Im trying to make a Energy plant simulator and i like to simulate in my app few devices.
The idea is that the master request for something and the app ask to the needed slave and make something.
I just start using Nmodbus and all work fine with 1 device.
I tryed using SlaveId to ask for each device but when i read or write, i ever got all writed in the same Datastore.
The app and device run in localhost.
This is how i declare each device in the same network:
int port = 502;
IPAddress address = new IPAddress(new byte[] { 127, 0, 0, 1 });
// create and start the TCP slave
slaveTcpListener = new TcpListener(address, port);
slaveTcpListener.Start();
slave1 = ModbusTcpSlave.CreateTcp(1, slaveTcpListener);
slave1.DataStore = DataStoreFactory.CreateDefaultDataStore();
slave1.Listen();
slave2 = ModbusTcpSlave.CreateTcp(2, slaveTcpListener);
slave2.DataStore = DataStoreFactory.CreateDefaultDataStore();
slave2.Listen();
And this is how i request data of each device:
using (TcpClient client = new TcpClient("127.0.0.1", 502))
{
ModbusIpMaster master = ModbusIpMaster.CreateIp(client);
// read five input values
ushort startAddress = 0;
ushort numInputs = 10;
ushort[] inputs = master.ReadHoldingRegisters(1,startAddress, numInputs);
ushort[] inputs2 = master.ReadHoldingRegisters(2, startAddress, numInputs);
}
But the result is ever the Datastore of slave1.
Unfortunately, there is no way to run multiple slave devices, because slave.Listen() method includes infinite cycle:
public override void Listen()
{
while (true)
{
try
{
try
{
// read request and build message
byte[] frame = SerialTransport.ReadRequest();
IModbusMessage request = ModbusMessageFactory.CreateModbusRequest(frame);
if (SerialTransport.CheckFrame && !SerialTransport.ChecksumsMatch(request, frame))
{
string msg = $"Checksums failed to match {string.Join(", ", request.MessageFrame)} != {string.Join(", ", frame)}.";
Debug.WriteLine(msg);
throw new IOException(msg);
}
// only service requests addressed to this particular slave
if (request.SlaveAddress != UnitId)
{
Debug.WriteLine($"NModbus Slave {UnitId} ignoring request intended for NModbus Slave {request.SlaveAddress}");
continue;
}
// perform action
IModbusMessage response = ApplyRequest(request);
// write response
SerialTransport.Write(response);
}
catch (IOException ioe)
{
Debug.WriteLine($"IO Exception encountered while listening for requests - {ioe.Message}");
SerialTransport.DiscardInBuffer();
}
catch (TimeoutException te)
{
Debug.WriteLine($"Timeout Exception encountered while listening for requests - {te.Message}");
SerialTransport.DiscardInBuffer();
}
// TODO better exception handling here, missing FormatException, NotImplemented...
}
catch (InvalidOperationException)
{
// when the underlying transport is disposed
break;
}
}
That same limitation caused a problem for me, so I took over the NModbus4 project (now just NModbus):
https://github.com/NModbus/NModbus
public static async Task StartModbusSerialRtuSlaveNetwork()
{
using (SerialPort slavePort = new SerialPort("COM5"))
{
// configure serial port
slavePort.BaudRate = 19200;
slavePort.DataBits = 8;
slavePort.Parity = Parity.Even;
slavePort.StopBits = StopBits.One;
slavePort.Open();
//Create an instance of the ModbusFactory
IModbusFactory factory = new ModbusFactory();
//Create an adapter for the serial port
var adapter = new SerialPortAdapter(slavePort);
//Create the slave network
IModbusSlaveNetwork modbusSlaveNetwork = factory.CreateRtuSlaveNetwork(adapter);
//Create the slaves
IModbusSlave slave1 = factory.CreateSlave(1);
IModbusSlave slave2 = factory.CreateSlave(2);
//Add the slaves to the network
modbusSlaveNetwork.AddSlave(slave1);
modbusSlaveNetwork.AddSlave(slave2);
await modbusSlaveNetwork.ListenAsync();
await Task.Delay(1);
}
}
Related
