encoding.ASCII.GetBytes("R");
netStream.Write(data, 0, data.Length);
netStream.Flush();
}
client.Close();
}