While true loop not infinite? - c#

So I am making a bot that connects to a twitch irc chat. Here is the code:
Console.WriteLine("Joining Room");
IrcClient irc = new IrcClient("irc.twitch.tv", 6667, "ScottBots", "oauth:asdasd");
irc.joinRoom("ScottBots");
Console.WriteLine("Joined Room");
int i = 0;
while (true)
{
string message = irc.readMessage();
if(message.Contains("!helps"))
{
irc.sendChatMessage("Welcome to ScottBots! Currently in development.");
}
Console.WriteLine("loop: " + i);
i++;
}
Look the the while true loop... Everything good?
Now look at what this console application gives me:
Joining Room
Joined Room
loop: 0
loop: 1
loop: 2
loop: 3
loop: 4
loop: 5
loop: 6
loop: 7
loop: 8
loop: 9
It just stops at 9?
Many of ya'll have been asking for my ircClient Code:
private string username;
private string channel;
private TcpClient tcpClient;
private StreamReader inputStream;
private StreamWriter outputSteam;
public IrcClient(string ip, int port, string username, string password)
{
this.username = username;
tcpClient = new TcpClient(ip, port);
inputStream = new StreamReader(tcpClient.GetStream());
outputSteam = new StreamWriter(tcpClient.GetStream());
try
{
outputSteam.WriteLine("PASS " + password);
outputSteam.WriteLine("NICK " + username);
outputSteam.WriteLine("USER " + username + " 8 * :" + username);
outputSteam.Flush();
} catch (Exception e)
{
}
}
public void joinRoom(string channel)
{
try
{
this.channel = channel;
outputSteam.WriteLine("JOIN #" + channel);
outputSteam.Flush();
}
catch (Exception e)
{
Console.WriteLine("Failed to join room");
}
}
public void sendIrcMessage(string message)
{
try
{
outputSteam.WriteLine(message);
outputSteam.Flush();
}
catch (Exception e)
{
Console.WriteLine("failed to run sendIrcMessage() method");
}
}
public void sendChatMessage(string message)
{
sendIrcMessage(":" + username + "!" + username + "#" + username + ".tmi.twitch.tv PRIVNSG #" + channel + " : " + message);
}
public string readMessage()
{
string message = inputStream.ReadLine();
return message;
}

It looks like one of irc.SendChatMessage() or irc.ReadMessage() is blocking, perhaps when it runs out of buffered input/output and needs to wait on the socket.
EDIT: Almost certainly the irc.ReadMessage() call is blocking. It's calling ReadLine() against a Stream which is in turn linked to a TcpClient. You probably want to look into either threading and/or asynchronous callbacks if you want to build an IRC bot and test rig. Here's an example (not IRC-related): http://sunildube.blogspot.ca/2011/12/asynchronous-tcp-client-easy-example.html