I'm developing an universal application Win8.1 / WP8.1
I'm able to discover and connect to the paired bluetooth devices (Stick readers - Rfid)
This is how I'm connecting
Variables
private IAsyncOperation<RfcommDeviceService> connectService;
private IAsyncAction connectAction;
private RfcommDeviceService rfcommService;
private RfcommServiceProvider rfcommProvider;
private StreamSocketListener listener;
private DataReader reader;
private DataWriter writer;
//Connection
public async Task ConnectToServiceAsync(string name)
{
DeviceInformation serviceInfo = null;
foreach (var device in devices)
{
if(device.Name == name)
{
serviceInfo = device;
break;
}
}
if (serviceInfo != null)
{
this.State = BluetoothConnectionState.Connecting;
try
{
// Initialize the target Bluetooth RFCOMM device service
connectService = RfcommDeviceService.FromIdAsync(serviceInfo.Id);
rfcommService = await connectService;
if (rfcommService != null)
{
rfcommProvider = await RfcommServiceProvider.CreateAsync(rfcommService.ServiceId);
// Create a socket and connect to the target
listener = new StreamSocketListener();
listener.ConnectionReceived += Listener_ConnectionReceived;
connectAction = listener.BindServiceNameAsync(rfcommService.ServiceId.AsString(), SocketProtectionLevel.BluetoothEncryptionAllowNullAuthentication);
await connectAction;//to make it cancellable
writer = new DataWriter(socket.OutputStream);
reader = new DataReader(socket.InputStream);
this.State = BluetoothConnectionState.Connected;
}
else
OnExceptionOccuredEvent(this, new Exception("Unable to create service.\nMake sure that the 'bluetooth.rfcomm' capability is declared with a function of type 'name:serialPort' in Package.appxmanifest."));
}
catch (TaskCanceledException)
{
this.State = BluetoothConnectionState.Disconnected;
}
catch (Exception ex)
{
this.State = BluetoothConnectionState.Disconnected;
OnExceptionOccuredEvent(this, ex);
}
}
}
//Then wait for a connection over the listener
private async void Listener_ConnectionReceived(StreamSocketListener sender, StreamSocketListenerConnectionReceivedEventArgs args)
{
DataReader inputreader = new DataReader(args.Socket.InputStream);
while (true)
{
try
{
inputreader.InputStreamOptions = InputStreamOptions.Partial;
// Read first byte (length of the subsequent message, 255 or less).
uint sizeFieldCount = await inputreader.LoadAsync(1);
if (sizeFieldCount != 1)
{
// The underlying socket was closed before we were able to read the whole data.
return;
}
// Read the message.
uint messageLength = inputreader.ReadByte();
uint actualMessageLength = await inputreader.LoadAsync(messageLength);
if (messageLength != actualMessageLength)
{
// The underlying socket was closed before we were able to read the whole data.
return;
}
// Read the message and process it.
string message = inputreader.ReadString(actualMessageLength);
OnMessageReceivedEvent(this, message);
}
catch (Exception ex)
{
if (inputreader != null)
OnExceptionOccuredEvent(this, ex);
}
}
}
The problem is that the Bluetooth Stick Reader never send a connection request, it just read the rfid device ID and sends it over the serial port.
So, I'm able to connect to the device but I don't know how to actively listen or read the incoming data.
Any help will be appreciated.
RFCOMM communication is Client/Server model. You need to define a server to broadcast the service and a client connected to the service.
As I saw from the code you post, it only includes the server side code which provides the service but there was no client connecting to service. Only when the client connected to the service, the ConnectionReceived event will be fired.
I have written a sample which host the RFCOMM service in a console application and consume the service in Windows Runtime App before (Code Sample).
