I need to develop a software that catch all alarm alerts from a Sur-Gard System 1.
For now I created this tcp listener en c# and works fine using my phone as a client but it does not stablish communication with the Sur-Gard, I pingued to the sur-gard IP and there is communication between them, and I'm sure that the port it's correct.
What I'm doing wrong?
static void Main(string[] args)
{
Reconect:
System.Net.Sockets.TcpListener server = null;
try
{
Int32 port = 1025;
server = new System.Net.Sockets.TcpListener(IPAddress.Any, port);
server.Start();
while (true)
{
Console.WriteLine($#"Waiting for a connection... ");
TcpClient client = server.AcceptTcpClient();
ThreadPool.QueueUserWorkItem(ThreadProc, client);
}
}
catch (SocketException e)
{
Console.WriteLine("SocketException: {0}", e);
}
finally
{
server.Stop();
}
goto Reconect;
}
private static void ThreadProc(object obj)
{
var client = (TcpClient)obj;
Console.WriteLine("Connected!");
Byte[] bytes = new Byte[1024];
String cadena_obtenida = null;
cadena_obtenida = null;
NetworkStream stream = client.GetStream();
int i;
try
{
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
cadena_obtenida = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Console.WriteLine("Alerta recibida: {0}", cadena_obtenida);
byte[] respuesta = System.Text.Encoding.ASCII.GetBytes("El servidor ha recibido: " + cadena_obtenida + Environment.NewLine);
stream.Write(respuesta, 0, respuesta.Length);
stream.Flush();
}
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
client.Close();
}
Related
I am trying to create a async socket server but it does not wait for a client to connect and exits
class Program
{
IPAddress ipadd;
int port;
TcpListener tcplistener;
public async void startListeningForConnection(IPAddress ip = null, int dport = 23000)
{
if (ip == null)
{
ip = IPAddress.Any;
}
if (dport <= 0)
{
dport = 23000;
}
ipadd = ip;
port = dport;
tcplistener = new TcpListener(ipadd, port);
try
{
tcplistener.Start();
Console.WriteLine("Ready to accept client request.");
while (true)
{
TcpClient clientResponse =await tcplistener.AcceptTcpClientAsync();
HandleClientRequest(clientResponse);//method displays the message from client
}
}
catch (Exception ex)
{
Console.WriteLine("Exception occured: {0}", ex.ToString());
}
}
private void HandleClientRequest(TcpClient acceptReturn)
{
NetworkStream stream = null;
StreamReader reader = null;
try
{
stream = acceptReturn.GetStream();
reader = new StreamReader(stream);
char[] buff = new char[64];
Console.WriteLine("***Ready to read");
while (true)
{
int nRet = reader.Read(buff, 0, buff.Length);
if (nRet == 0)
{
Console.WriteLine("Socket disconnected");
break;
}
string receivedText = new string(buff);
Console.Write(receivedText);
Array.Clear(buff, 0, buff.Length);
stream.Flush();
}
stream.Close();
}
catch (Exception ex)
{
Console.WriteLine("Unknown Exception: {0}", ex.ToString());
}
finally
{
tcplistener.Stop();
Console.WriteLine("Exiting");
}
}
When i run startListeningForConnection(), I get this:
Output:
Ready to accept client request.
Press any key to continue . . .
it does not wait for a client to connect. If I remove the async and await then the program works as intended. Can anyone help me as it is my first socket program.
I have a Winforms application that's going to transfers data to an Android application, for now it accepts a connection and displays a line of text as output. I tested on my local machine using the telnet command in PowerShell and it returns the correct message. When I tried the command from another PC on my network, it just times out and fails to connect. I made sure the port was free and that my firewall was turned off.
