I have setup a client server chat system. That will have to work on different computers. At the moment I am testing and so both client and server are on my localhost.
At the moment I focus on the client reception (with a 8192 byte buffer) for it is that the problem resides.
And the problem is that when issue a command with very short text (here 123):
Server SHORT_COMMAND 123% ---> Client SHORT_COMMAND 123%
but when I issue a very long command (24k) each single batch does not arrive in the correct order
E.g. imagine a very long text 111.....11112222....2222333....33334444....4444
LONG_COMMAND 111....3333% is therefore automatically cut into
LONG_COMMAND 111....1111
2222....2222
3333...3333
4444...4444%
and sent in that order
what is wrong is the reception and what might happen is to receive
LONG_COMMAND 111....1111
2222....2222
4444...4444%
3333...3333
or it might get mixed with other short commands like
LONG_COMMAND 111....1111
2222....2222
SHORT_COMMAND 123%
3333...3333
4444...4444%
Take into account that some messages can be sent very quickly one after the other.
Thank you for ANY help
Patrick
Client code
I start the client with the following routine. In my case I pass -1
public static bool StartClient(string strIpAddress, string strPort)
{
// Connect to a remote device.
try
{
if (strIpAddress.Trim() == "-1")
strIpAddress = GetLocalIPAddress();
IPAddress ipAddress = IPAddress.Parse(strIpAddress);
int port = int.Parse(strPort);
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
socketClient = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp) { NoDelay = true };
socketClient.BeginConnect(remoteEP, new AsyncCallback(ConnectClientCallback), socketClient);
OnNotification_Client?.Invoke(eSocketOperation.CONNECT, "Client connected to " + strIpAddress + " port=" + strPort, eSocketOperationResultType.SUCCESS);
ReceiveClient();
return true;
}
catch (Exception e)
{
MessageBox.Show("StartClient exc:" + e.ToString());
return false;
}
}
then
private static void ConnectClientCallback(IAsyncResult ar)
{
try
{
socketClient = (Socket)ar.AsyncState;
socketClient.EndConnect(ar);
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
}
The following part is the reception with:
public static void ReceiveClient()
{
try
{
StateObject state = new StateObject();
state.workSocket = socketClient;
socketClient.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReceiveCallback_Client), state);
}
catch (Exception e)
{
MessageBox.Show(e.ToString(), "ReceiveClient", MessageBoxButton.OK, MessageBoxImage.Error);
}
}
finally
private static void ReceiveCallback_Client(IAsyncResult ar)
{
try
{
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
if (!client.Connected)
return;
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
string message = Encoding.ASCII.GetString(state.buffer, 0, bytesRead);
if (message == null)
OnNotification_Client?.Invoke(eSocketOperationResultType.ERROR, "Received null message from server", eSocketOperationResultType.ERROR);
else
{
strReceivedMessageClient += message;
if (strReceivedMessageClient.EndsWith(StateObject.CONFIRMATION.ToString()))
{
...
Server Code
The server is started with
public static void StartServer(string _strPort)
{
Serializers.Logger.WriteLog("StartServer");
StrPort = _strPort;
// Data buffer for incoming data.
byte[] bytes = new Byte[BufferSize];
IPAddress ipAddress = IPAddress.Parse(GetLocalIPAddress());
int port = int.Parse(_strPort);
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, port);
if (listener == null)
listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
try
{
listener.Bind(localEndPoint);
listener.Listen(100);
OnNotification_Server?.Invoke("Waiting for a connection on " + ipAddress.ToString());
listener.BeginAccept(new AsyncCallback(AcceptCallbackServer), listener);
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
}
Accept
public static void AcceptCallbackServer(IAsyncResult ar)
{
if (listener == null)
return;
listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReceiveCallback_Server), state);
}
and last but not least the send:
public static void SendFromServerToClient(object command, String data, eSocketOperationResultType sort)
{
string strMessage; ;
strMessage = command.ToString() + '|' + data + '|' + sort + "%";
byte[] byteData = Encoding.ASCII.GetBytes(strMessage);
try
{
if (socketServer != null)
socketServer.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), socketServer);
}
catch (Exception exc)
{
}
}
private static void SendCallback(IAsyncResult ar)
{
try
{
Socket handler = (Socket)ar.AsyncState;
int bytesSent = handler.EndSend(ar);
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
}
Related
I have some clients that connect to the server at the same time, and each of them send to server a registration message.
So, the messages collide with previous messages when they come to the server.
How can I manage the communications without collision between the messages?
I use asynchronous tcp socket in C#.
