C# TcpClient "The operation is not allowed on non-connected sockets." - c#

My goal is to create a TcpClient that stays connected, allowing messages to be sent to the server, as well as having a timed monitor that sends a special message to the server during a certain idle frequency. Haven't made it too far before getting stumped.
With the current code, the first message sent using a console tester app receives fine, but upon sending another an exception is thrown with the message "The operation is not allowed on non-connected sockets."
I have tried removing the stream.Dispose() line and it will hang on stream.Read(...) during the second attempt. I have also tried making NetworkStream stream a member of the class and set it to client.GetStream() in the constructor and it will hang on stream.Read(...) during the second attempt.
public class TcpClientTest
{
private TcpClient client = new TcpClient();
private string hostName;
private int port;
public TcpClientTest(string hostName, int port)
{
this.hostName = hostName;
this.port = port;
client.Connect(hostName, port);
}
public byte[] SendMessage(string name, string message)
{
if (client == null) throw new Exception("Client connection has not been established");
Person person = new Person();
person.Name = name; person.Message = message;
byte[] messageBytes = (System.Text.Encoding.Unicode.GetBytes(Newtonsoft.Json.JsonConvert.SerializeObject(person)));
const int bytesize = 1024 * 1024;
try
{
NetworkStream stream = client.GetStream();
if (stream != null)
{
stream.Write(messageBytes, 0, messageBytes.Length); // Write the bytes
messageBytes = new byte[bytesize]; // Clear the message
// Receive the stream of bytes
stream.Read(messageBytes, 0, messageBytes.Length);
}
// Clean up
stream.Flush();
stream.Dispose();
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
return messageBytes; // Return response
}
}
// In console tester app
static void Main(string[] args)
{
TcpClientTest client = new TcpClientTest("127.0.0.1", 1234);
string exit = "2";
do
{
if (exit == "1") client.SendMessage("TEST", "TEST");
Console.WriteLine("1 Send Message 2 Exit");
exit = Console.ReadLine();
} while (exit != "2");
}