Related

TcpClient hangs

I am working on a simple Client to send data to a server at my office. I tested the code locally on my computer using a server called TCPServer, I connect, send data, receive reply, disconnect, send again, rinse and repeat, it all works perfectly, but when I connect to office and do the same thing it connects fine, I can connect/disconnect forever, but when I send data it just hangs. Nothing is received in the log at the office. I can't send a single byte there.
Seems like a firewall issue doesn't it.
But I can run an older program I wrote years ago in Delphi (pascal), and it connects and sends the same data over without issue, same port, everything, so the problem is not a firewall issue. Thoughts on this? Here is the basic code layout.
Connect Button
Disconnect Button
Send Button
At the top of the class I declare the TcpClient Variable
public TcpClient m_client = new TcpClient();
In the _Click for Connect Button and Disconnect Button I have code to connect to server and set some indicators etc
private void ConnectButton_Click(object sender, EventArgs e)
{
string address = FixIP(IPAddressMaskedTextBox.Text);
int Port = Convert.ToInt32(PortNumberMaskedTextBox.Text);
Control control = (Control)sender;
String name = control.Name;
try
{
switch (name)
{
case ("ConnectButton"):
//Connect to server
connect(address, Port);
if (m_client.Connected)
{
SingleConnectionRichTextBox.Clear();
ConnectedLightButton.BackColor = Color.Lime;
SingleConnectionRichTextBox.Text += "Connected at IP " + address + " and Port " + Port.ToString() + "\r\n";
}
break;
case ("DisconnectButton"):
if (m_client.Connected)
{
SingleConnectionRichTextBox.Text += "Connection Terminated\r\n";
ConnectedLightButton.BackColor = Color.Red;
m_client.Client.Disconnect(false);
m_client = new TcpClient();
}
break;
}
}
catch (Exception err)
{
MessageBox.Show(err.ToString());
}
}
public void connect(string address, int port)
{
try
{
if (!m_client.Connected)
{
ConnectedLightButton.BackColor = Color.Yellow;
SingleConnectionRichTextBox.Text += "Attempting to Connect...\r\n";
m_client.Connect(address, port);
}
else
{
SingleConnectionRichTextBox.Text += "Connection Failed...\r\n";
ConnectedLightButton.BackColor = Color.Red;
throw new Exception("Connect: Already connected\r\n");
}
}
catch (Exception err)
{
MessageBox.Show(err.ToString());
}
}
The Send button has it's own event, mostly because when connecting to office it can take a minute for sockets to be created etc.
private void SendButton_Click(object sender, EventArgs e)
{
try
{
if (m_client.Connected)
{
string completeString = "";
for (int cnt = 0; cnt < SingleSendRichTextBox.Lines.Count() - 1; cnt++)
{
string aLine = Regex.Replace(SingleSendRichTextBox.Lines[cnt], #"\e\[(\d+;)*(\d+)?[ABCDHJKfmsu]", "");
if (cnt == 0)
{
//First line gets Start Block, plus a CR on end
aLine = (char)0x0B + aLine + (char)0x0D;
}
else if (cnt == (SingleSendRichTextBox.Lines.Count() -1))
{
//Last line gets CR + End Block + CR on end
aLine += (char)0x0D + (char)0x1C + (char)0x0D;
}
else
{
//All middle lines get CR on end
aLine += (char)0x0D;
}
//MessageBox.Show("Sending line# " + cnt.ToString() + " = " + aLine);
completeString += aLine;
}
Byte[] data = Encoding.ASCII.GetBytes(completeString);
WriteBytes(data);
ReadAllBytes();
}
else
{
MessageBox.Show("Nothing is connected currently...");
}
}
catch (Exception err)
{
MessageBox.Show(err.ToString());
}
}
public void WriteBytes(Byte[] data)
{
try
{
if ((m_client.Connected)&&(data.Count() > 0))
{
// Get access to network stream
NetworkStream stm = m_client.GetStream();
stm.Write(data, 0, data.Length);
stm.Flush();
//MessageBox.Show("Data Sent, length = " + data.Length.ToString());
}
else
{
MessageBox.Show("Either we are not connected, or there is no data to send!!");
}
}
catch (Exception err)
{
MessageBox.Show(err.ToString());
}
}
public void ReadAllBytes()
{
try
{
// Buffer to store the response bytes.
Byte[] readdata = new Byte[256];
// String to store the response ASCII representation.
String responseData = String.Empty;
NetworkStream stm = m_client.GetStream();
// Read the first batch of the TcpServer response bytes.
Int32 bytes = stm.Read(readdata, 0, readdata.Length);
responseData = Encoding.ASCII.GetString(readdata, 0, bytes);
SingleReplyRichTextBox.Text += responseData + "\r\n";
}
catch (Exception err)
{
MessageBox.Show(err.ToString());
}
}
Does anything in here raise a red flag that is obvious? I tried Stream VS NetworkStream. I tried turning off the Reply listener. I took this code and combined it all into one function, and moved the TcpClient creation over to a different Class as static so I could create it in each function, but while all of these worked fine locally, nothing works connecting to office. It won't send a single byte. I set m_client as static at the top too, works fine locally, not to office.
Is GetStream failing maybe? or its sending the data on a different socket?
use a Task and cancellation token to cancel the task. Don't init a "new" TCPclient. In the background the TCPclient will be not closed (socket-timeout of .net)
Use try catches to see the exception and add the log to the conversation to make it more clear pls