Here the server:
class ServerSocket
{
//The ClientInfo structure holds the required information about every
//client connected to the server
struct ClientInfo
{
public Socket socket; //Socket of the client
public string strName; //Name by which the user logged into the chat room
}
//The collection of all clients logged into the room (an array of type ClientInfo)
ArrayList clientList;
//The main socket on which the server listens to the clients
Socket serverSocket;
byte[] byteData = new byte[5000];
const int NUM_CLIENT = 12;
public ServerSocket()
{
clientList = new ArrayList();
}
public void LoadServer()
{
try
{
//We are using TCP sockets
serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//Assign the any IP of the machine and listen on port number 1000
IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Any, 1000);
//Bind and listen on the given address
serverSocket.Bind(ipEndPoint);
serverSocket.Listen(NUM_CLIENT);
//Accept the incoming clients
serverSocket.BeginAccept(new AsyncCallback(OnAccept), null);
Console.WriteLine("###################### S E R V E R ######################");
}
catch(Exception ex)
{
Console.WriteLine(ex.Message);
}
}
private void OnAccept(IAsyncResult ar)
{
try
{
Socket clientSocket = serverSocket.EndAccept(ar);
//Start listening for more clients
serverSocket.BeginAccept(new AsyncCallback(OnAccept), null);
//Once the client connects then start receiving the commands from her
clientSocket.BeginReceive(byteData, 0, byteData.Length, SocketFlags.None, new AsyncCallback(OnReceive), clientSocket);
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
private void OnReceive(IAsyncResult ar)
{
string msgReceived = "";
try
{
Socket clientSocket = (Socket)ar.AsyncState;
clientSocket.EndReceive(ar);
msgReceived = GetString(byteData);
string strTemp = "";
for (int i = 0; i < msgReceived.IndexOf("<END>"); i++)
{
strTemp += msgReceived[i];
}
msgReceived = strTemp;
XmlBaseClientMsg xmlBaseClientMsg = new XmlBaseClientMsg();
BaseClientMsg baseClientMsgReceived = new BaseClientMsg();
baseClientMsgReceived = xmlBaseClientMsg.DeserializeFromString(msgReceived);
switch (baseClientMsgReceived.m_messageType)
{
case ClientMsgType.AI_REGISTRATION:
//When a user logs in to the server then we add him to our list of clients
ClientInfo AIClientInfo = new ClientInfo();
AIClientInfo.socket = clientSocket; // save the socket
AIClientInfo.strName = baseClientMsgReceived.m_sSenderID; // save the name of sender client
clientList.Add(AIClientInfo);
Console.WriteLine("The client: " + AIClientInfo.strName + " registered");
break;
case ClientMsgType.ENTITY_REGISTRATION:
//When a user logs in to the server then we add him to our list of clients
ClientInfo EntityClientInfo = new ClientInfo();
EntityClientInfo.socket = clientSocket; // save the socket
EntityClientInfo.strName = baseClientMsgReceived.m_sSenderID; // save the name of sender client
clientList.Add(EntityClientInfo);
Console.WriteLine("The client: " + EntityClientInfo.strName + " registered");
break;
#region
//case Command.Logout:
// //When a user wants to log out of the server then we search for her
// //in the list of clients and close the corresponding connection
// int nIndex = 0;
// foreach (ClientInfo client in clientList)
// {
// if (client.socket == clientSocket)
// {
// clientList.RemoveAt(nIndex);
// break;
// }
// ++nIndex;
// }
// clientSocket.Close();
// break;
#endregion
}
if (baseClientMsgReceived.m_messageType != ClientMsgType.AI_REGISTRATION)
{
Console.WriteLine("Type message: " + baseClientMsgReceived.m_messageType + " To: " +
baseClientMsgReceived.m_sReceiverID + " From: " + baseClientMsgReceived.m_sSenderID);
foreach (ClientInfo clientInfo in clientList)
{
if (clientInfo.strName == baseClientMsgReceived.m_sReceiverID)
{
byte[] message;
message = GetBytes(msgReceived);
// Send the message to reciever client
clientInfo.socket.BeginSend(message, 0, message.Length, SocketFlags.None,
new AsyncCallback(OnSend), clientInfo.socket);
Console.WriteLine("Msg No : " + baseClientMsgReceived.m_nMessageID + " Type: " + baseClientMsgReceived.m_messageType + " ==> has been sent");
break;
}
}
}
////If the user disconnects so no need to listen to him
// if (baseClientMsgReceived.m_messageType != ClientMsgType.Logout)
//{
//Start listening to the message send by the user
clientSocket.BeginReceive(byteData, 0, byteData.Length, SocketFlags.None, new AsyncCallback(OnReceive), clientSocket);
//}
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
public void OnSend(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
client.EndSend(ar);
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
static byte[] GetBytes(string str)
{
byte[] bytes = new byte[str.Length * sizeof(char)];
System.Buffer.BlockCopy(str.ToCharArray(), 0, bytes, 0, bytes.Length);
return bytes;
}
static string GetString(byte[] bytes)
{
char[] chars = new char[bytes.Length / sizeof(char)];
System.Buffer.BlockCopy(bytes, 0, chars, 0, bytes.Length);
return new string(chars);
}
}
class Program
{
public static int Main( String[] args )
{
ServerSocket serverSocket = new ServerSocket();
serverSocket.LoadServer();
while(true)
{
Console.ReadLine();
}
}
}
}
I have attempted to create a TCP service that is able to achieve what I wish but sadly I am getting stuck at the last hurdle.