Related

TCP how do I relay the packets from my client to the server

So I am working on creating my own proxy server for my game server.
Whats happening so far is that I try to connect to my Terraria server and it says
Connecting..
Then I start my server application which accepts incoming requests on that specific IP & port and it prompts a MessageBox saying"Connected" and then the game goes from "Connecting..." to "Connecting to server..." but it gets stuck there, this is most likely because I am not redirecting the traffic from my proxy server to my server.. Right?
I've been trying to .Write() to the stream but I think I am writing to the wrong stream, do I write to the stream that accepts connections or do I create a new stream for outgoing traffic?
public partial class MainWindow : Window
{
public static IPAddress remoteAddress = IPAddress.Parse("127.0.0.1");
public TcpListener remoteServer = new TcpListener(remoteAddress, 7777);
public TcpClient client = default(TcpClient);
public TcpClient RemoteClient = new TcpClient("terraria.novux.ru", 7777);
public MainWindow()
{
InitializeComponent();
}
private void BtnListen_OnClick(object sender, RoutedEventArgs e)
{
if (StartServer())
{
client = remoteServer.AcceptTcpClient();
MessageBox.Show("Connected");
var receivedBuffer = new byte[1024];
//Should I write to this one instead?
var clientStream = client.GetStream();
var stream = RemoteClient.GetStream();
while (client.Connected)
if (client.Connected)
if (client.ReceiveBufferSize > 0)
{
receivedBuffer = new byte[1024];
stream.Write(receivedBuffer, 0, receivedBuffer.Length);
}
}
}
private bool StartServer()
{
try
{
remoteServer.Start();
MessageBox.Show("Server Started...");
return true;
}
catch (Exception exception)
{
MessageBox.Show(exception.ToString());
throw;
}
}
}
A simplified implementation could look like this.
public class Program
{
public static void Main(string[] args)
{
StartTcpListener("localhost", 9000);
}
private static byte[] SendReceiveRemoteServer(string host, int port, byte[] data)
{
try
{
// Create a TcpClient.
// Note, for this client to work you need to have a TcpServer
// connected to the same address as specified by the server, port
// combination.
var client = new TcpClient(host, port);
// Get a client stream for reading and writing.
// Stream stream = client.GetStream();
var stream = client.GetStream();
// Send the message to the connected TcpServer.
stream.Write(data, 0, data.Length);
Console.WriteLine("Sent to server: {0}", Encoding.ASCII.GetString(data));
// Receive the TcpServer.response.
// Read the first batch of the TcpServer response bytes.
var bytes = new byte[256];
var allBytes = new List<byte>();
var i = stream.Read(bytes, 0, bytes.Length);
// Loop to receive all the data sent by the client.
while (i != 0)
{
allBytes.AddRange(bytes);
bytes = new Byte[256];
i = stream.DataAvailable ? stream.Read(bytes, 0, bytes.Length) : 0;
}
Console.WriteLine("Received from server: {0}", Encoding.ASCII.GetString(data));
// Close everything.
stream.Close();
client.Close();
return allBytes.ToArray();
}
catch (ArgumentNullException e)
{
Console.WriteLine("ArgumentNullException: {0}", e);
}
catch (SocketException e)
{
Console.WriteLine("SocketException: {0}", e);
}
Console.WriteLine("\n Press Enter to continue...");
return new byte[0];
}
private static void StartTcpListener(string host, int port)
{
TcpListener server = null;
try
{
var ipHostInfo = Dns.GetHostEntry(host);
var ipAddress = ipHostInfo.AddressList[0];
// TcpListener server = new TcpListener(port);
server = new TcpListener(ipAddress, port);
// Start listening for client requests.
server.Start();
// Enter the listening loop.
while (true)
{
Console.WriteLine("Waiting for a connection... ");
// Perform a blocking call to accept requests.
// You could also user server.AcceptSocket() here.
var client = server.AcceptTcpClient();
Console.WriteLine("Connected!");
// Get a stream object for reading and writing
var stream = client.GetStream();
// Buffer for reading data
var bytes = new Byte[256];
var allBytes = new List<byte>();
var i = stream.Read(bytes, 0, bytes.Length);
// Loop to receive all the data sent by the client.
while (i != 0)
{
allBytes.AddRange(bytes);
bytes = new Byte[256];
i = stream.DataAvailable ? stream.Read(bytes, 0, bytes.Length) : 0;
}
if (allBytes.Count > 0)
{
Console.WriteLine("Received from client: {0}", Encoding.ASCII.GetString(allBytes.ToArray()));
var received = SendReceiveRemoteServer("localhost", 11000, allBytes.ToArray());
// Send back a response.
stream.Write(received, 0, received.Length);
Console.WriteLine("Sent to client: {0}", Encoding.ASCII.GetString(received));
}
// Shutdown and end connection
client.Close();
}
}
catch (SocketException e)
{
Console.WriteLine("SocketException: {0}", e);
}
finally
{
// Stop listening for new clients.
server.Stop();
}
Console.WriteLine("\nHit enter to continue...");
}
}
Although improvements should be made:
make it async
make it work with multiple TcpClients at the same time