C#, tcpClient to Multiple IP Address but on the same port

Scenario:
I have multiple machines, each wit hit's own IP, that run a tcpServer, all on the same port. During each transaction data is sent if the tcpServer port is opened. It, looks for a client before opening the port.
What I Need:
I'm writing an app, that needs to:
1. Check through the list of IP's if they are availible
2. Open a tcpClient port to each machine IP, (all on the same ports)
3. After every specified time make sure the connection is open, if not reopen connection.
Future:
I use an XMl file to give the SQL data which is used to get the list of machines and the port to listen on. In this xml is a udp setting as well, if this is yes, then the data being sent, must be received and redirected to a specified UDP port.
The Class:
public static void tcpListen(IPAddress server, int port)
{
try
{
TcpListener listener = new TcpListener(server, port);
listener.AcceptTcpClient();
listener.Start();
while (true)
{
Socket client = listener.AcceptSocket();
var childSocketThread = new Thread(() =>
{
byte[] data = new byte[100];
int size = client.Receive(data);
for (int i = 0; i < size; i++)
feedback = server + ":" + port + ": " + Convert.ToChar(data[i]);
using (StreamWriter w = File.AppendText("TCPLog.log"))
{
Log(feedback, w);
}
client.Close();
});
childSocketThread.Start();
}
}
catch (Exception err)
{
using (StreamWriter w = File.AppendText("error.log"))
{
Log("tcpControl.tcpListen: " + err.Message, w);
}
}
}
The part of the code that repeats every few seconds:
private void ptoCheck()
{
IPAddress sourceIP;
int sourcePort;
int destinationPort;
string tcpStatus;
int oldCOunt = dgvWorkstations.RowCount;
int newCount = sqlScripts.posCount(sqlServer, sqlUser, sqlPassword, sqlDatabase);
if (newCount != oldCOunt)
{
getWorkstations();
}
try
{
foreach (DataGridViewRow row in dgvWorkstations.Rows)
{
int i = row.Index;
bool tcpState;
dgvWorkstations["Status", i].Value = "Checking";
dgvWorkstations.Refresh();
name = row.Cells["POS_Name"].Value.ToString();
sourceIP = IPAddress.Parse(row.Cells["LastKnownIP"].Value.ToString());
sourcePort = Convert.ToInt32(row.Cells["Receive_Port"].Value.ToString());
destinationPort = Convert.ToInt32(row.Cells["Send_Port"].Value.ToString());
tcpState = tcpControl.tcpCheck(sourceIP, sourcePort, name);
if (tcpState == false)
{
dgvWorkstations["Status", i].Value = "Connecting";
dgvWorkstations.Refresh();
tcpStatus = tcpControl.tcpConnect(sourceIP, sourcePort, name);
tcpControl.tcpListen(sourceIP, sourcePort);
dgvWorkstations["Status", i].Value = tcpStatus;
}
if (tcpState == true)
{
dgvWorkstations["Status", i].Value = "Connected";
dgvWorkstations.Refresh();
}
i = i + 1;
}
}
catch (Exception err)
{
using (StreamWriter w = File.AppendText("AError.log"))
{
Log("frmMain.ptoCheck: (" + name + ") " + err.Message, w);
}
}//End Catch
}
I got the following code toe work, from my class I can now make multiple connections, however. The part where I call another method to listen and receive the data blocks the first method and holds it untill the connection drops without making further connections.
My Class:
public void tcpTest2(IPAddress server, Int32 port, int x)
{
TcpClient client;
sendData("Connecting to Host: " + server + " on port: " + port.ToString() + "...");
sendStatus("Connecting", x);
try
{
client = new TcpClient(server.ToString(), port);
if (false)
{
}
if (true)
{
