Multiple socket connection - c#

I have 6 devices, price checkers. I have a project which the client in a supermarket will scan a product on this device and it will return the price of the product. I have managed to connect with one device, get the bar code and send data. But I can not seem to do to connect with multiple socket connection.
This is the code when I receive and send data:
Connecting with the device:
private void connect1(string adip, int porta)
{
try
{
IPEndPoint ip = new IPEndPoint(IPAddress.Parse(adip), porta);
connect1 = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
connect1.Connect(ip);
}
catch (System.Net.Sockets.SocketException se)
{
MessageBox.Show(se.Message);
}
}
Getting the barcode:
private void getbarCode()
{
byte[] data = new byte[1024];
int receivedDataLength = lidhje.Receive(data);
numberCodeBar = Encoding.ASCII.GetString(data, 0, receivedDataLength);
}
Sending data to device:
private void sendData(string price1)
{
try
{
Object objData = price1;
byte[] price = System.Text.Encoding.ASCII.GetBytes(objData.ToString());
connect1.Send(price);
}
catch (System.Net.Sockets.SocketException se)
{
MessageBox.Show(se.Message);
}
}
I want to connect with multiple decives in the same time, and when someone scans a barcode to the device the software will return to this device the price. I have searched Google, here on stackoverflow and codeproject but no luck.
Any sample code will appreciate it. Thanks.

Yes you can create multiple sockets in order to communicate with clients concurrently. See associated links for sample code.
Whether or not your application will be a client or a server will depend on how the price checker expects to be communicated with.
To make your life easier, focus on making a synchronous solution work first. You should only use asynchronous code when you fully understand how it works.
Additional Reading
MSDN: Synchronous Client Socket Example
MSDN: Synchronous Server Socket Example
MSDN: Asynchronous Client Socket Example
MSDN: Asynchronous Server Socket Example

Related

How to keep a TCP connection open and perform multiple Writes/Reads in C# .NET?

There are multiple posts that describe the performance benefit of keeping a TCP connection open, instead of closing and opening each time you need to read or write. For example:
Best practice: Keep TCP/IP connection open or close it after each transfer?
I'm communicating with an RPC based device that takes json commands. The example I have from the device vendor opens and closes a connection each time they send a command. This is what I currently do via TcpClient in a using statement, but I'd like to see if there's anyway I could improve upon what I've already done. In fact, I had attempted this when starting the project, but couldn't figure out how to do so, so closed each time out of frustration and necessity. My latest experiment using sockets because all posts indicate doing so as a necessity for lower level control:
public class Connection
{
private Socket tcpSocket = null;
public string IpAddress = "192.168.0.30";
public int Port = 50002;
public Connection(string ipAddress, int port)
{
this.IpAddress = ipAddress;
this.Port = port;
}
public void Connect()
{
DnsEndPoint ipe = new DnsEndPoint(this.IpAddress, this.Port);
Socket tempSocket =
new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
tempSocket.Connect(ipe);
if (tempSocket.Connected)
{
this.tcpSocket = tempSocket;
this.tcpSocket.NoDelay = true;
this.tcpSocket.
//this.tcpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.KeepAlive,true);
Console.WriteLine("Successfully connected.");
}
else
{
Console.WriteLine("Error.");
}
}
public void Disconnect()
{
this.tcpSocket.Disconnect(true);
this.tcpSocket.Dispose();
Console.WriteLine("Successfuly closed.");
}
public string SendCommand()
{
string path = #"C:\Users\me\Desktop\request.json";
string request = File.ReadAllText(path);
Byte[] bytesSent = Encoding.UTF8.GetBytes(request);
this.tcpSocket.Send(bytesSent);
this.tcpSocket.Shutdown(SocketShutdown.Send);
var respBytes = ReceiveAll();
string s = System.Text.Encoding.UTF8.GetString(respBytes, 0, respBytes.Length);
return s;
}
public byte[] ReceiveAll()
{
var buffer = new List<byte>();
var currByte = new Byte[1];
var byteCounter = this.tcpSocket.Receive(currByte, currByte.Length, SocketFlags.None);
while (this.tcpSocket.Available > 0)
{
currByte = new Byte[1];
byteCounter = this.tcpSocket.Receive(currByte, currByte.Length, SocketFlags.None);
if (byteCounter.Equals(1))
{
buffer.Add(currByte[0]);
}
}
return buffer.ToArray();
}
}
Console app:
static void Main(string[] args)
{
Connection s = new Connection();
s.Connect();
Console.WriteLine(s.SendCommand());
Console.WriteLine(s.SendCommand());
Thread.Sleep(5000);
s.Disconnect();
Console.ReadKey();
}
This approach works once. The first time I call send command. It doesn't the second time (throws an exception), because I call socket.Shutdown() on Send in my SendCommand(). I do so because of this post:
TCPClient not receiving data
However, there doesn't seem to be a way to re-enable the ability to Send after calling Shutdown(). So now I just don't know if it's even possible to keep a tcp connection open if you have to both read and write. Moreover, I can't really find a useful example online. Does anyone know how to do so in .NET? Is this even possible?
TCP/IP is a streaming protocol. To pass messages with it you need a “framing protocol” so peers can determine when a message is finished.
One simple way to signal the end of a message is to close the socket when you’ve sent the last byte. But this prevents socket reuse. See the evolution of HTTP for an example of this.
If this is what your device does, there’s no way to reuse a socket.
If it is possible to keep the connection open for more messages depends on the application protocol. There is no way to enforce this if the protocol does not supports it. Thus, ask the vendor or look into the protocol specification (if it exists) for information if and how this is supported.
However, there doesn't seem to be a way to re-enable the ability to Send after calling Shutdown().
There is no way. TCP write shutdown means that one does not want to send any more information. It is impossible to take this back. If the protocol supports multiple message exchanges then it needs to have a different way to detect the end of a message than calling Shutdown.

