Socket WriteLine/ReadLine getting mismatched - c#

Usually I am able to resolve problems on my own, but once again I have to ask for help. I apologise in advance if something is incoherent, as it appears that I've got a bit of a fever.
I am currently making really simple game in XNA. It's a 2D overhead shooter. The only action is Player shooting Bullets. The thing is, I want to make it multiplayer (players in the same network).
I've considered following approach:
One of players hosts server
Server holds information about position of every player and bullet
Server creates new World (composed of players and bullets) and updates it in a new thread like this:
while (true)
{
lock (world) world.update();
Thread.Sleep(worldUpdatePeriod);
}
Server creates new Thread for every player that has to be handled
Players connect to the server
They should periodically receive information from server what should they draw:
class Asset
{
string type;
Vector2 position;
}
They should be able to send input from Keyboard and Mouse to move and shoot.
Now, to the point. Player is able to send three types of messages to the server:
"CAN READ"
"MOUSE"
"KEYBOARD"
string header = "CAN READ";
lock (streamWriter) { streamWriter.WriteLine(header); }
Server, in a separate Thread for every client waits for messages
streamReader = new StreamReader(networkStream);
streamWriter = new StreamWriter(networkStream);
streamWriter.AutoFlush = true;
while (true)
{
if (networkStream.DataAvailable)
{
string header;
lock (streamReader)
{
header = Convert.ToString(streamReader.ReadLine());
Console.WriteLine($"Header received: {header}");
handleHeader(header);
}
}
}
Now if the header is, for example, "CAN READ"
Server
case "CAN READ":
if (streamWriter.BaseStream.CanRead)
{
lock (streamWriter)
{
streamWriter.WriteLine(server.world.assets.Count);
foreach (var asset in server.world.assets)
{
streamWriter.WriteLine(asset.type);
streamWriter.WriteLine(asset.position.X);
streamWriter.WriteLine(asset.position.Y);
}
}
}
break;
Client
int assetCount = Convert.ToInt32(streamReader.ReadLine());
List<Asset> receivedAssets = new List<Asset>();
lock (streamReader)
{
for (int i = 0; i < assetCount; i++)
{
string type = Convert.ToString(streamReader.ReadLine());
int x = Convert.ToInt32(streamReader.ReadLine());
int y = Convert.ToInt32(streamReader.ReadLine());
receivedAssets.Add(new Asset(type, new Vector2(x, y)));
}
return receivedAssets;
}
Of course Client class and handleClient class have separate streamReaders nad streamWriters.
You get the idea. I am trying to match every WriteLine() from Server with ReadLine() from Client and so on. And it works fine! Until I am adding user input to the mixture.
Once I send keyboard input (matched as shown above), it appears to work, with occasional System.FormatException, meaning that some ReadLine() read wrong WriteLine(). I am able to catch that and retry.
And everything goes to hell once I send mouse input as well. Mismatching exceptions become waaay more often to the point where the 'game' is unplayable. So I am wondering if there's something wrong with my approach. I apologise for length of the question, I tried to be concise but also felt need to provide context. Thanks if you made it to the end, I'll be glad to answer any further questions as I am trying to solve it for the past few days.

I've read the link that Andrew provided me with and I've been able to make it work. How? Using both TCP Client (to set up connection, read input from client) and UDP Client (to broadcast assets to every client). Just posting that in case that someone encounters such problem in the future, which I highly doubt.
Cheers!

Related

What is the correct way to use USBHIDDRIVER for multiple writes?