C# client socket multiple send and receive

I am using sockets for TCP-IP connection and I would like to establish simple system send-receive from the client side.
Socket sck;
sck = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPEndPoint localEndpt = new IPEndPoint(IPAddress.Parse("123.123.123.1"), 12345);
try
{
sck.Connect(localEndpt);
}
catch
{
Console.Write("Unable to Connect");
}
while (true)
{
Console.WriteLine("Enter Text");
string sendtext = Console.ReadLine();
byte[] Data = Encoding.ASCII.GetBytes(sendtext);
sck.Send(Data);
Console.WriteLine("Data Sent!");
byte[] bytesReceived = new byte[sck.ReceiveBufferSize];
int bytes = 0;
String strReceived = "";
int dataAvailable = 0;
while (dataAvailable == 0 || dataAvailable != sck.Available)
{
dataAvailable = sck.Available;
Thread.Sleep(100); // if no new data after 100ms assume transmission finished
}
if (sck.Available > 0)
{
bytes = sck.Receive(bytesReceived, bytesReceived.Length, 0);
strReceived+=Encoding.ASCII.GetString(bytesReceived, 0, bytes);
}
Console.WriteLine("Received from server: " + strReceived);
}
Console.Read();
The problem is that first requests goes throught but the second does not, because socket is not available anymore (socket "Availabe" attribute value is 0). What am I doing wrong? What would be the easiest way to establish multiple send-recieve requests (in order)?
This code works fine for me
private List<Socket> _clients = new List<Socket>();
private Thread _dataReceiveThread;
private bool _isConnected;
private void DataReceive()
{
while (_isConnected)
{
List<Socket> clients = new List<Socket>(_clients);
foreach (Socket client in clients)
{
try
{
if (!client.Connected) continue;
string txt = "";
while (client.Available > 0)
{
byte[] bytes = new byte[client.ReceiveBufferSize];
int byteRec = client.Receive(bytes);
if (byteRec > 0)
txt += Encoding.UTF8.GetString(bytes, 0, byteRec);
}
if (!string.IsNullOrEmpty(txt))
/* TODO: access the text received with "txt" */
}
catch (Exception e)
{
Exception_Handler(e);
}
}
}
}
Just run this code to get started
_isConnected = true;
_dataReceiveThread = new Thread(DataReceive);
_dataReceiveThread.Start();
Update list box in Cross thread:
This code can be placed in the comment section.
myListBox1.Invoke((Action)(() => { myListBox1.Items.Add(txt) }));
Socket. Available does NOT indicate whether the socket is available, but incoming data is available for reading:
https://msdn.microsoft.com/en-us/library/ee425135.aspx
Your program quits because it checks for a reply (incoming data) immediately after sending a message out. Use a Thread.Sleep before checking for data.
Maybe the message has not even been sent, because Socket.Send just places it in the network interface card's output buffer. When the socket finally sends the message, it will upare the connection state. If it got no reply (on a TCP connection), it will tell you that it is disconnected when you query the state. On UDP it will tell you nothing, because UDP is connectionless.

Finding out whether a TCP server has sent a data

I have a TCP server which writes data back to the client only for certain messages which the clients sends to the server.
It is basically is a command based server for which the server responds with a string only for certain commands otherwise nothing is sent back to the client.
The code given below is an approach which assumes that if any data is sent by the server it shows it as "MESSAGE FROM SERVER" appended with the data which was sent.
class TcpEchoClient
{
static void Main(string[] args)
{
Console.WriteLine("Starting echo client...");
string ipaddress = "127.0.0.1";
TcpClient client = null;
NetworkStream netstream = null;
try
{
client = new TcpClient(ipaddress,1000);
netstream = client.GetStream();
}
catch
{
Console.ReadKey();
Environment.Exit(0);
}
while(true)
{
Console.WriteLine("Message : ");
string t = Console.ReadLine();
