Too many bytes received on my server socket - c#

I have a listening socket on my UWP device.
This the code for that:
List<byte> requestInBytes = new List<byte>();
using (IInputStream input = args.Socket.InputStream)
{
byte[] data = new byte[BufferSize];
IBuffer buffer = data.AsBuffer();
uint dataRead = BufferSize;
while (dataRead == BufferSize)
{
await input.ReadAsync(buffer, BufferSize, InputStreamOptions.Partial);
requestInBytes.AddRange(data);
dataRead = buffer.Length;
}
}
var ct = requestInBytes.Count;
The count returned on that is:
630784
On my client Winform desktop I am sending the byte array as follows:
using (TcpClient clientSocket = new TcpClient())
{
await clientSocket.ConnectAsync(GeneralTags.RASPBERRY_PI_IP_ADDRESS, GeneralTags.RASPBERRY_PI_PORT);
using (NetworkStream serverStream = clientSocket.GetStream())
{
List<byte> requestInBytes = new List<byte>();
serverStream.Write(byteArray, 0, byteArray.Length);
serverStream.Flush();
}
}
The count of what I am sending is:
626840
Why are there more bytes received into my server?

The problem is that you add the entire buffer array data regardless of the actual number of received bytes.
Change the line
requestInBytes.AddRange(data)
to
requestInBytes.AddRange(data.Take(buffer.Length))

Related

Getting Response from telnet C# tcpclient

I've been browsing for answers regarding my concern but I can't find concrete answers or at least clear thoughts on getting a response from Telnet connection. Here is my code:
TcpClient vpnMI = new TcpClient("127.0.0.1", 7505);
String message = "hold release\n";
Byte[] data = System.Text.Encoding.ASCII.GetBytes(message);
NetworkStream stream = vpnMI.GetStream();
stream.Write(data, 0, data.Length);
Console.WriteLine("Sent {0}", message);
data = new Byte[256];
MemoryStream memoryStream = new MemoryStream();
String responseData = String.Empty;
Int32 bytes = 0;
do
{
bytes = stream.Read(data, 0, data.Length);
memoryStream.Write(data, 0, bytes);
}
while (stream.DataAvailable);
responseData = System.Text.Encoding.ASCII.GetString(memoryStream.ToArray());
Console.WriteLine("Received: {0}", responseData);
// Close everything.
stream.Close();
vpnMI.Close();
But I can only get the response before the "hold release" was sent even though there is a response after.
Thank you in advance for the response.
I am using this piece of code, you can take a look if this help:
public async Task<string> SendMessageAsync(string host, int port, string message, string encoding = "utf-8")
{
using (var tcpClient = new TcpClient())
{
//connect
await tcpClient.ConnectAsync(host, port);
using (NetworkStream networkStream = tcpClient.GetStream())
{
//write message to stream
var enc = Encoding.GetEncoding(encoding);
var bytes = enc.GetBytes(message);
await networkStream.WriteAsync(bytes, 0, bytes.Length);
//read response from stream
var buffer = new byte[READ_BUFFER_SIZE];
using (var ms = new MemoryStream())
{
//read all bytes to ms
while (true)
{
int byteCount = await networkStream.ReadAsync(buffer, 0, READ_BUFFER_SIZE);
ms.Write(buffer, 0, byteCount);
if (byteCount < READ_BUFFER_SIZE)
{
break;
}
}
//convert ms to string
ms.Seek(0, SeekOrigin.Begin);
using (StreamReader sr = new StreamReader(ms, enc))
{
var result = await sr.ReadToEndAsync();
return result;
}
}
}
}
}
networkStream.ReadAsync() returns the count of bytes that actually read from stream, if this count is less than the count you're trying to read, that's the last part.

C# TCPClient Listen to incoming messages

I have a TCPClient and it should listen to incoming messages from it's c&c. The messages structure should be: buffer (byte array), type(int/string), id(int) and arguments(string array).
I found this code for listening to incoming messages:
Byte[] bytes = new Byte[1024];
while (true)
{
// Get a stream object for reading
using (NetworkStream streamFromServer = client.GetStream())
{
int length;
// Read incomming stream into byte arrary.
while ((length = streamFromServer.Read(bytes, 0, bytes.Length)) != 0)
{
var incomingData = new byte[length];
Array.Copy(bytes, 0, incomingData, 0, length);
// Convert byte array to string message.
string serverMessage = Encoding.ASCII.GetString(incomingData);
}
}
}
How I use the buffer to read the message? Also, How to convert the incomingData to my message structure?