sendData("Connection to Host: " + server + " on port: " + port.ToString() + "..ESTABLISHED");
sendStatus("Connected", x);
receiveData(client, server, port);
}
}
catch (Exception)
{
sendData("Connection to Host: " + server + " on port: " + port.ToString() + "..FAILED");
sendStatus("Failed", x);
}
}
public void receiveData(TcpClient client, IPAddress server, int port)
{
Byte[] data = System.Text.Encoding.Default.GetBytes("|");
data = new byte[1024];
string stringData;
bool connected;
connected = true;
while (connected == true)
{
string fromC = client.Client.RemoteEndPoint.ToString();
NetworkStream ns = client.GetStream();
int recv = ns.Read(data, 0, data.Length);
stringData = Encoding.ASCII.GetString(data, 0, recv);
sendUpdate("{" + fromC + "}" + stringData);
connected = IsConnected(client);
}
if (connected == false)
{
sendData("Connection to Host: " + server + " on port: " + port.ToString() + "..LOST");
sendLost(server);
}
}
public bool IsConnected(TcpClient client)
{
try
{
if (client != null && client.Client != null && client.Client.Connected)
{
if (client.Client.Poll(0, SelectMode.SelectRead))
{
byte[] buff = new byte[1];
if (client.Client.Receive(buff, SocketFlags.Peek) == 0)
{
return false;
}
else
{
return true;
}
}
return true;
}
else
{
return false;
}
}
catch
{
return false;
}
}
}
Here is the final code that worked for me:
My Class:
public void tcpConnect(object pos)
{
IPAddress hostIP = IPAddress.Parse(pos.ToString().Split(':')[0]);
int hostPort = Int32.Parse(pos.ToString().Split(':')[1]);
rowInd = Int32.Parse(pos.ToString().Split(':')[2]);
var client = new TcpClient();
if (!client.ConnectAsync(hostIP, hostPort).Wait(1000))
{
sendData("Connection to Host: " + hostIP + " on port: " + hostPort.ToString() + ".FAILED");
sendStatus("Failed", "", rowInd);
return;
}
if (true)
{
sendData("Connection to Host: " + hostIP.ToString() + " on port: " + hostPort.ToString() + "..ESTABLISHED");
Thread thread = new Thread(new ParameterizedThreadStart(ClientHandler));
thread.IsBackground = true;
Thread.FreeNamedDataSlot(hostIP.ToString() + rowInd.ToString());
thread.Name = hostIP.ToString() + rowInd.ToString();
thread.Start(client);
threadID = thread.ManagedThreadId.ToString();
sendStatus("Connected", threadID, rowInd);
}
}
public bool IsConnected(TcpClient client)
{
try
{
if (client != null && client.Client != null && client.Client.Connected)
{
if (client.Client.Poll(0, SelectMode.SelectRead))
{
byte[] buff = new byte[1];
if (client.Client.Receive(buff, SocketFlags.Peek) == 0)
{
return false;
}
else
{
return true;
}
}
return true;
}
else
{
return false;
}
}
catch
{
return false;
}
}
public void ClientHandler(object c)
{
TcpClient client = (TcpClient)c;
NetworkStream netstream = client.GetStream();
string fromC = client.Client.RemoteEndPoint.ToString();
string fromIP = fromC.Split(':')[0];
bool connected = true;
while (connected)
{
Thread.Sleep(10);
try
{
byte[] data = new byte[client.ReceiveBufferSize];
data = System.Text.Encoding.Default.GetBytes("|");
data = new byte[1024];
string stringData;
NetworkStream ns = client.GetStream();
int recv = ns.Read(data, 0, data.Length);
stringData = Encoding.ASCII.GetString(data, 0, recv);
sendUpdate("|" + fromC + "|" + stringData);
connected = IsConnected(client);
}
catch (Exception err)
{
connected = false;
sendLost(fromIP);
using (StreamWriter w = File.AppendText("Arch-PTO.log"))
{
Log("tcpServices.ClientHandler: " + err.Message, w);
}
}
}
sendLost(fromIP);
}