string readdata = null;
Console.WriteLine("\n");
if (write(t,netstream))
{
Console.WriteLine("Message sent.");
if (client.Available!=0)
{
readdata = read(netstream);
Console.WriteLine("MESSAGE FROM SERVER : "+readdata);
}
}
else
{
Console.WriteLine("Unable to send message.");
}
}
}
static bool write(string dat, NetworkStream stream)
{
try
{
StreamWriter writer = new StreamWriter(stream) { AutoFlush = true };
try{writer.WriteLine(dat);}
catch (IOException){return false;}
if (SHAHash(dat, "DATA") != SHAHash(read(stream), "DATA"))
return false;
}catch (InvalidOperationException){return false;}
return true;
}
static string read(NetworkStream stream)
{
StreamReader reader = new StreamReader(stream);
string readdata = null;
try
{
readdata = reader.ReadLine();
reader.BaseStream.Flush();
}
catch(IOException)
{
return null;
}
return readdata;
}
}
The function SHAHash is not shown in this post. Its format is SHAHash(message,salt).
The problem faced is that messages sent by the server is not always read by the client. Sometimes the data sent by the server shows up a the client console, and sometimes it does not.
What correction should I make to the above code so that I can read data from the server only when it sends it. That is I require the following code to be executed only when the server sends some data to the client otherwise it should not be executed.
readdata = read(netstream);
Console.WriteLine("MESSAGE FROM SERVER : "+readdata);
Be prudent when using flush or autoflush. Sometimes it executes before send/receive operations... but this usually happens when working with threads.
My first tip that the stream readers/writers are not destructed properly. Try packing them into a using statement.
TCP isnt synchronous so you can't write data and expect the response to be available immediately. When you do the following check
if (client.Available!=0)
there is no guarantee that the server has sent any response yet. You need to keep checking until there is data available or read the data asynchronously
I would use NetworkStream.BeginRead and callbacks to get the server response
class StreamData
{
public NetworkStream netstream;
public byte[] myReadBuffer;
}
class TcpEchoClient
{
static void Main(string[] args)
{
Console.WriteLine("Starting echo client...");
string ipaddress = "127.0.0.1";
TcpClient client = null;
NetworkStream netstream = null;
try
{
client = new TcpClient(ipaddress, 13000);
netstream = client.GetStream();
}
catch
{
Console.ReadKey();
Environment.Exit(0);
}
var streamData = new StreamData
{
netstream = netstream,
myReadBuffer = new byte[1024],
};
netstream.BeginRead(streamData.myReadBuffer, 0, streamData.myReadBuffer.Length,
new AsyncCallback(myReadCallBack),
streamData);
while (true)
{
Console.WriteLine("Message : ");
string t = Console.ReadLine();
Console.WriteLine("\n");
if (write(t, netstream))
{
Console.WriteLine("Message sent.");
}
else
{
Console.WriteLine("Unable to send message.");
}
}
}
static void myReadCallBack(IAsyncResult ar)
{
var streamData = (StreamData)ar.AsyncState;
int bytesRead = streamData.netstream.EndRead(ar);
var readdata = Encoding.ASCII.GetString(streamData.myReadBuffer, 0, bytesRead);
//Be aware that this might not be the complete message depending on the size of the message and the buffer size
Console.WriteLine("You received the following message : " + readdata);
//Start waiting for more data
streamData.netstream.BeginRead(streamData.myReadBuffer, 0, streamData.myReadBuffer.Length,
new AsyncCallback(myReadCallBack),
streamData);
}
static bool write(string dat, NetworkStream stream)
{
try
{
StreamWriter writer = new StreamWriter(stream) { AutoFlush = true };
try { writer.WriteLine(dat); }
catch (IOException) { return false; }
//if (SHAHash(dat, "DATA") != SHAHash(read(stream), "DATA"))
// return false;
}
catch (InvalidOperationException) { return false; }
return true;
}
}