The Scenario:
A single server instance is running with 10 clients all connected, a client will send a command, and receive the response. This is all working fine. However the last scenario isn't working
When a client issues an "UPDATE" command, the server should then send a message back to all connected clients that they need to do something.
Example Comms:
1
Client A GetTime -----> Server
Client A <----- Time is... Server
2
Client A UPDATE ------> Server
Client A <------- Ack Server
Client A <------- DoUpdate Server
Client B <------- DoUpdate Server
Client C <------- DoUpdate Server
Comms 1 abover works, mainly because of the call to send and call to reeive, but for comms 2 I cannot workout how I can achieve this, at least not without opening a second port for the communication which isn't ideal.
Current attempt based on Microsoft Article
Server
class Program
{
public static int Main(String[] args)
{
AsynchronousSocketListener.StartListening();
return 0;
}
}
public class StateObject
{
// Client socket.
public Socket WorkSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] Buffer = new byte[BufferSize];
// Received data string.
public StringBuilder Sb = new StringBuilder();
}
public class AsynchronousSocketListener
{
// Thread signal.
public static ManualResetEvent AllDone = new ManualResetEvent(false);
public static void StartListening()
{
// Data buffer for incoming data.
//var bytes = new Byte[1024];
// Establish the local endpoint for the socket.
// The DNS name of the computer
// running the listener is "host.contoso.com".
//??IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
//??IPAddress ipAddress = ipHostInfo.AddressList[0];
//??IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 3030);
// Create a TCP/IP socket.
var listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and listen for incoming connections.
try
{
listener.Bind(new IPEndPoint(IPAddress.Any, 3030));
//listener.Bind(localEndPoint);
listener.Listen(100);
while (true)
{
// Set the event to nonsignaled state.
AllDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept((AcceptCallback), listener);
// Wait until a connection is made before continuing.
AllDone.WaitOne();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
public static void AcceptCallback(IAsyncResult ar)
{
// Signal the main thread to continue.
AllDone.Set();
// Get the socket that handles the client request.
var listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Create the state object.
var state = new StateObject {WorkSocket = handler};
handler.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0, ReadCallback, state);
}
public static void ReadCallback(IAsyncResult ar)
{
// Retrieve the state object and the handler socket
// from the asynchronous state object.
var state = (StateObject)ar.AsyncState;
Socket handler = state.WorkSocket;
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.Sb.Append(Encoding.ASCII.GetString(
state.Buffer, 0, bytesRead));
// Check for end-of-file tag. If it is not there, read
// more data.
var content = state.Sb.ToString();
if (content.IndexOf("<EOF>", StringComparison.Ordinal) > -1)
{
// All the data has been read from the
// client. Display it on the console.
Console.WriteLine("Read {0} bytes from socket. \n Data : {1}",
content.Length, content);
// Echo the data back to the client.
Send(handler, content);
}
else
{
// Not all data received. Get more.
handler.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0, ReadCallback, state);
}
}
}
private static void Send(Socket handler, String data)
{
// Convert the string data to byte data using ASCII encoding.
var byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
handler.BeginSend(byteData, 0, byteData.Length, 0, SendCallback, handler);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
var handler = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = handler.EndSend(ar);
Console.WriteLine("Sent {0} bytes to client.", bytesSent);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
/*
public static int Main(String[] args)
{
StartListening();
return 0;
}
* */
}
Client Code
class Program
{
public static int Main(String[] args)
//static void Main(string[] args)
{
Console.Title = "Client ";
AsynchronousClient.StartClient();
Console.ReadLine();
return 0;
}
}
public class StateObject
{
// Client socket.