The client code is as following:
rfcommServiceInfoCollection = await DeviceInformation.FindAllAsync(
RfcommDeviceService.GetDeviceSelector(RfcommServiceId.ObexObjectPush));
var count = rfcommServiceInfoCollection.Count;
Debug.WriteLine("Count of RFCOMM Service: " + count);
if(count > 0)
{
lock (this)
{
streamSocket = new StreamSocket();
}
var defaultSvcInfo = rfcommServiceInfoCollection.FirstOrDefault();
rfcommDeviceService = await RfcommDeviceService.FromIdAsync(defaultSvcInfo.Id);
if(rfcommDeviceService == null)
{
Debug.WriteLine("Rfcomm Device Service is NULL, ID = {0}", defaultSvcInfo.Id);
return;
}
Debug.WriteLine("ConnectionHostName: {0}, ConnectionServiceName: {1}", rfcommDeviceService.ConnectionHostName, rfcommDeviceService.ConnectionServiceName);
await streamSocket.ConnectAsync(rfcommDeviceService.ConnectionHostName, rfcommDeviceService.ConnectionServiceName);
By the way, do not forget to add the RFCOMM capabilities in your appxmanifest.
For example:
<m2:DeviceCapability Name="bluetooth.rfcomm">
<m2:Device Id="any">
<m2:Function Type="name:obexObjectPush" />
</m2:Device>
</m2:DeviceCapability
As Jeffrey said, this is a client/Server model, but in my case the client doesn't have any logic, and is not capable to request any connection.
Thank you for your samples, It helped a lot.
After trying several things I got some code working, and a "server" running and listening in the rfcomm service:
public async Task ConnectToServiceAsync(string name)
{
lock(this.interlock)
{
readBuffer = String.Empty;
}
DeviceInformation serviceInfo = null;
foreach (var device in devices)
{
if(device.Name == name)
{
serviceInfo = device;
break;
}
}
if (serviceInfo != null)
{
DeviceName = serviceInfo.Name;
this.State = BluetoothConnectionState.Connecting;
try
{
// Initialize the target Bluetooth RFCOMM device service
connectService = RfcommDeviceService.FromIdAsync(serviceInfo.Id);
rfcommService = await connectService;
if (rfcommService != null)
{
// Create a socket and connect to the target
socket = new StreamSocket();
connectAction = socket.ConnectAsync(rfcommService.ConnectionHostName, rfcommService.ConnectionServiceName, SocketProtectionLevel.BluetoothEncryptionAllowNullAuthentication);
await connectAction;//to make it cancellable
writer = new DataWriter(socket.OutputStream);
reader = new DataReader(socket.InputStream);
State = BluetoothConnectionState.Connected;
Task taskReceive = Task.Run(async () => { ListenForMessagesAsync(socket); });
taskReceive.ConfigureAwait(false);
}
else
OnExceptionOccuredEvent(this, new Exception("Unable to create service.\nMake sure that the 'bluetooth.rfcomm' capability is declared with a function of type 'name:serialPort' in Package.appxmanifest."));
}
catch (TaskCanceledException)
{
this.State = BluetoothConnectionState.Disconnected;
}
catch (Exception ex)
{
this.State = BluetoothConnectionState.Disconnected;
OnExceptionOccuredEvent(this, ex);
}
}
}
And the listener in
private async Task ListenForMessagesAsync(StreamSocket localsocket)
{
while (socket != null)
{
try
{
string message = String.Empty;
DataReader dataReader = new DataReader(localsocket.InputStream);
dataReader.InputStreamOptions = InputStreamOptions.Partial;
// Read the message and process it.
lock (this.interlock)
{
if (!message.Contains("\r\n"))
readBuffer = readBuffer + message;
else
{
var data = message.Split('\r');
readBuffer = readBuffer + data[0];
}
if (readBuffer.Length == 15)
{
readBuffer = readBuffer.Replace("\r\n", "");
OnMessageReceivedEvent(this, readBuffer);
readBuffer = String.Empty;
}
if (readBuffer.Length > 15 || (readBuffer.Length < 15 && readBuffer.Contains("\r\n")))
readBuffer = String.Empty;
}
}
catch (Exception ex)
{
if (socket != null)
OnExceptionOccuredEvent(this, ex);
}
}
}
I am starting on Android and in my first application I need to establish a communication between and android table a PC. The communication is direct by staqtic IPs as I need that when I have several PCs and tablets each table only communicates with its PC.
