C# TcpListener - client number limited - c#

Dear Stack Overflow Community,
i am currently developing an online TCG in C#. The server runs perfectly fine on my own machine (quad-core, octa-thread Windows 7). I could connect 12 clients without problem. But when I launch it on a server, the maximum amount of clients becomes limited to the number of processor cores on the machine. I ran the code on a single-core Windows 2016 Server and could not connect more that one client to start a game. Then I ran the server on a quad-core Windows 2012 Server and could only connect four clients and start two games. Any further clients got completely ignored until someone disconnects. Then the new client gets accepted and the server crashes.
The server is a MS Visual Studio 2015 Windows Forms Application with .NET Framework 4.0. The Windows Server machines have .NET Framework 4.0 and my own machine has version 4.5.
I will gladly provide any additional information you may require and answer all your questions.
Server code in C#:
public void Init()
{
try {
server = new TcpListener(IPAddress.Any, port);
server.Start();
serverRunning = true;
server.BeginAcceptTcpClient(AcceptTcpClient, server);
OutputTB.Text = "server has been started on port " + port.ToString();
}
catch (Exception e) {
OutputTB.Text = "socket error: " + e.Message;
}
}
private void AcceptTcpClient(IAsyncResult newClient)
{
if (!serverRunning)
return;
server.BeginAcceptTcpClient(AcceptTcpClient, server);
TcpListener listener = (TcpListener)newClient.AsyncState;
ServerClient client = new ServerClient(listener.EndAcceptTcpClient(newClient));
Send("SWHO", client);
connectedClients.Add(client);
Invoke((MethodInvoker)delegate {
ClientListBox.Items.Add("Waiting for authentification...");
});
NetworkStream stream = client.tcp.GetStream();
StreamReader reader = new StreamReader(stream, true);
while (client.connected && serverRunning) {
if (stream.DataAvailable) {
string data = reader.ReadLine();
if (data != null)
OnIncomingData(client, data);
}
}
Invoke((MethodInvoker)delegate {
if (client.authenticated)
ClientListBox.Items.Remove(client.playerName);
else
ClientListBox.Items.Remove("Waiting for authentification...");
});
Send("SDISC", client);
waitingClients.Remove(client);
connectedClients.Remove(client);
client.tcp.Close();
}
private void OnIncomingData()
{
//process client data
}

Thread pool exhaustion it was! Big thanks to itsme86 and usr for the helpful tips. Now the code looks like this:
private void AcceptTcpClient(IAsyncResult ar)
{
server.BeginAcceptTcpClient(AcceptTcpClient, server);
Task.Run(() => ListenToIncomingData(IAsyncResult ar);
}
There is one thing I'm curious about: doesn't the asynchronous call also consume a thread? how come there are enough resources to handle it but not enough to handle the unfinished callback?

Related

How do I connect to a Windows Universal App StreamSocket from a Console Application?