Client server socket C#

I am working on socket C#. I've implemented a client server application using socket, but the problem is that the client doesn't receive all data sent by the server.
Here is the client application code. What should I do so that it would receive all data sent by the server?
strRecieved = "";
Socket soc = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPEndPoint endPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 9001);
soc.Connect(endPoint);
byte[] msgBuffer = Encoding.Default.GetBytes(path);
soc.Send(msgBuffer, 0, msgBuffer.Length, 0);
byte[] buffer = new byte[2000];
int rec = soc.Receive(buffer);
strRecieved = String.Format(Encoding.Default.GetString(buffer));
First of all. If you're implementing some kind of streaming feature ( tcp/udp/file ) you should consider using some kind of protocol.
What is a protocol? It's just a scheme to use when streaming data. Example:
[4Bytes - length][lengthBytes - message][1Byte - termination indicator]
Knowing the protocol you can read all of the incoming bytes simply as such :
byte[] buffer = new byte[4];
stream.ReadBytes(buffer, 0, 4); // cast that to int and read the rest
int packetLen = BitConverter.ToInt32(buffer, 0);
buffer = new byte[packetLen];
stream.ReadBytes(buffer, 0, buffer.Length); // all bytes that was sent
Remember that you have to subtract thease 4 bytes in the length before sending the message.
EDIT:
Simple example on how to send and receive data using shared protocol.
// sender.cs
string _stringToSend = "some fancy string";
byte[] encodedString = Encoding.UTF8.GetBytes(_stringToSend);
List<byte> buffer = new List<byte>();
buffer.AddRange(BitConverter.GetBytes(encodedString.Length));
buffer.AddRange(encodedString);
netStream.WriteBytes(buffer.ToArray(), 0, buffer.Count);
// netStream sent message in protocol [#LEN - 4Bytes][#MSG - #LENBytes]
// simply speaking something like: 5ABCDE
// receiver.cs
byte[] buffer = new byte[sizeof(int)];
netStream.ReadBytes(buffer, 0, buffer.Length);
// receiver got the length of the message eg. 5
int dataLen = BitConverter.ToInt32(buffer, 0);
buffer = new byte[dataLen];
// now we can read an actual message because we know it's length
netStream.ReadBytes(buffer, 0, buffer.Length);
string receivedString = Encoding.UTF8.GetString(buffer);
// received string is equal to "some fancy string"
Making it simpler
This technique forces you to use desired protocol which in this example will be :
First 4 bytes sizeof(int) are indicating the length of the incoming packet
Every byte further is your packet until the end.
So right now you should make ProtocolHelper object:
public static class ProtocolHelper
{
public byte[] PackIntoProtocol(string message)
{
List<byte> result = new List<byte>();
byte[] messageBuffer = Encoding.UTF8.GetBytes(message);
result.AddRange(BitConverter.GetBytes(messageBuffer.Length), 0); // this is the first part of the protocol ( length of the message )
result.AddRange(messageBuffer); // this is actual message
return result.ToArray();
}
public string UnpackProtocol(byte[] buffer)
{
return Encoding.UTF8.GetString(buffer, 0, buffer.Length);
}
}
Now ( depending on method you've chosen to read from network ) you have to send and receive your message.
// sender.cs
string meMessage = "network message 1";
byte[] buffer = ProtocolHelper.PackIntoProtocol(meMessage);
socket.Send(buffer, 0, buffer.Length, 0);
// receiver.cs
string message = string.Empty;
byte[] buffer = new byte[sizeof(int)]; // or simply new byte[4];
int received = socket.Receive(buffer);
if(received == sizeof(int))
{
int packetLen = BitConverter.ToInt32(buffer);// size of our message
buffer = new byte[packetLen];
received = socket.Receive(buffer);
if( packetLen == received ) // we have full buffer
{
message = PacketHelper.UnpackProtocol(buffer);
}
}
Console.WriteLine(message); // output: "network message 1"
You're limiting the size of received messages by 2KB as you're using new byte[2000].
I think you could either:
Size up you buffer to meet you message's size needs; and/or
Split you message into more than one socket messages.
Given that 4-8K is a good size for buffering socket messages and assuming RAM size is not a issue I would start with that, say, new byte[8000].
Also, you can send socket messages splitted in chunks. Maybe this is a good idea for the case. For example, if you have msg as the message (or object) you want to send:
private static async Task SendAnswer(Message msg, WebSocket socket)
{
var answer = System.Text.Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(msg).ToCharArray());
var bufferSize = 8000;
var endOfMessage = false;
for (var offset = 0; offset < answer.Length; offset += bufferSize)
{
if (offset + bufferSize >= answer.Length)
{
bufferSize = answer.Length - offset;
endOfMessage = true;
}
await socket.SendAsync(new ArraySegment<byte>(answer, offset, bufferSize),
WebSocketMessageType.Text, endOfMessage, CancellationToken.None);
}
}
And when receiving, you can also split the reception in chunks, so you can control you buffer (and therefore you memory consumption). After hanlding the whole message, you should wait for another message from the client to do more stuff. Source
private async Task ReceiveMessage(WebSocket webSocket)
{
var buffer = new byte[8000];
var result = await webSocket.ReceiveAsync(buffer, CancellationToken.None);
while (!result.CloseStatus.HasValue)
{
string msg = Encoding.UTF8.GetString(new ArraySegment<byte>(buffer, 0, result.Count).ToArray());
while (!result.EndOfMessage)
{
result = await webSocket.ReceiveAsync(buffer, CancellationToken.None);
msg += Encoding.UTF8.GetString(new ArraySegment<byte>(buffer, 0, result.Count).ToArray());
}
//At this point, `msg` has the whole message you sent, you can do whatever you want with it.
// [...]
//After you handle the message, wait for another message from the client
result = await webSocket.ReceiveAsync(buffer, CancellationToken.None);
}
await webSocket.CloseAsync(result.CloseStatus.Value, result.CloseStatusDescription, CancellationToken.None);
}