public Socket WorkSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] Buffer = new byte[BufferSize];
// Received data string.
public StringBuilder Sb = new StringBuilder();
}
public class AsynchronousClient
{
// The port number for the remote device.
private const int Port = 3030;
// ManualResetEvent instances signal completion.
private static readonly ManualResetEvent ConnectDone =
new ManualResetEvent(false);
private static readonly ManualResetEvent SendDone =
new ManualResetEvent(false);
private static readonly ManualResetEvent ReceiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String _response = String.Empty;
public static void StartClient()
{
// Connect to a remote device.
try
{
// Establish the remote endpoint for the socket.
// The name of the
// remote device is "host.contoso.com".
//IPHostEntry ipHostInfo = Dns.Resolve("host.contoso.com");
//??IPHostEntry ipHostInfo = Dns.Resolve("localhost");
//??IPAddress ipAddress = ipHostInfo.AddressList[0];
//??IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
var client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
//client.BeginConnect(remoteEP,
//new AsyncCallback(ConnectCallback), client);
var remoteEP = new IPEndPoint(IPAddress.Parse("127.0.0.1"), Port);
client.BeginConnect(remoteEP, ConnectCallback, client);
ConnectDone.WaitOne();
// set receive to another thread so we can constantly receive, doesn't work as intended
//var thread = new Thread(() => ReadThread(client));
//thread.Start();
// Send test data to the remote device.
Send(client, "This is a test<EOF>");
SendDone.WaitOne();
//test remove
// Receive the response from the remote device.
Receive(client);
ReceiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", _response);
// Release the socket.
//client.Shutdown(SocketShutdown.Both);
//client.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
// doesn't work as expected
private static void ReadThread(object ar)
{
var client = (Socket)ar;
while (true)
{
Receive(client);
ReceiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", _response);
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
var client = (Socket)ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}", client.RemoteEndPoint);
// Signal that the connection has been made.
ConnectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
var state = new StateObject {WorkSocket = client};
// Begin receiving the data from the remote device.
client.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0, ReceiveCallback, state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
var state = (StateObject)ar.AsyncState;
Socket client = state.WorkSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.Sb.Append(Encoding.ASCII.GetString(state.Buffer, 0, bytesRead));
// Get the rest of the data.
client.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0, ReceiveCallback, state);
}
else
{
// All the data has arrived; put it in response.
if (state.Sb.Length > 1)
{
_response = state.Sb.ToString();
}
// Signal that all bytes have been received.
ReceiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
// Convert the string data to byte data using ASCII encoding.
var byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0, SendCallback, client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
var client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
SendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
/*
public static int Main(String[] args)
{
StartClient();
return 0;
}
*/
}
Previous system that worked
Server:
class Program
{
private static byte[] buffer = new byte[1024];
public static Socket _serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
public static List<Socket> clientSockets = new List<Socket>();
static void Main(string[] args)
{
Console.Title = "Server, " + clientSockets.Count + " clients are connected";
SetupServer();
Console.ReadLine();
}
public static void SetupServer()
{
Console.WriteLine("Setting up server...");
_serverSocket.Bind(new IPEndPoint(IPAddress.Any, 3030));
_serverSocket.Listen(10);
_serverSocket.BeginAccept(AcceptCallback, null);
Console.ReadLine();// stops cmd from closing
}
public static void AcceptCallback(IAsyncResult AR)
{
Socket socket = _serverSocket.EndAccept(AR);
if (!clientSockets.Contains(socket))
clientSockets.Add(socket);
IPEndPoint remoteIPEndPoint = socket.RemoteEndPoint as IPEndPoint;
Console.WriteLine(remoteIPEndPoint.Address);
Console.WriteLine("Client Connected");
Console.Title = "Server, " + clientSockets.Count + " clients are connected";
socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, RecieveCallBack, socket);