C# SocketException Can not connect because the target machine has actively declined the connection

I'm trying to write a chat client/server in c# locally to get familiar with Sockets.
First I start the server with (very simplified) following code:
Server.cs
private readonly MessageManager _messageManager;
private readonly ChatServer _chatServer;
public ChatServerSkeleton()
{
_messageManager = new MessageManager();
_chatServer = new ChatServer();
Console.WriteLine("Server is running on: " + _messageManager.MyAddress);
}
Then I start the Client with +- same way, except I store the serveraddress in the client (I copied the server address into a prompt).
Client.cs
private readonly MessageManager _messageManager;
public ChatClient ChatClient { get; }
public ChatClientSkeleton(IPEndPoint serverAddress, string name)
{
_messageManager = new MessageManager();
ChatClient = new ChatClient(new ChatServerStub(serverAddress, _messageManager), name);
Console.WriteLine($"IPAddress of {name} is: {_messageManager.MyAddress}");
Console.WriteLine($"IPAddress of Server is: { serverAddress}");
}
MessageManager.cs
private readonly TcpListener _serverSocket;
public IPEndPoint MyAddress { get; }
public MessageManager()
{
try
{
//Create server socket on random port
_serverSocket = new TcpListener(IPAddress.Any, FindFreeTcpPort());
//Get host ip address
IPAddress[] localIps = Dns.GetHostAddresses(Dns.GetHostName());
IPAddress localhost = localIps.First(ip => ip.AddressFamily == AddressFamily.InterNetwork);
//Get port of serversocket
IPEndPoint ipEndPoint = _serverSocket.LocalEndpoint as IPEndPoint;
int port = ipEndPoint.Port;
//Create address
MyAddress = new IPEndPoint(localhost, port);
}
catch (Exception ex)
{
Console.Error.WriteLine("Something went wrong with the serversocket:");
Console.Error.WriteLine(ex);
}
}
FindFreeTcp port comes from here: https://stackoverflow.com/a/150974/5985593
Everything up till now seems to work. Let's say for example the server has now 192.168.0.219:51080 and the client 192.168.0.219:51085.
The problem occurs when I'm trying to send a message using this code in MessageManager.cs
public void Send(MethodCallMessage message, IPEndPoint address)
{
try
{
_serverSocket.Start();
TcpClient destination = new TcpClient(address.Address.ToString(), address.Port);
NetworkStream output = destination.GetStream();
MessageReaderWriter.Write(message, output);
destination.Close();
}
catch (Exception ex)
{
Console.Error.WriteLine("Failed to write a message:");
Console.Error.WriteLine(ex);
}
finally
{
_serverSocket.Stop();
}
}
More specific on the _server.Start(); line.
Anyone knows what I'm doing wrong?
Thanks in advance!
EDIT: it runs fine 1 time, when registering the client on the server. But after that if I want to send a message I get the SocketException where target machine actively refused.
I do use AcceptTcpClient() here:
MessageManager.cs
public MethodCallMessage WReceive()
{
MethodCallMessage result = null;
try
{
//_serverSocket.Start();
TcpClient client = _serverSocket.AcceptTcpClient();
NetworkStream input = new NetworkStream(client.Client, true);
result = MessageReaderWriter.Read(input);
client.Close();
}
catch (Exception ex)
{
Console.Error.WriteLine("Failed to receive a message:");
Console.Error.WriteLine(ex);
}
finally
{
//_serverSocket.Stop();
}
return result;
}
This method is used in the ServerSkeleton & ClientSkeleton as follows:
public void Run()
{
while (true)
{
MethodCallMessage request = _messageManager.WReceive();
HandleRequest(request);
}
}
So the flow is basically as follows:
I start the server (instantiate new messagemanager, 3rd snippet
and run serverskeleton (last snippet)
Server prints IP in
console, i copy the ip & start the client
Instantiate client &