Proxy server does not load images

I'm trying to make a proxy server with C#.
Here's my code:
static void Main(string[] args)
{
TcpListener server = null;
try
{
// Set the TcpListener on port 13000.
Int32 port = 13000;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
// TcpListener server = new TcpListener(port);
server = new TcpListener(localAddr, port);
// Start listening for client requests.
server.Start();
// Buffer for reading data
Byte[] bytes = new Byte[256];
String data = null;
WebRequest request;
WebResponse response;
// Enter the listening loop.
while (true)
{
Console.Write("Waiting for a connection... ");
// Perform a blocking call to accept requests.
// You could also user server.AcceptSocket() here.
TcpClient client = server.AcceptTcpClient();
Console.WriteLine("Connected!");
data = null;
// Get a stream object for reading and writing
NetworkStream stream = client.GetStream();
int i;
String[] input;
// Loop to receive all the data sent by the client.
while (stream.DataAvailable)
{
data = null;
i = stream.Read(bytes, 0, bytes.Length);
// Translate data bytes to a ASCII string.
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Console.WriteLine(String.Format("Received: {0}", data));
input = data.Split();
Console.WriteLine("\n\r\n input[1]" + input[1] + "\n");
Stream dataStream;
StreamReader reader;
string responseFromServer;
try
{
request = WebRequest.Create(input[1]);
response = request.GetResponse();
// Process the data sent by the client.
data = data.ToUpper();
dataStream = response.GetResponseStream();
// Open the stream using a StreamReader for easy access.
reader = new StreamReader(dataStream);
// Read the content.
responseFromServer = reader.ReadToEnd();
// Display the content
Console.WriteLine(responseFromServer);
// Clean up the streams and the response.
byte[] msg = System.Text.Encoding.ASCII.GetBytes(responseFromServer);
// Send back a response.
stream.Write(msg, 0, msg.Length);
// Console.WriteLine("Sent: {0}", data);
//stream.Write();
reader.Close();
response.Close();
}
catch (System.UriFormatException e)
{
Console.WriteLine("Exception due to" + e.Data);
Console.WriteLine("Input[1] = " + input[1]);
}
data = null;
}
// Shutdown and end connection
client.Close();
}
}
catch (SocketException e)
{
Console.WriteLine("SocketException: {0}", e);
}
finally
{
// Stop listening for new clients.
server.Stop();
}
Console.WriteLine("\nHit enter to continue...");
Console.Read();
}
It does not work for ssl requests but seems to work for http.
However, it does not load any images.
I'm using Firefox as the browser.
Any ideas why?
Also is this the best way to make a proxy server? Are there any other methods?
After a bit of testing, I wrote my own code.
using System;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.IO;
using System.Threading;
using System.Text;
namespace SharpProxy
{
class MainClass
{
private static void StartAcceptingClient(IAsyncResult ar)
{
var tcpClient = server.EndAcceptTcpClient(ar);
server.BeginAcceptTcpClient(new AsyncCallback(StartAcceptingClient), null);
// Read the data stream from the client.
NetworkStream stream = tcpClient.GetStream();
byte[] buffer = new byte[256];
Console.WriteLine("====== GOT A NEW TCP CLIENT ====== " + tcpClient.Client.RemoteEndPoint.ToString());
int read = stream.Read(buffer, 0, 1);
MemoryStream saved = new MemoryStream();
saved.Write(buffer, 0, read);
bool isValid = false;
while (read > 0 )
{
read = stream.Read(buffer, 0, 1);
saved.Write(buffer, 0, read);
//Check if the last four bytes were a double \r\n.
var aBytes = saved.ToArray();
int len = aBytes.Length;
if (aBytes.Length >= 4 && aBytes[len - 1] == '\n' && aBytes[len - 2] == '\r' && aBytes[len - 3] == '\n' && aBytes[len - 4] == '\r')
{
isValid = true;
break;
}
}
Console.WriteLine("End of receive.");
string originalRequest = Encoding.ASCII.GetString(saved.ToArray());
byte[] origBytes = saved.ToArray();
saved.Close();
Console.WriteLine(originalRequest);
if (!isValid)
{
Console.WriteLine("This wasn't a valid request");
return;
}
//Find the hoster and do our own request.
string host = originalRequest.Split(new char[] { '\n' }).First(line => line.StartsWith("Host:"));
host = host.Substring(5).Trim(); //Cut of rest.
Console.WriteLine("The host is: " + host);
//Do our own request.
try
{
Socket sProxy = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
sProxy.Connect(host, 80);
sProxy.Send(origBytes);
//Now route everything between the tcpclient and this socket...
//create the state object
var state = new ProxyState() { ourSocket = sProxy, incomingClient = stream };
sProxy.BeginReceive(state.ReceiveBuffer, 0, state.ReceiveBuffer.Length, SocketFlags.None, new AsyncCallback(Receiver), state);
stream.BeginRead(state.SendBuffer, 0, state.SendBuffer.Length, new AsyncCallback(SendToHTTPServer), state);
}
catch (Exception) { Console.WriteLine("Exception while doing our own request"); }
}
static TcpListener server = null;
public static void Main(string[] args)
{
try
{
// Set the TcpListener on port 13000.
Int32 port = 13000;
IPAddress localAddr = IPAddress.Parse("0.0.0.0");
// TcpListener server = new TcpListener(port);
server = new TcpListener(localAddr, port);
// Start listening for client requests.
server.Start();
Console.WriteLine("Server started on " + server.LocalEndpoint.ToString());
server.BeginAcceptTcpClient(new AsyncCallback(StartAcceptingClient), null);
while (true)
Thread.Sleep(10);
}