_serverSocket.BeginAccept(AcceptCallback, null);
}
private static void RecieveCallBack(IAsyncResult AR)
{
var socket = (Socket)AR.AsyncState;
int received = socket.EndReceive(AR);
var databuff = new byte[received];
Array.Copy(buffer, databuff, received);
string s = Encoding.ASCII.GetString(databuff);
Console.WriteLine("Text Received: " + s);
string response = string.Empty;
switch (s.ToLower())
{
case "get time":
response = DateTime.Now.ToLongTimeString();
break;
case "hello":
response = "olleh";
break;
case "update clients":
response = "";
SendData("Ack", socket);
doUpdateClients();
break;
default:
response = "Invavlid Request";
break;
}
SendData(response, socket);
}
private static void SendData(string Data, Socket socket)
{
byte[] data = Encoding.ASCII.GetBytes(Data);
socket.BeginSend(data, 0, data.Length, SocketFlags.None, sendCallback, socket);
socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, RecieveCallBack, socket);
}
private static void doUpdateClients()
{
// need to send an update message to all the clients
var upd = new Thread((UpdateClients));
upd.Start();
}
private static void UpdateClients()
{
Thread.Sleep(5000);
foreach (var sock in clientSockets)
{
SendData("UpdateClients", sock);
}
}
private static void sendCallback(IAsyncResult AR)
{
var socket = (Socket)AR.AsyncState;
socket.EndSend(AR);
}
//
}
}
Client:
class Program
{
private static byte[] buffer = new byte[1024];
public static Socket _clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
static void Main(string[] args)
{
Console.Title = "Client ";
LoopConnect();
//ReceiveLoopStart();
//_clientSocket.Listen(10);
SendLoop();
Console.ReadLine();
}
private static void LoopConnect()
{
while (!_clientSocket.Connected)
{
try
{
_clientSocket.Connect(IPAddress.Parse("127.0.0.1"), 3030);
}
catch (SocketException se)
{
}
}
Console.WriteLine("Connected");
}
private static void ReceiveLoopStart()
{
//_clientSocket.Bind(new IPEndPoint(IPAddress.Any, 3030));
//_clientSocket.Listen(10);
_clientSocket.BeginAccept(AcceptCallback, null);
Thread receiveThread = new Thread(ReceiveLoop);
receiveThread.Start();
}
private static void ReceiveLoop()
{
_clientSocket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, RecieveCallBack, _clientSocket);
_clientSocket.BeginAccept(AcceptCallback, null);
}
private static void RecieveCallBack(IAsyncResult AR)
{
int received = _clientSocket.EndReceive(AR);
var databuff = new byte[received];
Array.Copy(buffer, databuff, received);
string s = Encoding.ASCII.GetString(databuff);
Console.WriteLine("Text Received: " + s);
string response = string.Empty;
switch (s.ToLower())
{
case "get time":
response = DateTime.Now.ToLongTimeString();
break;
case "hello":
response = "olleh";
break;
default:
response = "Invavlid Request";
break;
}
}
public static void AcceptCallback(IAsyncResult AR)
{
Socket socket = _clientSocket.EndAccept(AR);
Console.WriteLine("Client Connected");
socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, RecieveCallBack, socket);
_clientSocket.BeginAccept(AcceptCallback, null);
}
private static void SendLoop()
{
while (true)
{
Console.Write("Enter Request: ");
string req = Console.ReadLine();
var buffer = Encoding.ASCII.GetBytes(req);
_clientSocket.Send(buffer);
var tempBuff = new byte[1024];
int rec = _clientSocket.Receive(tempBuff);
var data = new byte[rec];
Array.Copy(tempBuff, data, rec);
Console.WriteLine("Received: " + Encoding.ASCII.GetString(data));
}
}
}
}
I don't have an example up my sleeve here in C# but what you need to learn is to use the select api.
You only need a single thread to do this. You use the same thread to process all sockets that are in use at any point in time.
If nobody is connected you only have the listening socket. And you then only use the select api to watch what happens on that socket. Select is a blocking call when no timeout is specified. If data is available, then that means that you can call accept. The result of accept is as you know another socket. You now use 2 sockets in select. Again select will block until one of those sockets has data. Perhaps the listening socket again, so you get another socket after calling accept. You now use 3 sockets in select. Suppose now one of the accept sockets have data available you will see that by the using the select api properly. And you can then use any of those sockets to send something over it, except of course the listening socket that is not intended for sending.
More info can be found here :
http://www.codeproject.com/Articles/20066/A-scalable-client-server-using-select-socket-funct
It uses what I explained and gives more elaborate explanations too.
