I am trying to write a TCP listener that can connect to multiple clients and send and receive data.
Some of my code -
Calling server -
private void Form1_Load(object sender, EventArgs e)
{
// TODO: This line of code loads data into the 'cresijCamDataSet1.CentralControl' table. You can move, or remove it, as needed.
this.centralControlTableAdapter1.Fill(this.cresijCamDataSet1.CentralControl);
s = new Server();
Thread th = new Thread(s.Run);
th.Start();
}
Run Method -
public async void Run()
{
tcp = new TcpListener(IPAddress.Any, 1200);
tcp.Start();
while (true)
{
try
{
TcpClient client = await tcp.AcceptTcpClientAsync();
Thread th = new Thread(()=>{
Process(client);
}) ;
}
catch (Exception ex)
{
string m = ex.Message;
}
}
}
private async Task Process(TcpClient tcpClient)
{
bool hasItem = clients.Contains(tcpClient);
if(hasItem == false)
{
clients.Add(tcpClient);
}
IPEndPoint iPEndPoint =(IPEndPoint) tcpClient.Client.RemoteEndPoint;
string ip = ((IPEndPoint)tcpClient.Client.RemoteEndPoint).Address.ToString();
NetworkStream stream = tcpClient.GetStream();
byte[] receivedBytes = new byte[tcpClient.ReceiveBufferSize];
stream.Read(receivedBytes, 0, receivedBytes.Length);
f.UpdateData(receivedBytes, ip);
}
Sender Method to send data -
public void Sender(byte[] data, TcpClient client)
{
NetworkStream stream = client.GetStream();
stream.Write(data, 0, data.Length);
}
As you can see I have called Run() method in formLoad. But this all is not working as I dont have much knowledge of threads.
This method is not continuous. The server is not listening to clients always. Can someone help me with this. I need asynchronuous tcp listener that can listen to incoming clients and that too in windows form. Console Server I have.
Related
I've been watching the following pair of videos on how to create a TCP/IP connection : Server and Client
What I need to do is create a game (flipcard) in which I send only 2 coordinates for a matrix. Nothing more. Or less.
(the code will follow)
From what I've observed, he closes and reopens the connection, everytime he send a message. It's working. But what do I modify in the code to keep the connection open and detect when a message arrived ?
All my google-searches brought me to these 2 methods:
I have had luck using the socket object directly (rather than the TCP client). (But I do not want to use sockets)
Also uses sockets
When I click to start the server
private void bStartServer_Click(object sender, EventArgs e)
{
Thread tcpServerRunThread = new Thread(new ThreadStart(TCPServerRun));
tcpServerRunThread.Start();
}
Server Runs and waits for a connection
private void TCPServerRun()
{
TcpListener tcpListener = new TcpListener(IPAddress.Any, 2016);
tcpListener.Start();
updateUI("Listening");
while (true)
{
TcpClient client = tcpListener.AcceptTcpClient();
updateUI("Connected");
Thread tcpHandlerThread = new Thread(new ParameterizedThreadStart(tcpHandler));
tcpHandlerThread.Start(client);
}
}
I handle my message
private void tcpHandler(object client)
{
TcpListener tcpListener = new TcpListener(IPAddress.Any, 5004);
TcpClient mClient = (TcpClient)client;
NetworkStream stream = mClient.GetStream();
byte[] message = new byte[1024];
stream.Read(message,0, message.Length);
updateUI("New message = " + Encoding.ASCII.GetString(message));
stream.Close();
mClient.Close();
}
NOTE: updateUI is a function made by him to update a listbox item
Client side - almost like the server side
`private void button1_Click(object sender, EventArgs e)
{
Thread mThread = new Thread(new ThreadStart(ConnectAsClient));
mThread.Start();
}
private void ConnectAsClient()
{
// aici putem inlocui cu adresa de IP dorita
//client.Connect(IPAddress.Parse(textBox.Text), 5004);
client = new TcpClient();
//client.Connect(IPAddress.Parse("127.0.0.1"), 2016); // for when I'm not connected to network
client.Connect(IPAddress.Parse("my_ip_here"), 2016); // for when I am connected to the network
updateUI("connected");
NetworkStream stream = client.GetStream();
string s = "Hello world!";
byte[] message = Encoding.ASCII.GetBytes(s);
stream.Write(message, 0, message.Length);
this.updateUI("Message sent!");
stream.Close();
// client.Close();
}`
If I'm not wrong, everytime he connects again, he creates a new connection, and not open the old one, right?