set server ip to what I copy pasted
Start client skeleton (last
snippet)
A TcpListener that has called Start() listens for incoming connections and then stacks them on a queue. Once that queue is full then a socket exception results. To remove connections from the queue you need to use the AcceptTcpClient or AcceptSocket methods of TcpListener. This then gives you a connection that you can send and receive data on.
What I am guessing may be happening is that you receive your first incoming client, but dont accept and remove it to send and receive data on, and your subsequent connections are refused as the pending queue list is full (this is just a guess).
There is an overloaded method ... TcpListener.Start(int backlog) ... that allows you to set the size of the pending queue list (so you can have 5, 10 or more connections waiting to be accepted in the TcpListener)
With a server TCP socket the process is that you set it listening on a local address and a port. Clients then try to connect to that endpoint. When they connect the TCP listening socket accepts the connection and then passes that to a socket which is the socket on which data is transfered. The listening socket carries on listening for new connections, it doesnt itself transmit data.
I hope that makes sense ?
So the server would behave more like this ...
_serverSocket.Start();
TcpClient myAcceptedConnection = _serverSocket.AcceptTcpClient();
// in synchronous blocking socket situation the program flow halts
// here til a connection is established
// once you have a connection ... do stuff with myAcceptedConnection
if you wished to avoid the blocking scenario you can use TcpListener.Pending() to see if you have any connections waiting in the queue
EDIT 1:
Ok so the only weird thing I see is that you call the _serverSocket.Start() method in the MessageSend method ? A server doesnt normally start by sending out a message ... it normally waits listening for a connection, receives and reads the connection and then replies (or it might send out a greeting or such on connection).
Personally I would separate the listening aspect of the server from the sending and receiving of data ... have it in its own separate method, after all you want your server to be listening for incoming connections until you close it down. When you detect an incoming connection (perhaps by checking Pending() in a loop), then you can accept it and send and receive on the new TcpClient. When you are finished with whatever data you are transmitting/receiving on that client you can close it down , if thats what you want ... you dont need to close and open a tcp connection every time you send a message, you can leave it open til you are finished with it, in fact opening and closing tcp connections generates a bit of overhead in the handshake protocol that they go through.
There are caveats though ... Tcp connections can become "half open" especially with wireless which can lead to issues. Its a bit complicated to get into here, but I recommend this stellar set of articles by Stephen Cleary as a good read through. Read the whole blog, as there is a ton of good info in there.
So, back to simple, I would have ...
A serverStart() method where you start your server listening.
A serverAccept() method where you check if you have any pending connections and accept them if they are there.
A clientConnect() method for your client where you connect to a server
Read() and Write() methods for the server and the client where you do the data transmission.
Normally the flow would be ...
Server Listens
Client Connects
Server Accepts
Client Sends
Server Receives
(then server sends/receives, client sends/receives)
everything closes and shuts down