I am listening for connections through a Windows Universal App and would like to connect to that App through a Windows Console Application. I have done some basic code which I think should connect but I get a timeout error from the console application.
{"A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond 192.168.0.5:1771"}
The windows universal app never even goes into the connection received function.
The Server (UWP):
public async void SetupServer()
{
try
{
//Create a StreamSocketListener to start listening for TCP connections.
Windows.Networking.Sockets.StreamSocketListener socketListener = new Windows.Networking.Sockets.StreamSocketListener();
//Hook up an event handler to call when connections are received.
socketListener.ConnectionReceived += SocketListener_ConnectionReceived;
//Get Our IP Address that we will host on.
IReadOnlyList<HostName> hosts = NetworkInformation.GetHostNames();
HostName myName = hosts[3];
//Assign our IP Address
ipTextBlock.Text = myName.DisplayName+":1771";
ipTextBlock.Foreground = new SolidColorBrush(Windows.UI.Color.FromArgb(255,0,255,0));
//Start listening for incoming TCP connections on the specified port. You can specify any port that' s not currently in use.
await socketListener.BindEndpointAsync(myName, "1771");
}
catch (Exception e)
{
//Handle exception.
}
}
The Client (Console Application):
static void Main(string[] args)
{
try
{
byte[] data = new byte[1024];
int sent;
string ip = "192.168.0.5";
int port = 1771;
IPEndPoint ipep = new IPEndPoint(IPAddress.Parse(ip), port);
TcpClient client = new TcpClient();
client.Connect(ipep); //**************Stalls HERE************
using (NetworkStream ns = client.GetStream())
{
using (StreamReader sr = new StreamReader(ns))
{
using (StreamWriter sw = new StreamWriter(ns))
{
sw.WriteLine("Hello!");
sw.Flush();
System.Threading.Thread.Sleep(1000);
Console.WriteLine("Response: " + sr.ReadLine());
}
}
}
}
catch (Exception e)
{
}
}
I have tested your code on my side and it can work well. So there is nothing wrong with your code. But I can reproduce your issue by running the server and client on the same device, the client will throw the same exception as you showed above. So please ensure you're connecting from another machine. We cannot connect to a uwp app StreamSocketListener from another app or process running on the same machine,this is not allowed. Not even with a loopback exemption.
Please also ensure the Internet(Client&Server) capability is enabled. And on the client you can ping the server 192.168.0.5 successfully.

Can't establish connection using StreamSocket (universal windows)

Im trying to follow this code sample from microsoft, who is a basic code for sending/receiving data over network from windows 10 computer/phone.
Im on VS2015, i have a phone on W10 and my computer also.
The problem is that my application seems to create packet and send one to establish the connection (i have seen this packet with wireshark), but i never received it on the server side.
Here is code to listen port from the actual internet connection available and wait for a connection :
public static async void StartServer()
{
try
{
StreamSocketListener listener = new StreamSocketListener();
//ConnectionProfile internetConnectionProfile = NetworkInformation.GetInternetConnectionProfile();
//await listener.BindServiceNameAsync("5043", SocketProtectionLevel.PlainSocket, internetConnectionProfile.NetworkAdapter);
listener.ConnectionReceived += OnConnection;
await listener.BindServiceNameAsync("5043");
Debug.WriteLine("Server Started !");
}
catch (Exception)
{
Debug.WriteLine("Error StartServer Method !");
}
}
The method "OnConnection" is never reach cause the event "ConnectionReceived" is never called.
Here is the code to establish connection (the string ipDestination contain the internet ip address from my phone for example, that i get from checkip.dyndns.org) :
private static StreamSocket socket;
public static async void Connect(string ipDestination)
{
try
{
//Destination Ip address
HostName host = new HostName(ipDestination);
ConnectionProfile internetConnectionProfile = NetworkInformation.GetInternetConnectionProfile();
socket = new StreamSocket();
socket.Control.KeepAlive = true;
await socket.ConnectAsync(host, "5043");
//EXCEPTION RAISE HERE after a moment "System.Runtime.InteropServices.COMException, cant join destination.
Debug.WriteLine("Connected !");
}
catch (Exception)
{
Debug.WriteLine("Erreur Connect Method !");
}
}
I think i should miss something but i dont know why and im block at this part since a long and can't continue my project...
I apologize for the bad english I try to make my best :)
Update from comments :
As Jay Zuo suggested, i have try to use local address on private
network and it works, i can establish connection, send and receive
data without problems... So the problem come when i use internet IP
address, and i still can't figure why...
As Kiewic suggested, i have simplify my code and commented the
precedent version.