I'm not getting in to your design , but it seems like you can't even reference the other clients.
why don't you save a collection of sockets like so :
private List<Socket> _handlers = new List<Socket>();
public static void AcceptCallback(IAsyncResult ar)
{
Socket handler = listener.EndAccept(ar);
var state = new StateObject {WorkSocket = handler};
handlers.Add(handler);
handler.BeginReceive(state.Buffer, 0, StateObject.BufferSize, 0, ReadCallback, state);
}
And then on receive according to the message type or whatever you should notify these clients.( all of them not just the one currently passed to the ReciveCallback.
public static void ReadCallback(IAsyncResult ar)
{
if("<EOF>")
{
foreach(var h in _handlers)
{
Send(h,data);
}
}
}
I'm trying to develop a console application behaving as an asynchronous socket client in C#. You can see the code below:
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
class Program
{
private static readonly string hostIp = ConfigurationManager.AppSettings["HostIp"];
private static readonly int port = Int32.Parse(ConfigurationManager.AppSettings["HostPort"]);
private static Socket client;
private static ManualResetEvent connectDone = new ManualResetEvent(false);
private static ManualResetEvent sendDone = new ManualResetEvent(false);
private static ManualResetEvent receiveDone = new ManualResetEvent(false);
private static Thread receiveThread;
static int Main(string[] args)
{
EventLog appLog = new EventLog();
appLog.Source = "xApp";
try
{
IPHostEntry ipHostInfo = Dns.GetHostEntry(hostIp);
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
Send(client, "Login Message");
sendDone.WaitOne();
receiveThread = new Thread((ThreadStart)delegate
{
while (true)
{
Receive(client);
receiveDone.WaitOne();
Thread.Sleep(1);
}
});
receiveThread.Start();
}
catch (Exception ex)
{
appLog.WriteEntry(
"An exception occured: " +
" ex: " + ex.ToString() +
" stack trace: " + ex.StackTrace,
System.Diagnostics.EventLogEntryType.Error);
}
return 0;
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
Console.WriteLine("Response received : {0}", state.sb.ToString());
string[] args = state.sb.ToString().Split(';');
switch (args[1])
{
case "CREATEBOOK":
ProcessInput(args);
break;
case "CONFIRMBOOK":
if (args[2] == "true")
{
ConfirmProcess();
}
break;
default:
break;
}
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
byte[] byteData = Encoding.Unicode.GetBytes(data);
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
}
When I'm debugging I see that the code does the work as expected but the memory size used by process is increasing every moment. I think that the reason of the memory leak is the following code piece:
receiveThread = new Thread((ThreadStart)delegate
{
while (true)
{
Receive(client);
receiveDone.WaitOne();
Thread.Sleep(1);
}
});
receiveThread.Start();
But I don't have any idea about the change I have to do. Do you have any tip?
Thanks in advance,
I think the problem is in your Receive method which you are calling in a while loop. Basically you are creating a new StateObject every time you loop around.
// Create the state object.
StateObject state = new StateObject();
Try and store the state object as a class variable and reuse it. Maybe add a Reset method if you need to re-initialilze it again. This article shows a way to build a very efficient asynchronous socket which you may find useful.
Basically I made two C# applications, a client and a server. The client connects to the server (via sockets), then sends a packet containing some text, and the server should reply.
My problem is: the server sends (or the client receives) the response packet only when it closes (ALT+F4). I'd like some help. I'll copypaste below the source code for both the projects.
Client:
public class StateObject
{
public Socket skt = null;
public const int BufferSize = 256;
public byte[] buffer = new byte[BufferSize];
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient
{
private const int port = 11000;
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
private static String response = String.Empty;
public static string command;
public static Socket client;
public static void StartClient()
{
try
{
IPHostEntry ipHostInfo = Dns.GetHostEntry(IPAddress.Parse("127.0.0.1"));
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint remoteEP = new IPEndPoint(IPAddress.Parse("127.0.0.1"), port);
client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
while (true)
{
command = Console.ReadLine();
if (command == "exit")
{
Console.WriteLine("Terminating...");
client.Shutdown(SocketShutdown.Both);
client.Close();
Environment.Exit(0);
}
else
{
Send(client, command + "<EOF>");
sendDone.WaitOne();
Receive(client);
receiveDone.WaitOne();
Console.WriteLine("Response received : {0}", ProcessResponse(response));
client.Shutdown(SocketShutdown.Both);
client.Close();
}
//Console.CancelKeyPress += (sender, e) =>
//{
// Console.WriteLine("Terminating...");
// client.Shutdown(SocketShutdown.Both);
// client.Close();
// Environment.Exit(0);
//};
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
static public string ProcessResponse(string pkt)
{
string response = null;
response = pkt.Replace("<EOF>","");
return response;
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
StateObject state = new StateObject();
state.skt = client;
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.skt;
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else
{
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
byte[] byteData = Encoding.ASCII.GetBytes(data);
client.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartClient();
return 0;
}
Server:
public class Program
{
public class StateObject
{
public Socket skt = null;