Detecting client disconnection by server c#

I have written code for server and multiple client using threads and sockets. Normally the clients exits by sending the 'exit' keyword to server but I want the server to also detect situation when the clients exits forcefully without sending 'exit' keyword to server, for example when user in middle of sending message to server presses cross button of client window. What I want is that server should detect this situation and displays some error code and continue receiving message from other clients connected to it.
Second problem I am facing how can I disconnect server even if multiple clients are connected to it. In my code I am using tcpListener.Stop() but when i use this method error message "server failed to start at ipaddress" is displayed and number of such windows opens is equivalent to number of clients server is listening. For example if server is listening to 1000 clients then 1000 such windows will open showing the earlier mentioned error message which doesn't look good from the point of person using this software. So How can I handle this situation? Also in this situation if clients again starts sending message to the server then is also starts receiving messages even though I have disconnected the server. The server should remain disconnected until the user restarts server.
Following is my code for server.
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
// Constants IP address of server and maximum number of clients server can connect.
static class Constants
{
public const string IP = "127.0.0.1";
public const int No_Of_Clients = 2;
}
// server port number
int port_number;
static IPAddress ipAddress = IPAddress.Parse(Constants.IP);
TcpListener tcpListener;
public Form1()
{
InitializeComponent();
button1.Click += button1_Click;
button2.Click += button2_Click;
//this.FormClosing += Form1_FormClosing;
}
//Socket socketForClient;
private void button1_Click(object sender, EventArgs e)
{
if (String.IsNullOrEmpty(textBox1.Text.Trim()))
{
System.Windows.Forms.MessageBox.Show("Port Number Empty", "Error");
}
else
{
port_number = int.Parse(textBox1.Text);
createserver(Constants.No_Of_Clients);
serveripaddress();
infoBox1.Text = string.Format("The server is now listening at port {0} at ip address {1}", port_number, Constants.IP);
infoBox1.Text = infoBox1.Text + "\r\n" + string.Format("The server can listen to maximum {0} number of clients", Constants.No_Of_Clients);
}
}
// this code disconnects the server
private void button2_Click(object sender, EventArgs e)
{
try
{
tcpListener.Stop();
}
catch (Exception f)
{
MessageBox.Show(f.Message);
}
}
public void serveripaddress()
{
serverip.Text = "Server IP : " + Constants.IP;
//serverport.Text = "Port Number : " + port.ToString();
}
// Starts server
private void createserver(int no_of_clients)
{
tcpListener = new TcpListener(ipAddress, port_number);
tcpListener.Start();
for (int i = 0; i < no_of_clients; i++)
{
Thread newThread = new Thread(new ThreadStart(Listeners));
newThread.Start();
}
} // end of createserver();
//listen to client receiving messages
public void Listeners()
{
Socket socketForClient;
try
{
socketForClient = tcpListener.AcceptSocket();
}
catch
{
System.Windows.Forms.MessageBox.Show(string.Format("Server failed to start at {0}:{1}", Constants.IP, port_number), "Error");
return;
}
if (socketForClient.Connected)
{
//System.Windows.Forms.MessageBox.Show("hello");
string string1 = string.Format("Client : " + socketForClient.RemoteEndPoint + " is now connected to server.");
infoBox1.Text = infoBox1.Text + "\r\n" + string1;
NetworkStream networkStream = new NetworkStream(socketForClient);
System.IO.StreamWriter streamWriter = new System.IO.StreamWriter(networkStream);
System.IO.StreamReader streamReader = new System.IO.StreamReader(networkStream);
string theString = "";
while (true)
{
try
{
theString = streamReader.ReadLine();
}
catch (Exception e)
{
MessageBox.Show(e.Message);
}
// if (streamReader.ReadLine() == null )
//{
// System.Windows.Forms.MessageBox.Show(string.Format("Server failed to start at {0}:{1}", Constants.IP, port_number), "Error");
// }
if (theString != "exit")
{
textBox2.Text = textBox2.Text + "\r\n" + "-----------------------------------------------------------------------------------";
string string2 = string.Format("Message recieved from client(" + socketForClient.RemoteEndPoint + ") : " + theString);
textBox2.Text = textBox2.Text + "\r\n" + string2;
// ASCII code for the message from client
string string3 = string.Format("ASCII Code for message is : ");
textBox2.Text = textBox2.Text + "\r\n" + string3;
string string4 = "";
foreach (char c in theString)
{
string4 += string.Format(System.Convert.ToInt32(c) + " ");
}
textBox2.Text = textBox2.Text + string4;
// Hex value of message from client
string hex = "";
foreach (char c in theString)
{
int tmp = c;
hex += String.Format("{0:x2}", (uint)System.Convert.ToUInt32(tmp.ToString()));
}
string string5 = string.Format("Hex Code for the message from client : " + hex);
textBox2.Text = textBox2.Text + "\r\n" + string5;
//sending acknowledgement to client
try
{
socketForClient.Send(new ASCIIEncoding().GetBytes("The string was recieved from Client(" + socketForClient.RemoteEndPoint + ") : " + theString));
}
catch (Exception e)
{
MessageBox.Show(e.Message);
}
} // end of if loop
// if exit from client
else
{
string string7 = string.Format("Client " + socketForClient.RemoteEndPoint + " has exited");
infoBox1.Text = infoBox1.Text + "\r\n" + string7;
break;
}
} // end of while loop
streamReader.Close();
networkStream.Close();
streamWriter.Close();
} // end of if loop
socketForClient.Close();
}
}
}
To be informed about closed client connections you have to send periodically a 'heartbeat' message to the client. If the client connection died the tcp/ip mechanism will inform you after the timeout that the connection died (can't remember the name of the exception).
If the client wants to know if the connection died he has also to send a heartbeat message.
This is needed as the tcp connection recognizes lost connections only if data is sent over this connection.
For the second problem you should keep a list of all the active clients (your variable socketForClient). When you want to end your server you close all the client connections (the clients in the list).