I am writing an application that needs to write messages to a USB HID device and read responses. For this purpose, I'm using USBHIDDRIVER.dll (https://www.leitner-fischer.com/2007/08/03/hid-usb-driver-library/ )
Now it works fine when writing many of the message types - i.e. short ones.
However, there is one type of message where I have to write a .hex file containing about 70,000 lines. The protocol requires that each line needs to be written individually and sent in a packet containing other information (start, end byte, checksum)
However I'm encountering problems with this.
I've tried something like this:
private byte[] _responseBytes;
private ManualResetEvent _readComplete;
public byte[][] WriteMessage(byte[][] message)
{
byte[][] devResponse = new List<byte[]>();
_readComplete = new ManualResetEvent(false);
for (int i = 0; i < message.Length; i++)
{
var usbHid = new USBInterface("myvid", "mypid");
usbHid.Connect();
usbHid.enableUsbBufferEvent(UsbHidReadEvent);
if (!usbHid.write(message)) {
throw new Exception ("Write Failed");
}
usbHid.startRead();
if (!_readComplete.WaitOne(10000)) {
usbHid.stopRead();
throw new Exception ("Timeout waiting for read");
}
usbHid.stopRead();
_readComplete.Reset();
devResponse.Add(_responseBytes.ToArray());
usbHid = null;
}
return devResponse;
}
private void ReadEvent()
{
if (_readComplete!= null)
{
_readComplete.Set();
}
_microHidReadBytes = (byte[])((ListWithEvent)sender)[0];
}
This appears to work. In WireShark I can see the messages going back and forth. However as you can see it's creating an instance of the USBInterface class every iteration. This seems very clunky and I can see in the TaskManager, it starts to eat up a lot of memory - current run has it above 1GB and eventually it falls over with an OutOfMemory exception. It is also very slow. Current run is not complete after about 15 mins, although I've seen another application do the same job in less than one minute.
However, if I move the creation and connection of the USBInterface out of the loop as in...
var usbHid = new USBInterface("myvid", "mypid");
usbHid.Connect();
usbHid.enableUsbBufferEvent(UsbHidReadEvent);
for (int i = 0; i < message.Length; i++)
{
if (!usbHid.write(message)) {
throw new Exception ("Write Failed");
}
usbHid.startRead();
if (!_readComplete.WaitOne(10000)) {
usbHid.stopRead();
throw new Exception ("Timeout waiting for read");
}
usbHid.stopRead();
_readComplete.Reset();
devResponse.Add(_responseBytes.ToArray());
}
usbHid = null;
... now what happens is it only allows me to do one write! I write the data, read the response and when it comes around the loop to write the second message, the application just hangs in the write() function and never returns. (Doesn't even time out)
What is the correct way to do this kind of thing?
(BTW I know it's adding a lot of data to that devResponse object but this is not the source of the issue - if I remove it, it still consumes an awful lot of memory)
UPDATE
I've found that if I don't enable reading, I can do multiple writes without having to create a new USBInterface1 object with each iteration. This is an improvement but I'd still like to be able to read each response. (I can see they are still sent down in Wireshark)