The communication from the tablet to the Pc is already working but from the PC to the table I cannot get data transfered
Android side
public class Server implements Runnable
{
#Override
public void run()
{
while (always==true)
{
while(start2==false)
{
}
try
{
InetAddress serverAddr = InetAddress.getByName("192.168.173.133");
updatetrack("\nServer: Start connecting\n");
//*DatagramSocket socket = new DatagramSocket(SERVERPORT2, serverAddr);/
DatagramSocket socket = new DatagramSocket(SERVERPORT2);
byte[] buf = new byte[17];
DatagramPacket packet = new DatagramPacket(buf, buf.length, serverAddr, SERVERPORT2);
//*DatagramPacket packet = new DatagramPacket(buf, buf.length);/
updatetrack("Server: Receiving\n");
socket.receive(packet);
updatetrack("Server: Message received: '" + new String(packet.getData()) + "'\n");
updatetrack("Server: Succeed!\n");
start2=false;
}
catch (Exception e)
{
updatetrack("Server: Error!\n");
start2=false;
}
}
}
}
192.168.173.133 is the table IP and SERVERPORT2 is 4445
When I start the application it remains waiting for data after displaying "Server: Receiving" but
C# code
public static void Main()
{
IPEndPoint iep2 = new IPEndPoint(IPAddress.Parse("192.168.173.133"), 4445);
string hostname = Dns.GetHostName();
byte[] data = Encoding.ASCII.GetBytes(hostname);
sock.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.Broadcast, 1);
sock.SendTo(data, iep2);
sock.Close();
}
I suppose that it is any silly think I am forgotten but after reading many forums and books I am stopped on this point
Any advise will be welcome
You use UDP connection and socket.receive(packet) doesn't wait for packet. If there isn't packet in the buffer this operation throw exception.
Try to change your code to:
#Override
public void run()
{
while (always==true)
{
while(start2==false)
{
}
try
{
InetAddress serverAddr = InetAddress.getByName("192.168.173.133");
updatetrack("\nServer: Start connecting\n");
//*DatagramSocket socket = new DatagramSocket(SERVERPORT2, serverAddr);/
DatagramSocket socket = new DatagramSocket(SERVERPORT2);
while (always==true)
{
try{
byte[] buf = new byte[17];
DatagramPacket packet = new DatagramPacket(buf, buf.length, serverAddr, SERVERPORT2);
//*DatagramPacket packet = new DatagramPacket(buf, buf.length);/
updatetrack("Server: Receiving\n");
socket.receive(packet);
updatetrack("Server: Message received: '" + new String(packet.getData()) + "'\n");
updatetrack("Server: Succeed!\n");
start2=false;
}
catch(Exception ex) {ex.printStackTrace();}
}
}
catch (Exception e)
{
updatetrack("Server: Error!\n");
start2=false;
}
}
}
I am making a chat service for a game,
I am using a TCP listener an client for the account information, some sort of login service. I'm wondering if i can keep the socked the client connected to the server with, to check if he is still online, and keep sending him messages if he has new messages.
I already tried making a list of sockets for the login queue, but it disconnected the previous socket to to server as soon as i accepted a new socket.
byte[] usernameByte = new byte[100];
int usernameRecieved = s.Receive(usernameByte);
//guiController.setText(System.DateTime.Now + " Recieved Login...");
byte[] passByte = new byte[100];
int passRecieved = s.Receive(passByte);
//guiController.setText(System.DateTime.Now + " Recieved Password...");
string username = "";
string password = "";
for (int i = 0; i < usernameRecieved; i++)
username += (Convert.ToChar(usernameByte[i]));
for (int i = 0; i < passRecieved; i++)
password += (Convert.ToChar(passByte[i]));
if (DomainController.getInstance().checkAccount(username, password))
{
ASCIIEncoding asen = new ASCIIEncoding();
s.Send(asen.GetBytes("true"));
s.Send(asen.GetBytes("U are succesfully logged in, press enter to continue"));
guiController.setText(serverName,System.DateTime.Now+"");
guiController.setText(serverName, "Sent Acknowledgement - Logged in");
}
else
{
ASCIIEncoding asen = new ASCIIEncoding();
s.Send(asen.GetBytes("false"));
s.Send(asen.GetBytes("U are NOT logged in, press enter to continue"));
guiController.setText(serverName, System.DateTime.Now + "");
guiController.setText(serverName, "\nSent Acknowledgement - Not logged in");
}
This is the code i currently use to check the account information the user send me. Right after i send this the user dropd the connection and i move on to the next one.