public const int buffersize = 1024;
public byte[] buffer = new byte[buffersize];
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousSocketListener
{
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener() { }
public static Socket handler;
public static void StartListening()
{
byte[] bytes = new Byte[1024];
IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 11000);
Socket listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
try
{
listener.Bind(localEndPoint);
listener.Listen(100);
while (true)
{
allDone.Reset();
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener);
allDone.WaitOne();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
public static void AcceptCallback(IAsyncResult ar)
{
allDone.Set();
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
StateObject state = new StateObject();
state.skt = handler;
handler.BeginReceive(state.buffer, 0, StateObject.buffersize, 0, new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar)
{
String content = String.Empty;
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.skt;
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
state.sb.Append(Encoding.ASCII.GetString(
state.buffer, 0, bytesRead));
content = state.sb.ToString();
if (content.IndexOf("<EOF>") > -1)
{
Console.WriteLine("Read {0} bytes from socket. \n Data : {1}", content.Length, ProcessResponse(content));
Send(handler, content);
}
else
{
handler.BeginReceive(state.buffer, 0, StateObject.buffersize, 0,
new AsyncCallback(ReadCallback), state);
}
}
}
private static void Send(Socket handler, String data)
{
byte[] byteData = Encoding.ASCII.GetBytes(data);
handler.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
handler = (Socket)ar.AsyncState;
int bytesSent = handler.EndSend(ar);
Console.WriteLine("Sent {0} bytes to client.", bytesSent);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
static public string ProcessResponse(String pkt)
{
string response = null;
response = pkt.Replace("<EOF>", "");
return response;
}
}
public static void Main(string[] args)
{
AsynchronousSocketListener.StartListening();
}
}
In your Client receive callback:
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.skt;
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else
{
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
You won't ever drop down into the else block unless the socket is explicitly closed (or there is some kind of other error in the connection). Therefore receiveDone never gets set and your main loop is simply stuck waiting for a "response".
If you want to process a "complete message" when it comes in, then check for your <EOF> value after you append the current string to your buffer like this:
if (bytesRead > 0)
{
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
// it's not a "response" unless it's terminated with "<EOF>" right?
response = state.sb.ToString();
if (response.IndexOf("<EOF>") != -1)
{
state.sb.Clear();
receiveDone.Set();
}
else
{
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
}
else
{
if (state.sb.Length > 1)
{
response = state.sb.ToString(); // this is a partial response, not terminated with "<EOF>"
}
receiveDone.Set();
}
Note that response mechanism being used is extremely limited as it would fail for multiple messages coming in at the same time like: Hello<EOF> World!<EOF> It would treat those two messages as one long message. (I realize your example is only sending one "message".)
You're almost certainly going to have to deal with that scenario in any real world application that sends "control" messages in addition to "content" messages. To handle that you'd look for <EOF> using IndexOf() and extract the text up to that point and process that "complete message". Afterwards you'd keep looping as long as <EOF> is still found to process the other pending messages. You'd also have to REMOVE those processed complete messages from the StringBuilder in such a way that any remaining values after the <EOF> are left in place so that when partial messages come in the new data can be appended to the existing data. This is because your data can also be split up when it is sent, resulting in multiple "chunks" of data being received even though it is logically one "complete message" when you sent it. So one send with Complete Message<EOF> could result in one or more receives such as Comp followed by lete Message<EOF>. Your code has to be able to deal with these realities of TCP communication...
I wrote a TCP Socket server and client a few months ago in my current project and they've been working flawlessly since then. But as of today I simply cannot get a connection between two machines that has been communicating without a hickup for a long time.
The setup is very straight forward: Two machines ('A' and 'B') are connected directly via an ethernet cable (no switch in between). Machine 'A' is also connected to my home network which allows for Internet access. Machine 'B' is only connected to 'A'. I am running the TCP server on 'B' and the client on 'A'.
I'm using the asynchronous .NET Socket features (BeginAccept etc on the server end and BeginConnect etc in the client end). Having debugged both ends I can only confirm that the server end never seems to get a call from the client. I haven't touched the code and it still works between other machines.
Also, there's no other comms problems between the two machines. I'm using Input Director to share one set of keyboard/mouse and normal UNC paths works fine to browse one machine from the other.
I have tested different ports and I've brought down the firewalls on both sides for good measure. I have released/renewed the connections on both sides, rebooted both machines and every other dummy option I can think of.