How to reconnect to a socket gracefully

I have a following method that connects to an end point when my program starts
ChannelSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
var remoteIpAddress = IPAddress.Parse(ChannelIp);
ChannelEndPoint = new IPEndPoint(remoteIpAddress, ChannelPort);
ChannelSocket.Connect(ChannelEndPoint);
I also have a timer that is set to trigger every 60 seconds to call CheckConnectivity, that attempts to send an arbitrary byte array to the end point to make sure that the connection is still alive, and if the send fails, it will attempt to reconnect.
public bool CheckConnectivity(bool isReconnect)
{
if (ChannelSocket != null)
{
var blockingState = ChannelSocket.Blocking;
try
{
var tmp = new byte[] { 0 };
ChannelSocket.Blocking = false;
ChannelSocket.Send(tmp);
}
catch (SocketException e)
{
try
{
ReconnectChannel();
}
catch (Exception ex)
{
return false;
}
}
}
else
{
ConnectivityLog.Warn(string.Format("{0}:{1} is null!", ChannelIp, ChannelPort));
return false;
}
return true;
}
private void ReconnectChannel()
{
try
{
ChannelSocket.Shutdown(SocketShutdown.Both);
ChannelSocket.Disconnect(true);
ChannelSocket.Close();
}
catch (Exception ex)
{
ConnectivityLog.Error(ex);
}
ChannelSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
var remoteIpAddress = IPAddress.Parse(ChannelIp);
ChannelEndPoint = new IPEndPoint(remoteIpAddress, ChannelPort);
ChannelSocket.Connect(ChannelEndPoint);
Thread.Sleep(1000);
if (ChannelSocket.Connected)
{
ConnectivityLog.Info(string.Format("{0}:{1} is reconnected!", ChannelIp, ChannelPort));
}
else
{
ConnectivityLog.Warn(string.Format("{0}:{1} failed to reconnect!", ChannelIp, ChannelPort));
}
}
So how I'd test the above, is to physically unplug the LAN cable from my ethernet device, allowing my code to attempt to reconnect (which fails obviously) and reconnect back the LAN cable.
However, even after reconnecting the LAN cable (able to ping), ChannelSocket.Connect(ChannelEndPoint) in my Reconnect method always throws this error
No connection could be made because the target machine actively refused it 192.168.168.160:4001
If I were to restart my whole application, it connects successfully. How can I tweak my reconnect method such that I don't have to restart my application to reconnect back to my Ethernet device?
If an application closes a TCP/IP port, the protocol dictates that the port stays in TIME_WAIT state for a certain duration (default of 240 seconds on a windows machine).
See following for references -
http://en.wikipedia.org/wiki/Transmission_Control_Protocol
http://support.microsoft.com/kb/137984
http://www.pctools.com/guides/registry/detail/878/
What this means for your scenario - is that you cannot expect to close (willingly or unwillingly) and re-open a port within a short period of time (even several seconds). Despite some registry tweaks which you'd find on internet.. the port will be un-available for any app on windows, for a minimum of 30 seconds. (Again, default is 240 seconds)
Your options - here are limited...
From the documentation at http://msdn.microsoft.com/en-us/library/4xzx2d41(v=vs.110).aspx -
"If the socket has been previously disconnected, then you cannot use this (Connect) method to restore the connection. Use one of the asynchronous BeginConnect methods to reconnect. This is a limitation of the underlying provider."
The reason why documentation suggests that BeginConnect must be used is what I mentioned above.. It simply doesn't expect to be able to establish the connection right away.. and hence the only option is to make the call asynchronously, and while you wait for the connection to get established in several minutes, do expect and plan for it to fail. Essentially, likely not an ideal option.