I have tried making 1 list of seperate sockets and processing them one by one, but that failed because the previous socket's connection dropped, even tho it were 2 different machines that tried to connect.
Does anyone have a sollution / a way to save sockets, that I can use to make the program keep all the connections alive? so i can send a message from user 1 to user 2, and just use the socket they connected with? or do i need to add an id every time they make a connection?
EDIT
The client Code: (this is just a test client)
while (true)
{
TcpClient tcpclnt = new TcpClient();
Console.WriteLine("Connecting.....");
tcpclnt.Connect("xx.xxx.xxx.xx", 26862);
// use the ipaddress as in the server program
while(!(checkResponse(tcpclnt.GetStream())))
{
Thread.Sleep(1000);
}
Console.WriteLine("Connected");
Console.Write("Enter the string to be transmitted : ");
String str = Console.ReadLine();
if (str == "")
{
str = " ";
}
Stream stm = tcpclnt.GetStream();
ASCIIEncoding asen = new ASCIIEncoding();
byte[] ba = asen.GetBytes(str);
Console.WriteLine("Transmitting.....");
stm.Write(ba, 0, ba.Length);
Console.Write("Enter the string to be transmitted : ");
String str2 = Console.ReadLine();
if (str2 == "")
{
str2 = " ";
}
Stream stm2 = tcpclnt.GetStream();
ASCIIEncoding asen2 = new ASCIIEncoding();
byte[] ba2 = asen2.GetBytes(str2);
Console.WriteLine("Transmitting.....");
stm.Write(ba2, 0, ba2.Length);
if (str == "false")
{
blijvenWerken = false;
}
byte[] bb = new byte[100];
int k = stm.Read(bb, 0, 100);
for (int i = 0; i < k; i++)
Console.Write(Convert.ToChar(bb[i]));
byte[] bb2 = new byte[100];
int k2 = stm.Read(bb2, 0, 100);
Console.Write("\n");
for (int i = 0; i < k2; i++)
Console.Write(Convert.ToChar(bb2[i]));
Console.WriteLine("\n");
tcpclnt.Close();
Thread.Sleep(1000);
}
Server getting the sockets:
This bit of code is on the loginserver, its because i can only accept 1 socket every time to keep the connection alive, that i put queueCount on a maximum of 1.
I want to be able to make a list of Sockets that i accepted to add to a User account.
while (loginServerOn)
{
if (queueCount < 1)
{
if (loginServer.getLoginListener().Pending())
{
loginQueue.Add(loginServer.getSocket());
ASCIIEncoding asen = new ASCIIEncoding();
Socket s = loginQueue.First();
try
{
s.Send(asen.GetBytes("true"));
queueCount++;
}
catch
{
loginQueue.Remove(s);
}
}
}
}
The function that returns the accepted socket.
public Socket getSocket()
{
return myList.AcceptSocket();
}
EDIT: Essence of the question
I want to add the socked or client recieved to my Account object, so every connection has an Account its linked to, when i want to send a message to a certain account, it should send a message to the socked or client bound to that account, can you help/show me how i can achieve this?
This is still c# and sockets but my approach is different to yours.
I went with the concept of a "connectedCleint" which is similar in purpose to what you've called an account.
I have a class called ServerTerminal which is responsible for accepting and top level management of socket connections. In this i've got:
public Dictionary<long, ConnectedClient> DictConnectedClients =
new Dictionary<long, ConnectedClient>();
So this is my list of connected clients indexed by the sockethandle.