C# TCP Connection saving clients and broadcasting to them

For practicing I wanted to create client and server applications to simulate a lobby.
Therefore, in the server-application I accept incoming connections, create a ClientInfo object containing the TcpClient object, usernames, id, etc. and the methods for sending and receiving data, and store that ClientInfo object in a List in my lobby class. When the user does something like chatting, the message is being sent to the server and broadcasted to all available clients.
The problem I have is:
The first client connects. Broadcasts go to DefaultUser1.
The second client connects. Broadcasts go to DefaultUser2 + DefaultUser2.
As you can see, the first Client is not receiving data anymore, nor can the Server receive data from him. Somehow the data in the list must be corrupted. Here is the relevant bit of code:
Accepting incoming conenctions and creating the ClientInfo object and storing it to the lobby:
while (mWorking)
{
TcpClient client = mListener.AcceptTcpClient();
mNumberOfClients++;
Console.WriteLine("New Tcp-Connection with client: " + client.Client.LocalEndPoint.ToString());
ClientInfo newInfo = new ClientInfo(client, mNumberOfClients);
mLobby.AddClient(newInfo);
}
The ClientInfo constructor:
public ClientInfo(TcpClient client, int clientNumber)
{
mClient = client;
mClientNumber = clientNumber;
mUsername = "DefaultUser" + mClientNumber.ToString();
mStream = client.GetStream();
mEncoding = new ASCIIEncoding();
}
The sending method in ClientInfo:
public void Send(String message)
{
mCurrentMessage = message;
Thread sendThread = new Thread(this.WriteTask);
sendThread.Start();
}
private void WriteTask()
{
byte[] data = mEncoding.GetBytes(mCurrentMessage);
byte[] sizeinfo = new byte[4];
sizeinfo[0] = (byte)data.Length;
sizeinfo[1] = (byte)(data.Length >> 8);
sizeinfo[2] = (byte)(data.Length >> 16);
sizeinfo[3] = (byte)(data.Length >> 24);
mStream.Write(sizeinfo, 0, sizeinfo.Length);
mStream.Write(data, 0, data.Length);
}
Relevant code in the lobby class:
private static List<ClientInfo> mClients;
private static processDel mProcessDel;
public Lobby(processDel del)
{
mProcessDel = del;
mClients = new List<ClientInfo>();
}
public void AddClient(ClientInfo client)
{
mClients.Add(client);
client.Listen(mProcessDel);
Broadcast("UJOIN§" + client.username + "$");
}
public void Broadcast(String message)
{
for (int i = 0; i < mClients.Count; i++)
{
Console.WriteLine("Broadcasting to " + mClients[i].username);
mClients[i].Send(message);
}
}
I also tried the broadcasting with foreach, same result. The processDel is a delegate method i need for processing the received data. Receiving is handled by a seperate thread for each client.
As a guess, it seems that you misunderstood what static means in C#.
static means that the method or field is part of the type, rather than the instance of a type. So if all of your fields are static, you don't actually have any instance data, and all the state is shared across all instances of your class - so the second client overwrites all the data associated with the first client as well. The solution is simple - just remove the statics, and you should be fine.
Other than that, your code has some thread-safety issues. Most types in .NET are not thread-safe by default, and you need to add appropriate locking to make sure that consistency is maintained. This is more of a topic for CodeReview, perhaps, so I'll just note the first things that come to mind:
Send always starts a new thread to send the message. However, this also means that if it's called twice in succession under just the right conditions, it can completely corrupt your TCP stream - for example, the first thread might write the length data, then the second writes its length data before the first writes the actual data and you're in trouble. It's also possible that you'd just send the second message twice, since you're passing the text to send through a field.
List<T> isn't thread-safe. That means that you can only safely use it from a single thread - it's not entirely clear from your code, but it seems like you might have trouble with that. Using something like ConcurrentDictionary<IPEndPoint, ClientInfo> might be a better idea, but that really depends on what you're doing.
You could also explore some alternative options, like using asynchronous I/O instead of spamming threads, but that's a bit more advanced option (mind you, multi-threading is even worse :)). Regardless, a good start for thread-safety would be http://www.albahari.com/threading/ It's somewhat long, but multi-threading is a very complex and dangerous topic, and it will tend to produce errors that are hard to find and reproduce, especially while running in a debugger.