How to scan ports asynchronously?

I am trying to work out how to scan a range of ports very quickly but after few hours I'm ready to give up.
I have searched for results on the web but no matter what I do I can't scan the ports fast.
How to do this correctly? Small snippets related to my question are really appreciated.
This is what I have (notice I have a line allDone.WaitOne(1000, true); which creates a timeout for the connection. With it timeout slow down the check when IP is down, with out it I don't have enough time to get the result)
private void btnScan_Click(object sender, EventArgs e)
{
for (i = (int)nudFrom.Value; i < nudTo.Value; i++)
{
ScanPort(IPAddress.Parse(txtIP.Text), i);
}
}
private void ScanPort(IPAddress address, int port)
{
using (TcpClient client = new TcpClient())
{
allDone.Reset();
client.BeginConnect(address, port, new AsyncCallback(ConnectCallback), null);
allDone.WaitOne(1000, true);
if (client.Connected) txtDisplay.AppendText("Port: " + i.ToString() + " is open." + Environment.NewLine);
else txtDisplay.AppendText("Port: " + i.ToString() + " is closed." + Environment.NewLine);
}
}
public static ManualResetEvent allDone = new ManualResetEvent(false);
public static void ConnectCallback(IAsyncResult ar)
{
allDone.Set();
using (TcpClient s = (TcpClient)ar.AsyncState)
{ }
}