(It's my first time using TCP/IP, learning on my own, so I'd rather not use sockets, if possible)
-----------------------------------------------------------------------
Full link to my code (slighty modified from the videos provided at the beginning):
TCPClient
TCPServer
You are reconnecting every time you send the message. Use two different methods for this; one for connecting to the server and then another one for actually sending the message. Like so:
TcpClient client;
private void ConnectAsClient()
{
//client.Connect(IPAddress.Parse(textBox.Text), 5004);
client = new TcpClient();
//client.Connect(IPAddress.Parse("127.0.0.1"), 2016);
client.Connect(IPAddress.Parse("my_ip_here"), 2016);
updateUI("connected");
}
void SendMessage()
{
NetworkStream stream = client.GetStream();
string s = "Hello world!";
byte[] message = Encoding.ASCII.GetBytes(s);
stream.Write(message, 0, message.Length);
this.updateUI("Message sent!");
}
I'm trying to built a server client application (wpf).
the structure I'm trying to accomplish is this:
a client that only sends data( a simple string) needs to be a wpf app.
a client that only receives data(a string from the sender client)
a server that transfer the data from the sender to the receiver (can be multiple senders and multiple receivers) can be a console
application.
One of the problems I'm facing is how do I separate the server role.
The second problem is how do I let the server know what type of client it's communicating with, a sender or a receiver.
this is my code:
Server:
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Windows;
namespace NetMessageServerWpf
{
public partial class MainWindow : Window
{
TcpClient client;
public MainWindow()
{
InitializeComponent();
this.tcpListener = new TcpListener(IPAddress.Any, 3000);
this.listenThread = new Thread(new ThreadStart(ListenForClients));
this.listenThread.Start();
}
private void btnSend_Click(object sender, RoutedEventArgs e)
{
if(client == null || !client.Connected)
client = this.tcpListener.AcceptTcpClient();
msg = txtMessage.Text;
SendTCP(client);
}
public TcpListener tcpListener;
public Thread listenThread;
private string msg;
private void ListenForClients()
{
this.tcpListener.Start();
}
public void SendTCP(TcpClient tcpClient)
{
NetworkStream clientStream = tcpClient.GetStream();
ASCIIEncoding encoder = new ASCIIEncoding();
byte[] buffer = encoder.GetBytes(this.msg);
clientStream.Write(buffer, 0, buffer.Length);
clientStream.Flush();
}
}
}
Client:
namespace NetClientSideWpf
{
class Client : Base
{
private string messageString;
public string MessageString
{
get { return messageString; }
set
{
messageString = value;
OnPropertyChanged("MessageString");
}
}
public Client()
{
ConnectToServer();
}
public void ConnectToServer()
{
TcpClient client = new TcpClient();
IPEndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 3000);
client.Connect(serverEndPoint);
NetworkStream clientStream = client.GetStream();
Thread ServerThread = new Thread(new ParameterizedThreadStart(HandleClientComm));
ServerThread.Start(client);
}
private void HandleClientComm(object client)
{
TcpClient tcpClient = (TcpClient)client;
NetworkStream clientStream = tcpClient.GetStream();
byte[] message = new byte[4096];
int bytesRead;
while (true)
{
bytesRead = 0;
try
{
bytesRead = clientStream.Read(message, 0, 4096);
}
catch
{
break;
}
if (bytesRead == 0)
{
break;
}
ASCIIEncoding encoder = new ASCIIEncoding();
MessageString = encoder.GetString(message, 0, bytesRead);
}
}
}
}
Thanks in advance! :)
First off, I would wrap your clients in a Client object that you can call methods on.
Then, when a client connects, it should send out a message detailing its mode:
"IAm:Sender"
OR
"IAm:Reciever"
You could have the second part parse to an enum if you wanted. Then you would sort the Client objects based on the mode:
List<Client> clients;
client.Mode = Enum.Parse(typeof(ClientMode), message.Split(':')[1]);
clients.Add(client);
And when a "sender" sent a "Broadcast" message, you would write it to every Client object in the recievers list. This would be in the client read thread
if (sender.Type == ClientMode.Sender)
{
foreach (Client client in clients.Where(c => c.Type == ClientMode.Sender)
client.Send(message)
}
Obviously these are very broad strokes, and the full implementation would be far too large for SO. Hopefully that gets you on the right track, please let me know if I can clarify anything!
I have a GUI with 2 buttons and a text box. Button1 starts a server and has it listen for clients. Button 2 sends a connection request to the server and starts to listen for anything the server will send to the client (responses). Although w/ my current code when the Server sends the reply and I try to write it to a text box the whole system hangs.