File transfer from multiple clients - one server

I am new to the windows socket programming using C# and i want to create an application that runs under multiple clients with one server. The server will wait for the incoming connection from client and assign a new port to each connection.
Server should accept the file transfer from multiple clients. The transferring file can be about 10-20 MB.
I went through many tutorials and examples but they do transfer in one-to-one pattern. I was able to connect the multiple clients to one server and sending the text through it. The server is accepting the clients connection and their sent text messages but I have no idea transferring the files in same pattern.
I will be a great help if there is any tutorials, examples or guide that help me understand the file transfer from multiple clients to single server.
it's quite easy actually
Save the incoming connections in an array.
start a new thread that gets the data from the socket and put it in an output buffer (make sure it's threadsafe) and that's it
edit 18-6-2014
here is a c++ example from my network class it is not perfect but you will get the idea
m_clientList is a vector in which I save the connections but I don't know if c# has a vector something like a list will work to
DWORD WINAPI Network::ServerAcceptConnections(LPVOID lpParam)
{
Network* network = (Network*) lpParam;
SOCKET new_socket;
char *message;
int c = sizeof(struct sockaddr_in);
DWORD dwWaitResult;
Sleep(100);
while (true)
{
new_socket = accept(pNetwork->m_s , (struct sockaddr *)&pNetwork->m_client, &c);
if (new_socket != INVALID_SOCKET )
{
dwWaitResult = WaitForSingleObject(
pNetwork->m_ClientListMutex, // handle to mutex
INFINITE); // no time-out interval
if (dwWaitResult == WAIT_OBJECT_0)
{
__try
{
//Reply to the client
if (network->m_clientList.size() < network->m_maxConnections)
{
if(network->m_debugModus) print("DEBUG MODUS: Connection accepted\r\n");
network->m_clientList.push_back(new_socket);
message = NETWORK_CLASS_CONNECTION_SUCCES;
Message out;
out.client = new_socket;
out.message = message;
out.size = strlen(message);
pNetwork->SendData(out);
}
else
{
if(pNetwork->m_debugModus) printf("DEBUG MODUS: Max connections reached\r\n");
message = NETWORK_CLASS_MAX_CONNECTIONS;
pNetwork->Send(new_socket, message, strlen(message));
closesocket(new_socket);
}
}
__finally {
// Release ownership of the mutex object
if (! ReleaseMutex(network->m_ClientListMutex))
{
if(pNetwork->m_debugModus) printf("DEBUG MODUS: AcceptConnections: Cant Relese the Mutex\r\n");
}
}
}
else if (dwWaitResult == WAIT_ABANDONED)
{
if(network->m_debugModus) print("DEBUG MODUS: SendDataThread: The thread got ownership of an abandoned mutex\r\n");
return FALSE;
}
}
else
{
if(pNetwork->m_debugModus) printf("DEBUG MODUS: accept failed with error code : %d\r\n" , WSAGetLastError());
}
}
return TRUE;
}