If the long wait and uncertainty is not acceptable, then your other option is to somehow negotiate a different port between the client and server. (For example, in theory you could use UDP, which is connectionless, to negotiate the new TCP port you'd re-establish the connection on). Communication using UDP, in theory of course, itself is not guaranteed by design. But should work most of the times (Today, networking in typical org is not that flaky / unreliable). Subjective to scenario / opinion, perhaps better than option 1, but more work and smaller but finite chance of not working.
As suggested in one of the comments, this is where application layer protocols like http and http services have an advantage. Use them, instead of low level sockets, if you can.
If acceptable, this is the best option to go with.
(PS - FYI - For HTTP, there is a lot of special handling built into OS, including windows - For example, there is a dedicated driver Http.sys, specially for dealing with multiple apps trying to listen on same port 80 etc.. The details here are a topic for another time.. point is, there is lots of goodness and hard work done for you, when it comes to HTTP)
Maybe you should switch to a higher abstraction class, which better deals with all these nifty little details?
I'm going to use for these network connections the TcpListener and TcpClient classes. The usage of these classes is quite easy:
The client side:
public void GetInformationAsync(IPAddress ipAddress)
{
_Log.Info("Start retrieving informations from address " + ipAddress + ".");
var tcpClient = new TcpClient();
tcpClient.BeginConnect(ipAddress, _PortNumber, OnTcpClientConnected, tcpClient);
}
private void OnTcpClientConnected(IAsyncResult asyncResult)
{
try
{
using (var tcpClient = (TcpClient)asyncResult.AsyncState)
{
tcpClient.EndConnect(asyncResult);
var ipAddress = ((IPEndPoint)tcpClient.Client.RemoteEndPoint).Address;
var stream = tcpClient.GetStream();
stream.ReadTimeout = 5000;
_Log.Debug("Connection established to " + ipAddress + ".");
var formatter = new BinaryFormatter();
var information = (MyInformation)formatter.Deserialize(stream);
_Log.Info("Successfully retrieved information from address " + ipAddress + ".");
InformationAvailable.FireEvent(this, new InformationEventArgs(information));
}
}
catch (Exception ex)
{
_Log.Error("Error in retrieving informations.", ex);
return;
}
}
The server side:
public void Start()
{
ThrowIfDisposed();
if (_TcpServer != null;)
_TcpServer.Stop();
_TcpServer = new TcpListener(IPAddress.Any, _PortNumber);
_TcpServer.Start();
_TcpServer.BeginAcceptTcpClient(OnClientConnected, _TcpServer);
_Log.Info("Start listening for incoming connections on " + _TcpServer.LocalEndpoint + ".");
}
private void OnClientConnected(IAsyncResult asyncResult)
{
var tcpServer = (TcpListener)asyncResult.AsyncState;
IPAddress address = IPAddress.None;
try
{
if (tcpServer.Server != null
&& tcpServer.Server.IsBound)
tcpServer.BeginAcceptTcpClient(OnClientConnected, tcpServer);
using (var client = tcpServer.EndAcceptTcpClient(asyncResult))
{
address = ((IPEndPoint)client.Client.RemoteEndPoint).Address;
_Log.Debug("Client connected from address " + address + ".");
var formatter = new BinaryFormatter();
var informations = new MyInformation()
{
// Initialize properties with desired values.
};
var stream = client.GetStream();
formatter.Serialize(stream, description);
_Log.Debug("Sucessfully serialized information into network stream.");
}
}
catch (ObjectDisposedException)
{
// This normally happens, when the server will be stopped
// and their exists no other reliable way to check this state
// before calling EndAcceptTcpClient().
}
catch (Exception ex)
{
_Log.Error(String.Format("Cannot send instance information to {0}.", address), ex);
}
}
This code works and doesn't make any problems with a lost connection on the client side. If you have a lost connection on the server side you have to re-establish the listener, but that's another story.
In ReconnectChannel just dispose the ChannelSocket object.
try
{
`//ChannelSocket.Shutdown(SocketShutdown.Both);
//ChannelSocket.Disconnect(true);
//ChannelSocket.Close();
ChannelSocket.Dispose();`
}
This is working for me. Let me know if it doesn't work for you.