Here is my method:
public void senddata()
{
new Thread(() =>
{
Thread.CurrentThread.IsBackground = true;
TcpListener server = null;
try
{
Int32 port = 4296;
IPAddress localAddr =IPAddress.Any;
server = new TcpListener(localAddr, port);
server.Start();
Byte[] bytes = new Byte[256];
while (true)
{
server.Start();
Debug.WriteLine("Waiting for a connection... ");
TcpClient client = server.AcceptTcpClient();
NetworkStream stream = client.GetStream();
Debug.WriteLine("Connected!");
server.Stop();
while (stream.Read(bytes, 0, bytes.Length) != 0)
{
string data = "CPU: " + cpuCircle.Value + " C" + " | GPU: " + gpuCircle.Value + " C";
byte[] msg = System.Text.Encoding.ASCII.GetBytes(data);
stream.Write(msg, 0, msg.Length);
stream.Flush();
}
client.Close();
}
}
catch (SocketException m)
{
Debug.WriteLine("SocketException: "+m);
}
finally
{
server.Stop();
}
}).Start();
}
Any idea what I'm doing wrong?
I think the main issue is that your listener object is being created in Thread itself due to which only first client able to connect. Please make TcpListener object before calling senddata() method and this listener should accept connection before calling senddata() method as well and pass client object to senddata(TcpClient client) method. By doing so you would be able to entertain theoretically unlimited clients simultanously:
Try This:
void StackOverflow4() // Your calling method
{
TcpListener server = null;
Int32 port = 4296;
IPAddress localAddr = IPAddress.Any;
try
{
server = new TcpListener(localAddr, port);
server.Start();
Byte[] bytes = new Byte[256];
while (true)
{
Debug.WriteLine("Waiting for a connection... ");
TcpClient client = server.AcceptTcpClient();
senddata(client);
}
}
catch (SocketException m)
{
Debug.WriteLine("SocketException: " + m);
//Some logic to restart listner
}
catch(Exception ex)
{
Debug.WriteLine(ex.Message);
//Some logic to restart listner
}
}
public void senddata(TcpClient client)
{
new Thread(() =>
{
Thread.CurrentThread.IsBackground = true;
try
{
Byte[] bytes = new Byte[256];
while (true)
{
NetworkStream stream = client.GetStream();
Debug.WriteLine("Connected!");
//server.Stop();
while (stream.Read(bytes, 0, bytes.Length) != 0)
{
string data = "CPU: " + cpuCircle.Value + " C" + " | GPU: " + gpuCircle.Value + " C";
byte[] msg = System.Text.Encoding.ASCII.GetBytes(data);
stream.Write(msg, 0, msg.Length);
stream.Flush();
}
client.Close();
}
}
catch (SocketException m)
{
Debug.WriteLine("SocketException: " + m);
}
finally
{
//server.Stop();
}
}).Start();
}
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'm trying to create this simple client-server. I have an android client and c#server. just a simple program that sends a hello message to the server but the message isn't sent.
my java code:
Thread t= new Thread()
{
#Override
public void run() {
// TODO Auto-generated method stub
try {
Socket myClient= new Socket("192.167.01.123",7000);
DataOutputStream dos= new DataOutputStream(myClient.getOutputStream());
dos.writeBytes("Hello");
dos.flush();
dos.close();
myClient.close();
} catch (UnknownHostException e) {
// TODO Auto-generated catch block
System.out.println("unknown host");
} catch (IOException e) {
// TODO Auto-generated catch block
System.out.println("IOExxception");
}
}
};
t.start();
Toast.makeText(this," Message sent" , Toast.LENGTH_SHORT).show();
}
and c# code:
static void Main(string[] args)
{
TcpListener serverSocket = new TcpListener(7000);
TcpClient clientSocket = new TcpClient();
serverSocket.Start();
Console.WriteLine("Server started.");
clientSocket = serverSocket.AcceptTcpClient();
Console.WriteLine("Accept conns from client.");
while (true)
{
try
{
NetworkStream networkStream = clientSocket.GetStream();
Byte[] bytes = new Byte[10025];
networkStream.Read(bytes, 0, (int)clientSocket.ReceiveBufferSize);