To accept connections i've got a routine:
public void StartListen(int port)
{
socketClosed = false;
IPEndPoint ipLocal = new IPEndPoint(IPAddress.Any, port);
listenSocket = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
//bind to local IP Address...
//if ip address is allready being used write to log
try
{
listenSocket.Bind(ipLocal);
}
catch (Exception excpt)
{
// Deal with this.. write your own log code here ?
socketClosed = true;
return;
}
//start listening...
listenSocket.Listen(100); // Max 100 connections for my app
// create the call back for any client connections...
listenSocket.BeginAccept(new AsyncCallback(OnClientConnection), null);
}
So when a client connects it then fires off:
private void OnClientConnection(IAsyncResult asyn)
{
if (socketClosed)
{
return;
}
try
{
Socket clientSocket = listenSocket.EndAccept(asyn);
ConnectedClient connectedClient = new ConnectedClient(clientSocket, this, _ServerTerminalReceiveMode);
//connectedClient.MessageReceived += OnMessageReceived;
connectedClient.Disconnected += OnDisconnection;
connectedClient.dbMessageReceived += OndbMessageReceived;
connectedClient.ccSocketFaulted += ccSocketFaulted;
connectedClient.StartListening();
long key = clientSocket.Handle.ToInt64();
if (DictConnectedClients.ContainsKey(connectedClient.SocketHandleInt64))
{
// Already here - use your own error reporting..
}
lock (DictConnectedClients)
{
DictConnectedClients[key] = connectedClient;
}
// create the call back for any client connections...
listenSocket.BeginAccept(new AsyncCallback(OnClientConnection), null);
}
catch (ObjectDisposedException excpt)
{
// Your own code here..
}
catch (Exception excpt)
{
// Your own code here...
}
}
The crucial part of this for you is:
// create the call back for any client connections...
listenSocket.BeginAccept(new AsyncCallback(OnClientConnection), null);
This sets up the serverterminal to receive new connections.
Edit:
Cut down version of my connectedclient:
public class ConnectedClient
{
private Socket mySocket;
private SocketIO mySocketIO;
private long _mySocketHandleInt64 = 0;
// These events are pass through; ConnectedClient offers them but really
// they are from SocketIO
public event TCPTerminal_ConnectDel Connected
{
add
{
mySocketIO.Connected += value;
}
remove
{
mySocketIO.Connected -= value;
}
}
public event TCPTerminal_DisconnectDel Disconnected
{
add
{
mySocketIO.Disconnected += value;
}
remove
{
mySocketIO.Disconnected -= value;
}
}
// Own Events
public event TCPTerminal_TxMessagePublished TxMessageReceived;
public delegate void SocketFaulted(ConnectedClient cc);
public event SocketFaulted ccSocketFaulted;
private void OnTxMessageReceived(Socket socket, TxMessage myTxMessage)
{
// process your message
}
private void OnMessageSent(int MessageNumber, int MessageType)
{
// successful send, do what you want..
}
public ConnectedClient(Socket clientSocket, ServerTerminal ParentST)
{
Init(clientSocket, ParentST, ReceiveMode.Handler);
}
public ConnectedClient(Socket clientSocket, ServerTerminal ParentST, ReceiveMode RecMode)
{
Init(clientSocket, ParentST, RecMode);
}
private void Init(Socket clientSocket, ServerTerminal ParentST, ReceiveMode RecMode)
{
ParentServerTerminal = ParentST;
_myReceiveMode = RecMode;
_FirstConnected = DateTime.Now;
mySocket = clientSocket;
_mySocketHandleInt64 = mySocket.Handle.ToInt64();
mySocketIO = new SocketIO(clientSocket, RecMode);
// Register for events
mySocketIO.TxMessageReceived += OnTxMessageReceived;
mySocketIO.MessageSent += OnMessageSent;
mySocketIO.dbMessageReceived += OndbMessageReceived;
}
public void StartListening()
{
mySocketIO.StartReceiving();
}
public void Close()
{
if (mySocketIO != null)
{
mySocketIO.Close();
mySocketIO = null;
}
try
{
mySocket.Close();
}
catch
{
// We're closing.. don't worry about it
}
}
public void SendMessage(int MessageNumber, int MessageType, string Message)
{
if (mySocket != null && mySocketIO != null)
{
try
{
mySocketIO.SendMessage(MessageNumber, MessageType, Message);
}
catch
{
// mySocketIO disposed inbetween check and call
}
}
else
{
// Raise socket faulted event
if (ccSocketFaulted != null)
ccSocketFaulted(this);
}
}
}
}
Some useful links:
This is where I started:
http://vadmyst.blogspot.com.au/2008/01/how-to-transfer-fixed-sized-data-with.html
http://vadmyst.blogspot.com.au/2008/03/part-2-how-to-transfer-fixed-sized-data.html
And..