Code as seen below:
Server Class:
class Server
{
private TcpListener tcpListener;
private Thread listenThread;
private void ListenForClients()
{
this.tcpListener.Start();
while (true)
{
//blocks until a client has connected to the server
TcpClient client = this.tcpListener.AcceptTcpClient();
//create a thread to handle communication
//with connected client
Thread clientThread = new Thread(new ParameterizedThreadStart(HandleClientComm));
clientThread.Start(client);
}
}
private void HandleClientComm(object client)
{
TcpClient tcpClient = (TcpClient)client;
NetworkStream clientStream = tcpClient.GetStream();
byte[] message = new byte[4096];
int bytesRead;
while (true)
{
bytesRead = 0;
try
{
//blocks until a client sends a message
bytesRead = clientStream.Read(message, 0, 4096);
}
catch
{
//a socket error has occured
break;
}
if (bytesRead == 0)
{
//the client has disconnected from the server
break;
}
//message has successfully been received
ASCIIEncoding encoder = new ASCIIEncoding();
byte[] buffer = encoder.GetBytes("Hello Client!");
clientStream.Write(buffer, 0, buffer.Length);
clientStream.Flush();
}
tcpClient.Close();
}
public Server()
{
this.tcpListener = new TcpListener(IPAddress.Any, 3000);
this.listenThread = new Thread(new ThreadStart(ListenForClients));
this.listenThread.Start();
}
}
GUI class:
private void buttonServerStart_Click(object sender, EventArgs e)
{
Server Myserver = new Server();
}
//Greet the Server and listen for response...
private void EthStartB_Click(object sender, EventArgs e)
{
TcpClient client = new TcpClient();
byte[] message = new byte[4096];
int bytesRead;
IPEndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 3000);
client.Connect(serverEndPoint);
NetworkStream clientStream = client.GetStream();
ASCIIEncoding encoder = new ASCIIEncoding();
byte[] buffer = encoder.GetBytes("Hello Server!");
clientStream.Write(buffer, 0, buffer.Length);
clientStream.Flush();
//start listening
this.ClientListener.Start();
while (true)
{
bytesRead = 0;
try
{
//blocks until a client sends a message
bytesRead = clientStream.Read(message, 0, 4096);
}
catch
{
//a socket error has occured
break;
}
if (bytesRead == 0)
{
//the client has disconnected from the server
break;
}
//message has successfully been received
tb_recieved.Clear();
tb_recieved.Text=encoder.GetString(message,0,bytesRead);
}
}
TcpListener ClientListener = new TcpListener(IPAddress.Parse("127.0.0.1"), 3000);
private void EthEndB_Click(object sender, EventArgs e)
{
Form3 frmT = new Form3();
frmT.Show();
}
}
The issue is when private void EthStartB_Click(object sender, EventArgs e) calls the code line of tb_recieved.Text=encoder.GetString(message,0,bytesRead);
The program hangs because you have a while(true) loop in EthStartB_Click which runs on UI thread. clientStream.Read call will block UI thread.
Move the receive logic on a new thread and set the textbox content using Control.Invoke or Dipatcher.Invoke depending on whether you are on WinForms or WPF - and do that only if you do have some content in the message to be written to textbox.
There also another issue, since you have the tcpClient.Close() outside the while loop on the server, neither client nor server will disconnect. Both will block on their respective stream.Read calls.
Since you are running both client and server on same machine, that TcpListener ClientListener is not required and will not play well with the server already listening on the same port.
I am trying to establish a communication between a handheld and a PC.
I have the following code, for the client:
public void connect(string IPAddress, int port)
{
// Connect to a remote device.
try
{
IPAddress ipAddress = new IPAddress(new byte[] { 192, 168, 1, 10 });
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);
if (connectDone.WaitOne()){
//do something..
}
else{
MessageBox.Show("TIMEOUT on WaitOne");
}
}
catch(Exception e){
MessageBox.Show(e.Message);
}
}
My problem is that when I run both of them in a pc they communicate fine, but the same code in a SmartDevice Project doesn't connect with the Server which is running on the PC and it give me this error:
System.Net.Sockets.SocketException: A connection attempt failed because the connected party did not properly respond after a period of time, or stablished connection failed
because connected host has failed to respond
What am I missing?
NOTE: The IPAddress is hard coded inside the code
EDIT: here is another code which I take from a MSDN example. This don't work either, it says that it not possible to read. The server code in this case is the same as the example, the client code have a modification:
private void button1_Click(object sender, EventArgs e)
{
// In this code example, use a hard-coded
// IP address and message.
string serverIP = "192.168.1.10";//HERE IS THE DIFERENCE
string message = "Hello";
Connect(serverIP, message);
}
Thanks in advance for any help!