ZeroMQ performance issue

I'm having an issue with ZeroMQ, which I believe is because I'm not very familiar with it.
I'm trying to build a very simple service where multiple clients connect to a server and sends a query. The server responds to this query.
When I use REQ-REP socket combination (client using REQ, server binding to a REP socket) I'm able to get close to 60,000 messages per second at server side (when client and server are on the same machine). When distributed across machines, each new instance of client on a different machine linearly increases the messages per second at the server and easily reaches 40,000+ with enough client instances.
Now REP socket is blocking, so I followed ZeroMQ guide and used the rrbroker pattern (http://zguide.zeromq.org/cs:rrbroker):
REQ (client) <----> [server ROUTER -- DEALER --- REP (workers running on different threads)]
However, this completely screws up the performance. I'm getting only around 4000 messages per second at the server when running across machines. Not only that, each new client started on a different machine reduces the throughput of every other client.
I'm pretty sure I'm doing something stupid. I'm wondering if ZeroMQ experts here can point out any obvious mistakes. Thanks!
Edit: Adding code as per advice. I'm using the clrzmq nuget package (https://www.nuget.org/packages/clrzmq-x64/)
Here's the client code. A timer counts how many responses are received every second.
for (int i = 0; i < numTasks; i++) { Task.Factory.StartNew(() => Client(), TaskCreationOptions.LongRunning); }
void Client()
{
using (var ctx = new Context())
{
Socket socket = ctx.Socket(SocketType.REQ);
socket.Connect("tcp://192.168.1.10:1234");
while (true)
{
socket.Send("ping", Encoding.Unicode);
string res = socket.Recv(Encoding.Unicode);
}
}
}
Server - case 1: The server keeps track of how many requests are received per second
using (var zmqContext = new Context())
{
Socket socket = zmqContext.Socket(SocketType.REP);
socket.Bind("tcp://*:1234");
while (true)
{
string q = socket.Recv(Encoding.Unicode);
if (q.CompareTo("ping") == 0) {
socket.Send("pong", Encoding.Unicode);
}
}
}
With this setup, at server side, I can see around 60,000 requests received per second (when client is on the same machine). When on different machines, each new client increases number of requests received at server as expected.
Server Case 2: This is essentially rrbroker from ZMQ guide.
void ReceiveMessages(Context zmqContext, string zmqConnectionString, int numWorkers)
{
List<PollItem> pollItemsList = new List<PollItem>();
routerSocket = zmqContext.Socket(SocketType.ROUTER);
try
{
routerSocket.Bind(zmqConnectionString);
PollItem pollItem = routerSocket.CreatePollItem(IOMultiPlex.POLLIN);
pollItem.PollInHandler += RouterSocket_PollInHandler;
pollItemsList.Add(pollItem);
}
catch (ZMQ.Exception ze)
{
Console.WriteLine("{0}", ze.Message);
return;
}
dealerSocket = zmqContext.Socket(SocketType.DEALER);
try
{
dealerSocket.Bind("inproc://workers");
PollItem pollItem = dealerSocket.CreatePollItem(IOMultiPlex.POLLIN);
pollItem.PollInHandler += DealerSocket_PollInHandler;
pollItemsList.Add(pollItem);
}
catch (ZMQ.Exception ze)
{
Console.WriteLine("{0}", ze.Message);
return;
}
// Start the worker pool; cant connect
// to inproc socket before binding.
workerPool.Start(numWorkers);
while (true)
{
zmqContext.Poll(pollItemsList.ToArray());
}
}
void RouterSocket_PollInHandler(Socket socket, IOMultiPlex revents)
{
RelayMessage(routerSocket, dealerSocket);
}
void DealerSocket_PollInHandler(Socket socket, IOMultiPlex revents)
{
RelayMessage(dealerSocket, routerSocket);
}
void RelayMessage(Socket source, Socket destination)
{
bool hasMore = true;
while (hasMore)
{
byte[] message = source.Recv();
hasMore = source.RcvMore;
destination.Send(message, message.Length, hasMore ? SendRecvOpt.SNDMORE : SendRecvOpt.NONE);
}
}
Where the worker pool's start method is:
public void Start(int numWorkerTasks=8)
{
for (int i = 0; i < numWorkerTasks; i++)
{
QueryWorker worker = new QueryWorker(this.zmqContext);
Task task = Task.Factory.StartNew(() =>
worker.Start(),
TaskCreationOptions.LongRunning);
}
Console.WriteLine("Started {0} with {1} workers.", this.GetType().Name, numWorkerTasks);
}
public class QueryWorker
{
Context zmqContext;
public QueryWorker(Context zmqContext)
{
this.zmqContext = zmqContext;
}
public void Start()
{
Socket socket = this.zmqContext.Socket(SocketType.REP);
try
{
socket.Connect("inproc://workers");
}
catch (ZMQ.Exception ze)
{
Console.WriteLine("Could not create worker, error: {0}", ze.Message);
return;
}
while (true)
{
try
{
string message = socket.Recv(Encoding.Unicode);
if (message.CompareTo("ping") == 0)
{
socket.Send("pong", Encoding.Unicode);
}
}
catch (ZMQ.Exception ze)
{
Console.WriteLine("Could not receive message, error: " + ze.ToString());
}
}
}
}
Could you post some source code or at least a more detailed explanation of your test case? In general the way to build out your design is to make one change at a time, and measure at each change. You can always move stepwise from a known working design to more complex ones.
Most probably the 'ROUTER' is the bottleneck.
Check out these related questions on this:
Client maintenance in ZMQ ROUTER
Load testing ZeroMQ (ZMQ_STREAM) for finding the maximum simultaneous users it can handle
ROUTER (and ZMQ_STREAM, which is just a variant of ROUTER) internally has to maintain the client mapping, hence IMO it can accept limited connections from a particular client. It looks like ROUTER can multiplex multiple clients, only as long as, each client has only one active connection.
I could be wrong here - but I am not seeing much proof to the contrary (simple working code that scales to multi-clients with multi-connections with ROUTER or STREAM).
There certainly is a very severe restriction on concurrent connections with ZeroMQ, though it looks like no one know what is causing it.
I have done done performance testing on calling a native unmanaged DLL function with various methods from C#:
1. C++/CLI wrapper
2. PInvoke
3. ZeroMQ/clrzmq
The last might be interesting for you.
My finding at the end of my performance test was that using the ZMQ binding clrzmq was not useful and produced a factor of 100 performance overhead after I tried to optimize the PInvoke calls within the source code of the binding. Therefore I have used the ZMQ without a binding but with PInvoke calls.these calls must be done with the cdecl convention and with the option "SuppressUnmanagedCodeSecurity" to get most speed.
I had to import just 5 functions which was fairly easy.
At the end the speed was a bit slower than a PInvoke call but with the ZMQ-in my case over "inproc".
This may give you the hint to try it without the binding, if speed is interesting for you.
This is not a direct answer for your question but may help you to increase performance in general.