I confess I'm not terribly network savvy so I'd very much appreciate a few hints on what to look for next as I'm now out of ideas on what to check next. (I'm pretty sure it's gotta be something really stupid I've just overlooked. ;O)
EDIT (sample 'spike' code)
On request I adapted Microsoft's sample Socket code and compressed it a bit (below). I then tested running both server and client ends on machine 'B' which worked fine but on machine 'A' the same thing happened. The client got no contact with the server end. Here's the code:
public static class SocketServer
{
private class StateObject
{
public Socket _workSocket;
public const int BufferSize = 1024;
public readonly byte[] _buffer = new byte[BufferSize];
public readonly StringBuilder _sb = new StringBuilder();
}
private static readonly ManualResetEvent _s_allDone = new ManualResetEvent(false);
public static void StartListening()
{
var ipHostInfo = Dns.Resolve(Dns.GetHostName());
var ipAddress = ipHostInfo.AddressList[0];
var localEndPoint = new IPEndPoint(ipAddress, 11000);
var listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
try
{
listener.Bind(localEndPoint);
listener.Listen(100);
while (true)
{
_s_allDone.Reset();
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(acceptCallback, listener);
_s_allDone.WaitOne();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
private static void acceptCallback(IAsyncResult ar)
{
_s_allDone.Set();
var listener = (Socket)ar.AsyncState;
var handler = listener.EndAccept(ar);
var state = new StateObject {_workSocket = handler};
handler.BeginReceive(state._buffer, 0, StateObject.BufferSize, 0, readCallback, state);
}
private static void readCallback(IAsyncResult ar)
{
var state = (StateObject)ar.AsyncState;
var handler = state._workSocket;
int bytesRead = handler.EndReceive(ar);
if (bytesRead <= 0)
return;
state._sb.Append(Encoding.ASCII.GetString(state._buffer, 0, bytesRead));
var content = state._sb.ToString();
if (content.IndexOf("<EOF>") > -1)
{
Console.WriteLine("Read {0} bytes from socket. \n Data : {1}", content.Length, content);
}
else
{
handler.BeginReceive(state._buffer, 0, StateObject.BufferSize, 0, readCallback, state);
}
}
public static int Main(String[] args)
{
StartListening();
return 0;
}
}
public static class SocketClient
{
private class StateObject
{
public Socket _workSocket;
public const int BufferSize = 256;
public readonly byte[] _receiveBuffer = new byte[BufferSize];
public readonly StringBuilder _sb = new StringBuilder();
}
private const int RemotePort = 11000;
private static readonly ManualResetEvent _s_connectDone = new ManualResetEvent(false);
private static readonly ManualResetEvent _s_sendDone = new ManualResetEvent(false);
private static readonly ManualResetEvent _s_receiveDone = new ManualResetEvent(false);
// The response from the remote device.
private static String _s_response = String.Empty;
private static void startClient()
{
try
{
_s_connectDone.WaitOne(2000); // <-- gives server time to boot when on same machine
var ipHostInfo = Dns.Resolve(Dns.GetHostName());
var ipAddress = ipHostInfo.AddressList[0];
var remoteEndPoint = new IPEndPoint(ipAddress, RemotePort);
var client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
client.BeginConnect(remoteEndPoint, connectCallback, client);
_s_connectDone.WaitOne();
send(client, "This is a test<EOF>");
_s_sendDone.WaitOne();
receive(client);
_s_receiveDone.WaitOne();
Console.WriteLine("Response received : {0}", _s_response);
client.Shutdown(SocketShutdown.Both);
client.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void connectCallback(IAsyncResult ar)
{
try
{
var client = (Socket)ar.AsyncState;
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}", client.RemoteEndPoint);
_s_connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void receive(Socket client)
{
try
{
var state = new StateObject {_workSocket = client};
client.BeginReceive(state._receiveBuffer, 0, StateObject.BufferSize, 0, receiveCallback, state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void receiveCallback(IAsyncResult ar)
{
try
{
var state = (StateObject)ar.AsyncState;
var client = state._workSocket;
var bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
state._sb.Append(Encoding.ASCII.GetString(state._receiveBuffer, 0, bytesRead));
client.BeginReceive(state._receiveBuffer, 0, StateObject.BufferSize, 0, receiveCallback, state);
}
else
{
if (state._sb.Length > 1)
{
_s_response = state._sb.ToString();
}
_s_receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void send(Socket client, String data)
{
var byteData = Encoding.ASCII.GetBytes(data);
client.BeginSend(byteData, 0, byteData.Length, 0, sendCallback, client);
}
private static void sendCallback(IAsyncResult ar)
{
try
{
var client = (Socket)ar.AsyncState;
var bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
_s_sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main()
{
startClient();
return 0;
}
}