C# Sockets and Multithreading
Cause a connected socket to accept new messages right after .BeginReceive?
http://nitoprograms.blogspot.com.au/2009/04/tcpip-net-sockets-faq.html
http://www.codeproject.com/Articles/83102/C-SocketAsyncEventArgs-High-Performance-Socket-Cod
I can't post my entire solution just now; there is a flaw in my server code I need to debug; plus there are parts which my employer may not want published. But i based my code on what Vadym had for variable length messages.
When a server gets ready to accept TCP connections, it creates a new TCP socket, Bind() it to a port and uses the Listen() method. When a connection request comes in, the Listen() method returns a new socket that the server and client use for communication. The server and client can pass data back and forth using Send() and Receive() at this point. If the client disconnects, the server's Receive() terminates with 0 bytes of data.
If you want to wait for another connection request once you've accepted the first connection (i.e., while you are interacting with the first client) this can be done. At this point, you'll need to use something like threads or asynchronous methods so you can handle more than one connection. Basically, you will be able to Accept() connection requests from your listening socket.
Mike
As the title says I have a problem with UDP in C#.
I'm trying to build a library for the rcon protocol of the game DayZ.
My problem is that I dont receive every packet I should receive.
After sending a command the server replies with an split answer. The packet header contains the total packet count and the index of the current packet.
Now if I should get 17 packets I only get 8-15 packets in my application.
After testing with WireShark I know now that all packages arrive on my computer. They just dont get recognized by my application or something like that.
My Actual Question is:
Is it possible to prevent losing the packages between my network card and my application? or
Why does that happen?
Here is my current code. Its pretty dirty because I ripped it apart after not working as expected:
private Socket _udpClient;
private Thread _receiverThread;
private Thread _workerThread;
private Queue<byte[]> _packetQueue;
private PacketBuffer[] MessageBuffer;
private byte SenderSequence = 0;
private IPEndPoint connection;
public RCon(IPAddress ip, int port)
{
connection = new IPEndPoint(ip, port);
_udpClient = new Socket(connection.Address.AddressFamily, SocketType.Dgram, ProtocolType.Udp);
_udpClient.Connect(connection);
MessageBuffer = new PacketBuffer[256];
_packetQueue = new Queue<byte[]>();
_receiverThread = new Thread(new ThreadStart(ReceiveCallback));
_receiverThread.IsBackground = true;
_receiverThread.Priority = ThreadPriority.AboveNormal;
_receiverThread.Start();
_workerThread = new Thread(new ThreadStart(WorkerCallback));
_workerThread.IsBackground = true;
_workerThread.Start();
}
public void Login(string password)
{
LoginPacket packet = new LoginPacket(password);
_udpClient.Send(packet.Bytes);
}
public void SendCommand(string command)
{
CommandPacket packet = new CommandPacket(SenderSequence, command);
SenderSequence++;
_udpClient.Send(packet.Bytes);
}
private void ReceiveCallback()
{
while (true)
{
byte[] buffer = new byte[1036];
if (_udpClient.Receive(buffer) > 0)
_packetQueue.Enqueue(buffer);
}
}
private void WorkerCallback()
{
while (true)
{
if (_packetQueue.Count > 0)
{
byte[] buffer = _packetQueue.Dequeue();
if (buffer != null)
{
try
{
Packet receivedPacket = Packet.ParseIncoming(buffer);
OnPacketReceived(new PacketReceivedEventArgs(receivedPacket));
switch (receivedPacket.Type)
{
case PacketType.Message:
OnMessageReceived(new MessageReceivedEventArgs(receivedPacket.Content));