Cannot receive UDP packets inside Unity game

So, I have this game, written in Unity, which is supposed to receive data in real-time over UDP. The data will be coming over wireless from an android device, written in Java, while the Unity program is written in C#. My problem is, whenever I try to declare a UdpClient object, and call its Receive() method inside the Update() method of Unity, the game hangs. Here's the code that I am trying to put inside my Update() method -
UdpClient client = new UdpClient(9877);
IPEndPoint receivePoint = new IPEndPoint(IPAddress.Parse("192.168.1.105"), 9877);
byte[] recData = client.Receive(ref receivePoint);
But it's causing the game to hang.
I then tried a different approach - I tried to receive the data in a separate thread. Works like magic if all I have to do is receive the byte array. No issues. Except that I also need the data received to be used as parameters to functions used in the actual game (for now, let's just say I need to display the received data bytes as a string in the main game window). But, I do not have knowledge of how cross-threading works in Unity. I tried this -
string data = string.Empty;
private IPEndPoint receivePoint;
void OnGUI()
{
GUI.Box(new Rect(20, 20, 100, 40), "");
GUI.Label(new Rect(30, 30, 100, 40), data);
}
void Start()
{
LoadClient();
}
public void LoadClient()
{
client = new UdpClient(9877);
receivePoint = new IPEndPoint(IPAddress.Parse("192.168.1.105"), 9877);
Thread startClient = new Thread(new ThreadStart(StartClient));
startClient.Start();
}
public void StartClient()
{
try
{
while (true)
{
byte[] recData = client.Receive(ref receivePoint);
System.Text.ASCIIEncoding encode = new System.Text.ASCIIEncoding();
data = encode.GetString(recData);
}
}
catch { }
}
But my program hangs if I try the above. So, what exactly am I missing here?
The reason it hangs for you is because that's the way Receive is defined. It blocks your current code until there is data available on the network connection (i.e. the underlying socket). You are correct that you should use a background thread for that.
Please note though, that creating threads in your game object scripts can be dangerous business in case you for example attach the script to multiple objects at the same time. You don't want multiple version of this script running at the same time because they would all try to bind to the same socket address (which won't work).
You also need to pay attention to closing down the threads if the game object dies (this is not automatically done in C# - you have to stop threads).
That said, when you are using multiple threads you need to ensure thread safety. This means that you need to protect the data so that you cannot read it while it is being written to. The simplest way to do this is to use C# locks:
private readonly Object _dataLock = new Object();
private string _sharedData = String.Empty;
void OnGUI()
{
string text = "";
lock (_dataLock)
text = _sharedData;
}
void StartClient()
{
// ... [snip]
var data = Encoding.ASCII.GetString(recData);
lock (_dataLock)
_sharedData = data;
}
Note that locks can hurt performance a bit, especially if used frequently. There are other ways to protect data in c# that are more performant (but slightly more complex). See this guideline from Microsoft for a few examples.

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