string dataClient = System.Text.Encoding.ASCII.GetString(bytes);
Console.WriteLine("data from client: " + dataClient);
networkStream.Flush();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
clientSocket.Close();
serverSocket.Stop();
Console.WriteLine("EXIT");
Console.ReadKey();
}
}
}
Should be inside the while loop
clientSocket = serverSocket.AcceptTcpClient();
Try this:
c# Server Class to Receive Message :
class Server
{
int BUFSIZE = 100;
int servPort = 1551;
public static String ClientOrder = "";
public static int bytesRcvd;
public void RunServer()
{
TcpListener listener = null;
TcpClient client = null;
NetworkStream netStream = null;
listener = new TcpListener(IPAddress.Any, servPort);
listener.Start();
byte[] rcvBuffer = new byte[BUFSIZE];
while (true)
{
client = listener.AcceptTcpClient(); // Get clien
netStream = client.GetStream();
{
rcvBuffer = new byte[BUFSIZE];
bytesRcvd = netStream.Read(rcvBuffer, 0, rcvBuffer.Length);
ClientOrder = (Encoding.ASCII.GetString(rcvBuffer)).Substring(0, bytesRcvd);
netStream.Close();
client.Close();
}
}
}
}
Android Client Class to Send Message:
public class Send_Message_To_Server implements Runnable {
private String mMsg,Server;
private Socket client;
private PrintWriter printwriter;
public Send_Order_To_Server(String msg,String IP) {
mMsg = msg;
Server=IP;
}
public void run() {
try {
client = new Socket(Server, 1551); //connect to server
printwriter = new PrintWriter(client.getOutputStream(),true);
printwriter.write(mMsg); //write the message to output stream
printwriter.flush();
printwriter.close();
client.close(); //closing the connection
} catch (UnknownHostException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
}
i'm trying to write simple tcp\ip client-server.
here is server code:
internal class Program
{
private const int _localPort = 7777;
private static void Main(string[] args)
{
TcpListener Listener;
Socket ClientSock;
string data;
byte[] cldata = new byte[1024];
Listener = new TcpListener(_localPort);
Listener.Start();
Console.WriteLine("Waiting connections [" + Convert.ToString(_localPort) + "]...");
try
{
ClientSock = Listener.AcceptSocket();
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
return;
}
int i = 0;
if (ClientSock.Connected)
{
while (true)
{
try
{
i = ClientSock.Receive(cldata);
}
catch
{
}
try
{
if (i > 0)
{
data = Encoding.ASCII.GetString(cldata).Trim();
ClientSock.Send(cldata);
}
}
catch
{
ClientSock.Close();
Listener.Stop();
Console.WriteLine(
"Server closing. Reason: client offline. Type EXIT to quit the application.");
}
}
}
}
}
And here is client code:
void Main()
{
string data; // Юзерская дата
byte[] remdata ={ };
TcpClient Client = new TcpClient();
string ip = "127.0.0.1";
int port = 7777;
Console.WriteLine("\r\nConnecting to server...");
try
{
Client.Connect(ip, port);
}
catch
{
Console.WriteLine("Cannot connect to remote host!");
return;
}
Console.Write("done\r\nTo end, type 'END'");
Socket Sock = Client.Client;
while (true)
{
Console.Write("\r\n>");
data = Console.ReadLine();
if (data == "END")
break;
Sock.Send(Encoding.ASCII.GetBytes(data));
Sock.Receive(remdata);
Console.Write("\r\n<" + Encoding.ASCII.GetString(remdata));
}
Sock.Close();
Client.Close();
}
When i'm sending to my server i cannt receive data back answer. Sock.Receive(remdata) returns nothing! Why?
You're trying to receive to an empty buffer. You should allocate the buffer with a sensible size, and then take note of the amount of data received:
byte[] buffer = new byte[1024];
...
int bytesReceived = socket.Receive(buffer);
string text = Encoding.ASCII.GetString(buffer, 0, bytesReceived);
(It's somewhat unconventional to use PascalCase for local variables, by the way. I'd also urge you not to just catch Exception blindly, and not to swallow exceptions without logging them.)