MessageCallbackPacket packet = new MessageCallbackPacket(receivedPacket.SequenceNumber);
_udpClient.Send(packet.Bytes);
break;
case PacketType.CommandCallback:
if (MessageBuffer[receivedPacket.SequenceNumber] == null)
MessageBuffer[receivedPacket.SequenceNumber] = new PacketBuffer(receivedPacket);
else
MessageBuffer[receivedPacket.SequenceNumber].AddPacket(receivedPacket);
if (MessageBuffer[receivedPacket.SequenceNumber].IsComplete)
OnCommandCallback(new CommandCallbackEventArgs(MessageBuffer[receivedPacket.SequenceNumber].GetContent()));
break;
}
}
catch (ArgumentException) { }
catch (OverflowException) { }
catch (FormatException) { }
}
}
}
}
This is usually because you are not consuming your datagrams fast enough, so in-kernel socket buffer gets full and the network stack starts dropping newly arriving packets. Some points:
Increase the receive buffer on the socket,
Don't acquire locks on every iteration - read as much as you can, then put data into the queue,
Consider non-blocking approach instead of threads.
I know this might have been asked a thousand times before, but I can't seem to find any specific information about my case.
I have a C# client program that has to connect to other instances of the client over a LAN. To connect one client to another, I use a TcpListener/TcpClient aproach. Both instances have a listener and are able to create a new client to connect/listen to one another (it is independant of which instance started the connection).
To create the listener, I use the following bit of code:
// In the constructor:
listener = new TcpListener(IPAddress.Any, 32842);
listenThread = new Thread((ThreadStart)ListenForConnections);
listenThread.Name = "ListenThread";
listenThread.IsBackground = true;
listenThread.Start();
// Listening for connections:
private void ListenForConnections()
{
listener.Start();
Console.WriteLine("Started listening for connections");
for (; ; )
{
if (listener.Pending())
{
using (TcpClient client = listener.AcceptTcpClient())
{
// My own layer over the TcpClient.
AsyncTCPClient other = new AsyncTCPClient(client);
Console.WriteLine("Connection from " + client.Client.RemoteEndPoint);
other.Received += DataReceived;
other.Exception += ExceptionOccurred;
connections.Add("Player", other);
other.Start();
}
}
else
{
Thread.Sleep(5);
}
}
}
To create and connect to another client, I use the following bit of code:
public void Connect(IPEndPoint other)
{
if (socket == null)
{
socket = new TcpClient(AddressFamily.InterNetwork);
socket.Client.ReceiveBufferSize = 2 * 1024 * 1024;
}
// Should force-close the socket after 5 seconds if it can't be closed automatically.
socket.LingerState = new LingerOption(true, 5);
socket.BeginConnect(other.Address, other.Port, ConnectionCallback, other);
IsConnecting = true;
}
The ConnectionCallback given as a parameter to BeginConnect looks like this:
private void ConnectionCallback(IAsyncResult result)
{
IsConnecting = false;
IsConnected = socket.Connected;
if (IsConnected)
{
IPEndPoint connectedTo = (IPEndPoint)result.AsyncState;
stream = socket.GetStream();
if (Connected != null)
{
Connected(this, null);
}
}
else
{
if (Exception != null)
{
RaiseException(new Exception("Unable to connect to host"));
}
}
}
However, everytime I get to the callback, the TcpClient failed to connect to the other instance and the Exception event is thrown. Now what I've found while searching around the internet (Google) is that it might have something to do with a firewall on either sides of the connection. But I've tested it with all firewalls off, so this can't be that.
I don't see Socket.EndConnect() being called in the callback.
See this in MSDN:
http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.endconnect.aspx