How to Make Simple C# Windows Form Application UDP Socket Tester

Hello everyone I am very new to Visual Studio, C# programming, and Windows Form Applications.
My need is very simple - I want to create my own small program to listen to data being sent by a GPS device over UDP. I do not need to communicate, just listen and see the data on the screen!
Something that works exactly the same as this :
http://sockettest.sourceforge.net/ (see 'UDP' tab)
My GPS device has an IP of 192.168.1.1 and sends a sting of numbers every 1 second, continuously, transmitting on UDP 25.255.255.255:5017.
All the examples on the internet seems to focus on 2-way communicate, client and server chat windows etc. There is a lot of confusing terminology like synchronous and a-synchronous, client, server, UDP, TCP, binding.
I just want an even more simplified program than the above example, where I can type in the port number 5017, click Start Listening, and then straight away works!
All advice and code examples very gratefully received!!
Many thanks,
Jon
I now have it working, and can receive data in a textbox in the UI!
I use button_start_Click to open the port and start receiving. However, I cannot get button_stop_Click to work. How can you stop/close/disconnect/endReceive using button click?
public Form1()
{
InitializeComponent();
}
private void button_start_Click(object sender, EventArgs e)
{
Client = new UdpClient(Convert.ToInt32(textBox_port.Text));
Client.BeginReceive(DataReceived, null);
}
private void DataReceived(IAsyncResult ar)
{
IPEndPoint ip = new IPEndPoint(IPAddress.Any, Convert.ToInt32(textBox_port.Text));
byte[] data;
try
{
data = Client.EndReceive(ar, ref ip);
if (data.Length == 0)
return; // No more to receive
Client.BeginReceive(DataReceived, null);
}
catch (ObjectDisposedException)
{
return; // Connection closed
}
// Send the data to the UI thread
this.BeginInvoke((Action<IPEndPoint, string>)DataReceivedUI, ip, Encoding.UTF8.GetString(data));
}
private void DataReceivedUI(IPEndPoint endPoint, string data)
{
txtLog.AppendText("[" + endPoint.ToString() + "] " + data + Environment.NewLine);
}
private void button_stop_Click(IAsyncResult ar) // NOT WORKING!! AGH!
{
IPEndPoint ip = new IPEndPoint(IPAddress.Any, Convert.ToInt32(textBox_port.Text));
byte[] data;
data = Client.EndReceive(ar, ref ip);
Client.Close();
}
Run the same code in background worker and then you can cancel the background worker anytime using backgroundworker.cancelasync().
Hope this helps.