For my "mobile device" client, I send data to the "PC" host using this:
private void Send(string value) {
byte[] data = Encoding.ASCII.GetBytes(value);
try {
using (TcpClient client = new TcpClient(txtIPAddress.Text, 8000)) {
NetworkStream stream = client.GetStream();
stream.Write(data, 0, data.Length);
}
} catch (Exception err) {
// Log the error
}
}
For the host, you're best to use a thread or BackgroundWorker where you can let a TcpListener object sit and wait:
private void Worker_TcpListener(object sender, DoWorkEventArgs e) {
BackgroundWorker worker = (BackgroundWorker)sender;
do {
string eMsg = null;
int port = 8000;
try {
_listener = new TcpListener(IPAddress.Any, port);
_listener.Start();
TcpClient client = _listener.AcceptTcpClient(); // waits until data is avaiable
int MAX = client.ReceiveBufferSize;
NetworkStream stream = client.GetStream();
Byte[] buffer = new Byte[MAX];
int len = stream.Read(buffer, 0, MAX);
if (0 < len) {
string data = Encoding.UTF8.GetString(buffer);
worker.ReportProgress(len, data.Substring(0, len));
}
stream.Close();
client.Close();
} catch (Exception err) {
// Log your error
}
if (!String.IsNullOrEmpty(eMsg)) {
worker.ReportProgress(0, eMsg);
}
} while (!worker.CancellationPending);
}
I have the following code which I want to implement as my server. As I understand it is async. and should allow connections from multiple clients...
public void Start()
{
TcpListener listener = new TcpListener(IPAddress.Any, 10250);
listener.Start();
Console.WriteLine("Listening...");
while (true)
{
IAsyncResult res = listener.BeginAcceptTcpClient(HandleAsyncConnection, listener);
connectionWaitHandle.WaitOne();
}
}
private void HandleAsyncConnection(IAsyncResult res)
{
TcpListener listener = (TcpListener)res.AsyncState;
TcpClient client = listener.EndAcceptTcpClient(res);
connectionWaitHandle.Set();
StringBuilder sb = new StringBuilder();
var data = new byte[client.ReceiveBufferSize];
using (NetworkStream ns = client.GetStream())
{
// Test reply
Byte[] replyData = System.Text.Encoding.ASCII.GetBytes(DateTime.Now.ToString());
ns.Write(replyData, 0, replyData.Length);
ns.Flush();
ns.Close();
}
client.Close();
}
I have a test app which simply fires requests to my server. As you can see in the code the server just replies with its date/time. The test app sends say 20 requests which are simply test strings. For each of these requests it opens a socket, sends the data to my server and then closes the socket again.
This works fine with one test app running. However, if I open two test apps the second one cannot connect to the server. I thought because I am handling the request async. and because my test app opens then closes the socket before each call I could handle requests from multiple clients?
Edit
If using >=.Net4.5, it's better to use the new network methods that then permit the adoption of async and await. As such, it might be better to follow the example I provided in this post as a starting point.
Original Post
The following code demonstrates how to accept multiple clients asynchronously without spinning off a new thread per connection.
private TcpListener listener;
public void Start()
{
listener = new TcpListener(IPAddress.Any, 10250);
listener.Start();
Console.WriteLine("Listening...");
StartAccept();
}
private void StartAccept()
{
listener.BeginAcceptTcpClient(HandleAsyncConnection, listener);
}
private void HandleAsyncConnection(IAsyncResult res)
{
StartAccept(); //listen for new connections again
TcpClient client = listener.EndAcceptTcpClient(res);
//proceed
}
You can use this pattern for most async operations.
The way you did it, there is no benefit compared to using AcceptTcpClient. Simply loop and create a new thread for each accepted connection:
public void Start()
{
TcpListener listener = new TcpListener(IPAddress.Any, 10250);
listener.Start();
Console.WriteLine("Listening...");
while (canRun)
{
var client = listener.AcceptTcpClient();
new Thread(ClientThread).Start(client);
}
}
private void ClientThread(IAsyncResult res)
{
TcpClient client = (TcpClient)res.AsyncState;
StringBuilder sb = new StringBuilder();
var data = new byte[client.ReceiveBufferSize];
using (NetworkStream ns = client.GetStream())
{
// Test reply
Byte[] replyData = System.Text.Encoding.ASCII.GetBytes(DateTime.Now.ToString());
ns.Write(replyData, 0, replyData.Length);
ns.Flush();
ns.Close();
}
client.Close();
}
A golden rule when using asynchronous methods is to NOT block the operation. Blocking would defeat the purpose of using async ops.
public void Start()
{
TcpListener listener = new TcpListener(IPAddress.Any, 10250);
listener.Start();
Console.WriteLine("Listening...");
listener.BeginAcceptTcpClient(OnAccept, listener);
}
private void OnAccept(IAsyncResult res)
{
TcpListener listener = (TcpListener)res.AsyncState;
TcpClient client = listener.EndAcceptTcpClient(res);
StringBuilder sb = new StringBuilder();
var data = new byte[client.ReceiveBufferSize];
using (NetworkStream ns = client.GetStream())
{
// Test reply
Byte[] replyData = System.Text.Encoding.ASCII.GetBytes(DateTime.Now.ToString());
ns.Write(replyData, 0, replyData.Length);
ns.Flush();
ns.Close();
}
client.Close();
}