Problem with socket communication between C# and Flex

I am implementing a simulated b/s stock data system. I am using flex and c# for client and server sides. I found flash has a security policy and I handled the policy-file-request in my server code. But seems it doesn't work, because the code jumped out at "socket.Receive(b)" after connection. I've tried sending message on client in the connection handler, in that case the server can receive correct message. But the auto-generated "policy-file-request" can never be received, and the client can get no data sending from server. Here I put my code snippet.
my ActionScript code:
public class StockClient extends Sprite {
private var hostName:String = "192.168.84.103";
private var port:uint = 55555;
private var socket:XMLSocket;
public function StockClient() {
socket = new XMLSocket();
configureListeners(socket);
socket.connect(hostName, port);
}
public function send(data:Object) : void{
socket.send(data);
}
private function configureListeners(dispatcher:IEventDispatcher):void {
dispatcher.addEventListener(Event.CLOSE, closeHandler);
dispatcher.addEventListener(Event.CONNECT, connectHandler);
dispatcher.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
dispatcher.addEventListener(ProgressEvent.PROGRESS, progressHandler);
dispatcher.addEventListener(SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler);
dispatcher.addEventListener(ProgressEvent.SOCKET_DATA, dataHandler);
}
private function closeHandler(event:Event):void {
trace("closeHandler: " + event);
}
private function connectHandler(event:Event):void {
trace("connectHandler: " + event);
//following testing message can be received, but client can't invoke data handler
//send("<policy-file-request/>");
}
private function dataHandler(event:ProgressEvent):void {
//never fired
trace("dataHandler: " + event);
}
private function ioErrorHandler(event:IOErrorEvent):void {
trace("ioErrorHandler: " + event);
}
private function progressHandler(event:ProgressEvent):void {
trace("progressHandler loaded:" + event.bytesLoaded + " total: " + event.bytesTotal);
}
private function securityErrorHandler(event:SecurityErrorEvent):void {
trace("securityErrorHandler: " + event);
}
}
my C# code:
const int PORT_NUMBER = 55555;
const String BEGIN_REQUEST = "begin";
const String END_REQUEST = "end";
const String POLICY_REQUEST = "<policy-file-request/>\u0000";
const String POLICY_FILE = "<?xml version=\"1.0\"?>\n" +
"<!DOCTYPE cross-domain-policy SYSTEM \"http://www.adobe.com/xml/dtds/cross-domain-policy.dtd\">\n" +
"<cross-domain-policy> \n" +
" <allow-access-from domain=\"*\" to-ports=\"55555\"/> \n" +
"</cross-domain-policy>\u0000";
................
private void startListening()
{
provider = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
provider.Bind(new IPEndPoint(IPAddress.Parse("192.168.84.103"), PORT_NUMBER));
provider.Listen(10);
isListened = true;
while (isListened)
{
Socket socket = provider.Accept();
Console.WriteLine("connect!");
byte[] b = new byte[1024];
int receiveLength = 0;
try
{
// code jump out at this statement
receiveLength = socket.Receive(b);
}
catch (Exception e)
{
Debug.WriteLine(e.ToString());
}
String request = System.Text.Encoding.UTF8.GetString(b, 0, receiveLength);
Console.WriteLine("request:"+request);
if (request == POLICY_REQUEST)
{
socket.Send(Encoding.UTF8.GetBytes(POLICY_FILE));
Console.WriteLine("response:" + POLICY_FILE);
}
else if (request == END_REQUEST)
{
Dispose(socket);
}
else
{
StartSocket(socket); break;
}
}
}
Sorry for the long code, please someone help with it, thanks a million
that is because the socket policy file isn't requested on the port you are trying to join, but on the static port 843.
You should listen to port 843 to serve the policy requests. Also, I had some problems when immediately closing the socket after having sent the policy file. It seems that the socket should be left open for a few seconds after the policy file had been sent, otherwise Flash might simply drop the answer.
Note that this way, you can serve policy file requests from another application, not necessary from your main server.
The whole stuff is described in this documentation.

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