Connection drop in HttpListener in C# Mono

I have a code like this
public async void Start()
{
Logger.Log(Logger.LogLevel.General, "Beginning Listen!");
HttpListener listener = new HttpListener();
listener.Prefixes.Add(Statics.Config.IniReadValue("http-server"));
listener.Start();
while (true)
{
HttpListenerContext client = await listener.GetContextAsync();
AcceptClient(client);
}
}
public async void AcceptClient(HttpListenerContext client)
{
try
{
string sRequest = Helpers.GetRequestBody(client.Request);
if (sRequest == "")
return;
client.Response.ContentType = "application/json";
//Do a bunch of stuff here
string s = JsonConvert.SerializeObject(response);
byte[] byteArray = Encoding.UTF8.GetBytes(s);
client.Response.ContentLength64 = byteArray.Length;
client.Response.OutputStream.Write(byteArray, 0, byteArray.Length);
client.Response.OutputStream.Close();
client.Response.Close();
}
catch (Exception e)
{
Logger.Log(Logger.LogLevel.Error, e.ToString());
}
}
The code works perfectly fine on Windows using .Net but in my testing on Ubuntu 13.04 the client is dropped. I'm using Mono 3.2.1.
The code is for a RPC server which is connected from a C++ client I cannot change. The client expects the connection to remain open throughout the period and fails with broken pipe on unix and error code 5, eof on Windows when using this server with Mono.
There is no problem on connection but after the first command the client fails. There is no exception raised. Thanks for your help!
EDIT 1: I ripped apart the mono HttpListener and used it in my project directly and now it fails on .Net too. Definitely something's wrong with the code. P.S. this time it was the newest commit code.
My first question and I solved it myself :D
What I was doing wrong was that I was disposing the Request.InputStream stream myself which shouldn't be done. While .Net had no problems with me doing that Mono decided to check whether the connection could be reused or not and failed as the stream was disposed.
So removed the function disposing the stream and it works!

Need help in "Socket Programming" using Visual C# (Dot Net Framework 4.0)?