catch (Exception) { Console.WriteLine("Setting up the server failed"); }
}
private static void SendToHTTPServer(IAsyncResult ar)
{
try
{
ProxyState back = (ProxyState)ar.AsyncState;
int rec = back.incomingClient.EndRead(ar);
//Push this content to the server
back.ourSocket.Send(back.SendBuffer.Take(rec).ToArray());
back.incomingClient.BeginRead(back.SendBuffer, 0, back.SendBuffer.Length, new AsyncCallback(SendToHTTPServer), back);
}
catch (Exception e) { Console.WriteLine("Exc. when sending to server: " + e.ToString()); }
}
static void Receiver(IAsyncResult state)
{
try
{
ProxyState back = (ProxyState)state.AsyncState;
int rec = back.ourSocket.EndReceive(state);
//Set up the back and forth connections
back.incomingClient.Write(back.ReceiveBuffer, 0, rec);
back.ourSocket.BeginReceive(back.ReceiveBuffer, 0, back.ReceiveBuffer.Length, SocketFlags.None, new AsyncCallback(Receiver), back);
}
catch (Exception e) { Console.WriteLine("Exc. when receiving from client: " + e.ToString()); }
}
//Every proxy connection has an end an and a beginning, plus a
//Sending buffer and a receive buffer
class ProxyState
{
public NetworkStream incomingClient { get; set; }
public Socket ourSocket { get; set; }
private byte[] buffReceive = new byte[512];
private byte[] buffSend = new byte[512];
public byte[] ReceiveBuffer { get { return buffReceive; } set { buffReceive = value; } }
public byte[] SendBuffer { get { return buffSend; } set { buffSend = value; } }
}
}
}
Here's how it works: I listen on a port, and wait for a HTTP request. This is ended by a double carriage return and a linefeed, a \r\n\r\n. As soon as that happens, I try to parse the original host from the request with a Linq statement. I open my own socket to the server, and make use of the asynchronous callbacks. Basically, you need to write everything that comes from the proxy-iniator to the HTTP-Server, and everything that the HTTP-Server sends back needs to be pushed back to the original client aswell. This is why I set up my own state-object, which just saves the incomming client and the Socket, which is connected to the original HTTP server. And as such, communication can happen and I act as a proxy server.
Here's a screenshot with all the connections done right:
This proxy server is far from perfect, but the basic concept should be clear. This gave me some inspiration.
You use a streamreader on binary image data, that is not going to work. Not every binary is a valid ASCII encoded string. You should read the response as binary, and write it to the other stream as binary as well. You can try to convert it to ascii to print it to the console, but do not use the converted text to respond, because all the non-valid ascii characters will be converted to ?-s. I did modify your code to first read the response in a MemoryStream, and write that back. The data written to the console is still converted, but not user anywhere else.
static void Main(string[] args)
{
TcpListener server = null;
try
{
// Set the TcpListener on port 13000.
Int32 port = 13000;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
// TcpListener server = new TcpListener(port);
server = new TcpListener(localAddr, port);
// Start listening for client requests.
server.Start();
// Buffer for reading data
Byte[] bytes = new Byte[256];
String data = null;
WebRequest request;
WebResponse response;
// Enter the listening loop.
while (true)
{
Console.Write("Waiting for a connection... ");
// Perform a blocking call to accept requests.
// You could also user server.AcceptSocket() here.
TcpClient client = server.AcceptTcpClient();
Console.WriteLine("Connected!");
data = null;
// Get a stream object for reading and writing
NetworkStream stream = client.GetStream();
int i;
String[] input;
// Loop to receive all the data sent by the client.
while (stream.DataAvailable)
{
data = null;
i = stream.Read(bytes, 0, bytes.Length);
// Translate data bytes to a ASCII string.
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Console.WriteLine(String.Format("Received: {0}", data));
input = data.Split();
Console.WriteLine("\n\r\n input[1]" + input[1] + "\n");
Stream dataStream;
StreamReader reader;
string responseFromServer;
try
{
request = WebRequest.Create(input[1]);
response = request.GetResponse();
// Process the data sent by the client.
data = data.ToUpper();
dataStream = response.GetResponseStream();
MemoryStream ms = new MemoryStream();
dataStream.CopyTo(ms);
ms.Position = 0;
// Open the stream using a StreamReader for easy access.
reader = new StreamReader(ms);
// Read the content.
responseFromServer = reader.ReadToEnd();
// Display the content
Console.WriteLine(responseFromServer);
// Clean up the streams and the response.
byte[] msg = ms.ToArray();
// Send back a response.
stream.Write(msg, 0, msg.Length);
// Console.WriteLine("Sent: {0}", data);
//stream.Write();
reader.Close();
response.Close();
}
catch (System.UriFormatException e)
{
Console.WriteLine("Exception due to" + e.Data);
Console.WriteLine("Input[1] = " + input[1]);
}
data = null;
}
// Shutdown and end connection
client.Close();
}
}
catch (SocketException e)
{
Console.WriteLine("SocketException: {0}", e);
}
finally
{
// Stop listening for new clients.
server.Stop();
}
Console.WriteLine("\nHit enter to continue...");
Console.Read();
}

Problem with simple tcp\ip client-server

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.)

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