network connection between "nornal" C# and UWP

I try to get a connection between an UWP-programm and a "normal" C# application.
UWP:
StreamSocket s = new StreamSocket();
await socket.ConnectAsync(new HostName("localhost"), "8003");
BinaryWriter bw = new BinaryWriter(socket.OutputStream.AsStreamForWrite());
String toSend = "Hello World!";
byte[] text = Encoding.UTF8.GetBytes(toSend);
byte[] number = BitConverter.getBytes(text.Length);
if(BitConverter.isLittleEndian) Array.Reverse(number);
bw.Write(number, 0, number.Length);
bw.Write(text, 0, text.Length);
"normal" C#, after the TcpListener etablished a new ClientThread:
//client was accepted by the server and is an instance of TcpClient
BinaryReader br = new BinaryReader(client.GetStream());
byte[] number = new byte[4];
br.Read(number, 0, number.Length);
if(BitConverter.isLittleEndian) Array.Reverse(number);
int size = BitConverter.ToInt32(number);
byte[] buffer = new byte[size];
br.Read(buffer, 0, buffer.Length);
String recieved = Encoding.UTF8.GetString(buffer);
Debug.WriteLine(recieved);
But the server doesn´t recieves anything. And the int size is 0. But if i run the UWP-code on a "normal" C# application, by replacing the s.OutputStream.AsStreamForWrite() with client.GetStream() and using a TcpClient instead of an StreamSocket the server recieves the text. What am I doing wrong?
Greets Marcel

Transfer bitmap from C# server program over TcpClient to Java Socket gets corrupted

Server program C#
private TcpListener serverSocket;
..
init:
serverSocket = new TcpListener(ipAddress, port_number);
when new connection request found:
TcpClient clientSock = default(TcpClient);
clientSock = serverSocket.AcceptTcpClient();
NetworkStream networkStream = clientSocket.GetStream();
String FileName = requested binary data file name from client
Byte[] sendBytes = null;
if (File.Exists(pkgName))
{
//load file contents
sendBytes = File.ReadAllBytes(pkgName);
}
if (sendBytes != null)
{
networkStream.Write(sendBytes, 0, sendBytes.Length); //sendBytes.Length = 1001883;
networkStream.Flush();
}
...
Java Android code: client
InetAddress serverAddr = InetAddress.getByName(serverIp);
Log.d("SideloadManager", "C: Connecting...");
Socket socket = new Socket(serverAddr, serverPort);
InputStream inFromServer = socket.getInputStream();
DataInputStream in = new DataInputStream(inFromServer);
FileOutputStream outStream = new FileOutputStream("...\recieved.bmp");
int size = 1001883; //same size from server
byte[] buf = new byte[size];
in.read(buf);
outStream.write(buf, 0, buf.length);
outStream.flush();
outStream.close();
received.bmp is of same size as on server 1001883 bytes. But its contents gets corrupted. After debugging i have seen that:
on C# program byte array is [ 149, 145, 10, .....]
on Java program byte array is: [ -105, -101, 10, .....] this is due to signed byte in java
What am i missing to receive correct bitmap?
SOLVED as below:
Replace:
int size = 1001883; //same size from server
byte[] buf = new byte[size];
in.read(buf);
outStream.write(buf, 0, buf.length);
with this:
int len=-1;
byte[] buf = new byte[1024];
while ((len = in.read(buf, 0, buf.length)) > 0) {
outStream.write(buf, 0, len);
}
solved the issue :)
The data is transferred correctly because 149 and -105 have the same binary representation as bytes. The more likely problem is that you're not reading all of the data that was sent in the java side.
The read method returns the number of bytes that have been read, and -1 when the end of the stream has been reached. You need a loop to read the entire file:
int bytesRead;
while ((bytesRead = in.read(buf)) != -1) {
outStream.write(buf, 0, bytesRead);
}

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