Recently, I was given an assignment...
"To develop a Windows Forms application which can be installed on various windows machines at an office or enterprise. There would be a database in just one machine(ALPHA machine).. This database would be used by applications on other Beta machines to access data. The application would itself manage to check if it is an Alpha or a Beta (Has Database file with it?) and hence has to act as a server or a client."
I can do everything except the Network and Inter-Application Communication requirements. So, I started to learn Socket Programming over the Internet and I have gone through this link...
The idea I am working on is...
To have the client send the message to server.
To have the server accept this message and put this message in queue.
Read the message to get Client's IP Address and the its Request for Data.
Apply this request on database and get the result.
Convert the result in string.
Send it to the requesting client.
I can manage to perform steps 3,4 & 5. I am stuck on 1, 2 & 6.
Towards this...
I have created a function for Server as well as for client who return the Sockets when called. I create a separate function as I like my code to be clean, tidy and understandable after years.
Check my code below...
For Server...
private Socket GetServerReady()
{
IPEndPoint RemoteEP = new IPEndPoint(IPAddress.Any, 8000);
Socket newSock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
newSock.Connect(RemoteEP);
newSock.Listen(10);
return (newSock);
}
You will notice there is no Accept() method anywhere, This is because I wish to call it like below for further use...
Socket CltSock = GetServerReady().Accept();
The Code for Client is...
private Socket GetClientReady()
{
IPEndPoint RemoteEP = new IPEndPoint(IPAddress.Parse(txtBxHost2.Text.Trim()), 8000);
Socket ServerSock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
ServerSock.Connect(RemoteEP);
return (ServerSock);
}
Finally, The questions are....
"Where is the appropriate place to call the functions I wrote above?"
"Should I call the Server and Client Function in Form_Load() Event?"
"What must be the next step towards my main intention which is point 1,2 & 6 mentioned above?"
I don't expect the full code that I can just copy as it is. Just the correct procedure and a little detail over the concept would do.
I would be using just a single PC for testing purpose. Also, another limitation is, It would all be coded in a single application. I don't want to write two separate applications for client & server.
I hope I made it all clear for you to understand.
Thanks a Lot.
Awaiting the response.
I was struggling to get things done and somehow managed to get the solution.
Below is my solution:
Server Side code:
(I put this code in a function which loops back the execution if any exception is caught)
private void Looper()
{
int i = 0;
int AttemptCount = 1;
while (i == 0)
{
try
{
TcpListener tL = new TcpListener(Network.GetLocalIPAddress(), 56009);
tL.Start(10);
Socket tS = tL.AcceptSocket();
if (tS.Connected)
{
NetworkStream nS = new NetworkStream(tS);
StreamReader Reader = new StreamReader(nS);
Output = Reader.ReadToEnd().Trim();
Reader.Close();
nS.Close();
tS.Close();
tL.Stop();
//If Done, End Execution
i = 1;
}
else
{
MessageBox.Show("The connection to the client is broken or failed..!!\n\nPlease check connection and try again.","Error",MessageBoxButtons.OK,MessageBoxIcon.Error);
}
}
catch (SystemException ex)
{
//If Not, Loop Execution Again
if (MessageBox.Show("Exception: " + ex.Message + "\n\nAttempt Count: " + AttemptCount + "\n\nDo you want to terminate the transmission?", "Error", MessageBoxButtons.YesNo, MessageBoxIcon.Error) == DialogResult.Yes)
{
i = 1;
ResetTimer.Stop();
}
else
{
i = 0;
AttemptCount++;
}
}
}
}
When above function is called, The server waits to accept any incoming socket. If there is any error somewhere due to port re-usage or anything, It loops back itself and resets the server. (So, we don't have to manually call the server function again & again.)
Once the server accepts any incoming socket, the execution ends up successfully. Lot's of time we don't want to keep invoking server even after a successful reception. So, I, instead of calling this function in a button "click_event", I called it in a timer Tick_Event. So, the human need is eliminated at server side.
This leads to a problem. Once the server starts waiting to accept, It is in blocking mode.
It hangs all the processes and controls in same thread. So, I moved the call to above function to BackgroundWorker's "Do_Work" Event.
Check below Code:
private void GetServerReady()
{
if (!bW.IsBusy)
{
bW.RunWorkerAsync();
txtBxHistory.Text += "\r\n" + Output;
}
}
private void bW_DoWork(object sender, DoWorkEventArgs e)
{
Looper();
}
private void ResetTimer_Tick(object sender, EventArgs e)
{
GetServerReady();
}
"bW" is "BackgroundWorker".
"Output" is a variable I defined globally.
The reason we need a variable is that,
BackgroundWorker has its own thread to execute the code placed in its "Do_Work" Event. So, a TextBox from our application's thread can't be used by BackgroundWorker to store the received output. Doing this to a variable and then setting TextBox's Text property to this variable does the trick.
Client Side code:
private void btnSend_Click(object sender, EventArgs e)
{
TcpClient socketForServer;
try
{
socketForServer = new TcpClient(txtBxDestIP.Text.Trim(), 56009);
}
catch
{
MessageBox.Show("Failed to connect to server at " + txtBxDestIP.Text.Trim() + ":999", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
NetworkStream networkStream = socketForServer.GetStream();
StreamWriter streamWriter = new System.IO.StreamWriter(networkStream);
try
{
string InputString;
InputString = Network.GetLocalIPAddress() + ": " + txtBxData.Text;
streamWriter.Write(InputString);
streamWriter.Flush();
socketForServer.Close();
txtBxHistory.Text += "\r\nMe: " + txtBxData.Text.Trim();
txtBxData.Clear();
}
catch
{
MessageBox.Show("Exception reading from Server.", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
}
streamWriter.Close();
networkStream.Close();
socketForServer.Close();
}
"txtBxDestIP" is a TextBox having the Destination IP address as Text.
"txtBxData" is a TextBox having the text to be sent.
This code works flawless for me. With above solution I can achieve all my motives from step 1 to 6 (Mentioned in the question above.)
I hope it helps others too. Please suggest if there is a better and efficient way to perform this.
Thanks.
Regards.

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