Winsock server/client application in c#

I'm working to make a Client/Server Application in C# using winsock Control. I done every thing in that but i stuck the place of sending data from client to server. In my program server always listen the client using the ip and port. I send the data from the client to server.
1)When click the Listen button on the server form it open the server where client is connect.
2)In Client form 1st i click the connect button for that the server is connected Gives an message (Connect Event: ip) for this message we easly know that the client is connected to the server.
3)Then we enter some data in the Send Data text Box then click Send Button to send the data to server and also save in client.
Code Below:
SERVER:
using System;
using System.Collections.Generic;
using System.Windows.Forms;
using System.Net;
using System.Threading;
using System.Net.Sockets;
namespace Server
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
const string DEFAULT_SERVER = "ip";
const int DEFAULT_PORT = 120;
System.Net.Sockets.Socket serverSocket;
System.Net.Sockets.SocketInformation serverSocketInfo;
public string Startup()
{
IPHostEntry hostInfo = Dns.GetHostByName(DEFAULT_SERVER);
IPAddress serverAddr = hostInfo.AddressList[0];
var serverEndPoint = new IPEndPoint(serverAddr, DEFAULT_PORT);
serverSocket = new System.Net.Sockets.Socket(System.Net.Sockets.AddressFamily.InterNetwork, System.Net.Sockets.SocketType.Stream, System.Net.Sockets.ProtocolType.Tcp);
serverSocket.Bind(serverEndPoint);
return serverSocket.LocalEndPoint.ToString();
}
public string Listen()
{
int backlog = 0;
try
{
serverSocket.Listen(backlog);
return "Server listening";
}
catch (Exception ex)
{
return "Failed to listen" + ex.ToString();
}
}
public string ReceiveData()
{
System.Net.Sockets.Socket receiveSocket;
byte[] buffer = new byte[256];
receiveSocket = serverSocket.Accept();
var bytesrecd = receiveSocket.Receive(buffer);
receiveSocket.Close();
System.Text.Encoding encoding = System.Text.Encoding.UTF8;
return encoding.GetString(buffer);
}
private void Listen_Click(object sender, EventArgs e)
{
string serverInfo = Startup();
textBox1.Text = "Server started at:" + serverInfo;
serverInfo = Listen();
textBox1.Text = serverInfo;
//string datatosend = Console.ReadLine();
//SendData(datatosend);
serverInfo = ReceiveData();
textBox1.Text = serverInfo;
//Console.ReadLine();
}
private void winsock_DataArrival(object sender, AxMSWinsockLib.DMSWinsockControlEvents_DataArrivalEvent e)
{
ReceiveData();
Listen();
}
private void winsock_ConnectEvent(object sender, EventArgs e)
{
Listen();
}
}
}
This all are work perfectly But here my problem is that i get data form the client to server at only one time. When i send data again from the client to the server its not working and gives me some Message like
Additional information: Only one usage of each socket address
(protocol/network address/port) is normally permitted
In the server form
serverSocket.Bind(serverEndPoint);
Please someone help me to solve my problem.
Thank you.
Try this. It helps you
delegate void AddTextCallback(string text);
public Form1()
{
InitializeComponent();
}
private void ButtonConnected_Click(object sender, EventArgs e)
{
ThreadPool.QueueUserWorkItem(new WaitCallback(ServerHandler));
}
private void ServerHandler(object state)
{
TcpListener _listner = new TcpListener(IPAddress.Parse("12.2.54.658"), 145);
_listner.Start();
AddText("Server started - Listening on port 145");
Socket _sock = _listner.AcceptSocket();
//AddText("User from IP " + _sock.RemoteEndPoint);
while (_sock.Connected)
{
byte[] _Buffer = new byte[1024];
int _DataReceived = _sock.Receive(_Buffer);
if (_DataReceived == 0)
{
break;
}
AddText("Message Received...");
string _Message = Encoding.ASCII.GetString(_Buffer);
AddText(_Message);
}
_sock.Close();
AddText("Client Disconnected.");
_listner.Stop();
AddText("Server Stop.");
}
private void AddText(string text)
{
if (this.listBox1.InvokeRequired)
{
AddTextCallback d = new AddTextCallback(AddText);
this.Invoke(d, new object[] { text });
}
else
{
this.listBox1.Items.Add(text);
}
}
I'm also have the same problem like you on last month but i solve that using this Receive multiple different messages TcpListener C# from stackoverflow. This helps me lot hope it helps to solve your problem also.
I'm not 100% sure you understand TCP sockets so here goes.
When you use a TCP listener socket you first bind to a port so that clients have a fixed, known point to connect to. This reserves the port for your socket until you give it up by calling Close() on that socket.
Next you Listen in order to begin the process of accepting clients on the port you bound to. You can do both this and the first step in one but as you haven't I haven't here.
Next you call Accept(). This blocks (halts execution) until a client connects and then it returns a socket which is dedicated to communication with that client. If you want to allow another client to connect, you have to call Accept() again.
You can then communicate with your client using the socket that was returned by Accept() until you're done, at which point you call Close() on that socket.
When you're done listening for new connections you call Close() on your listener socket.
However when you press your listen button the following happens:
You bind correctly, you begin listening correctly and then your call to ReceiveData() blocks on the Accept call until a client is received. You then receive some data (though this is TCP so that might not be the whole data!) and then you instantly close the connection to your client.
I presume to get the error you're getting you must then press listen again on your server. This therefore restarts the whole listener socket and when you get to bind to the port the second time your previous listener is still bound to it and thus the call fails because something's already allocated on that port.
Solution wise you need to keep the socket returned from the Accept() call open until you're done with it. Have the client handle the close by calling the Shutdown() method on their socket or establish some convention for marking the end of communication.
You're also going to run into trouble when you try and have multiple users connected and so at some point you're either going to require threads or some asynchronous sockets but I feel that's out the scope of this question.
I suggest you do not use AxMSWinsockLib.. Have a look at socket example given here where it shows how to create a client socket and server socket - https://msdn.microsoft.com/en-us/library/kb5kfec7(v=vs.110).aspx AND this one - https://msdn.microsoft.com/en-us/library/6y0e13d3(v=vs.110).aspx

How to reconnect to a socket gracefully

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

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