I try to implement my application with asynchronous socket communication. It perfectly connected and sent the request but I didn't receive any data from server (Java server). Socket connection is
client.BeginConnect(hostname, port,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
private static void ConnectCallback(IAsyncResult ar) {
try {
// Retrieve the socket from the state object.
Socket client = (Socket) ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, SocketFlags.None,
new AsyncCallback(ReceiveCallback), client);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
Console.WriteLine(response);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else
{
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
Any help would be appreciated.
Your code is almost ok, with one serious bug. In your BeginReceive, you put as the state object the client socket instance. In the ReceiveCallback function you cast it to a StateObject instead of a socket. This will cause an exception showing up at the console.
Nevertheless, also with this bug a breakpoint at the beginning of the ReceiveCallback function will trigger. Did you try this? The exception should have been thrown in any case.
In case that breakpoint doesn't trigger you should check independently whether something is really sent from the server. Of course all that assumed that the connection works, as you stated.
Related
I am connecting to a server via TCP socket and sending in strings of data and expecting responses. The responses are unique to the request string and there are two responses per request. One that says the server completed an intermediate task and another indicating the task is complete. These tasks take up to about 20 seconds to complete. Note - I have no access to the server program/code its proprietary.
The client should be able to send in string requests anytime and sometimes fairly quickly. Requests could stack up and the client needs to wait for the unique responses to each request as they are received.
Assuming this needs an asynchronous client I am using the example right from the MS site.
https://learn.microsoft.com/en-us/dotnet/framework/network-programming/asynchronous-client-socket-example
Developing in a console app, I am able to connect and send string requests and I get one response back. The program then exits. New to async sockets I'm not sure how to keep the socket "alive" or open and randomly Console.Read new strings, send them, and get both responses as they are received.
Here is my client code.
public static Socket ClientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// State object for receiving data from remote device.
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient
{
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
public static void StartClient()
{
// Connect to a remote device.
try
{
IPEndPoint remoteEP = new IPEndPoint(ip, port);
// Create a TCP/IP socket.
Socket client = new Socket(ip.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
Console.WriteLine("Enter a message string: \n");
message = Console.ReadLine();
// Send test data to the remote device.
Send(client, message + "\r\n"); // \r\n required for server to know end of string
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Connected to: {0}", client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else
{
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
// Added this here to see if receiving would continue, does not work
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
At the very least, you could wrap your read-send-receive logic in a loop:
while (true) {
Console.WriteLine("Enter a message string: \n");
message = Console.ReadLine();
if (message == "quit") break;
// Send test data to the remote device.
Send(client, message + "\r\n"); // \r\n required for server to know end of string
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
}
I also recommend that you learn how to use the Task asynchronous programming (TAP) model, which is the recommended approach for new development. TAP uses the async and await keywords, along with the Task classes, to achieve asynchronicity in a concise, readable way.
I have a simple asynchronous socket server written in C# (pretty much Microsoft's example), however the issue with this example is that it accepts only one message from a client and then shuts down. I want this server to stay alive after receiving any message.
This question has been asked before here, and the answer & comments explain that the resolution to this is simply to call handler.beginReceive within the SendCallback function, however to do this requires passing in a state variable. This is something I am unsure of doing with Async programming as I'm pretty new to it.
With the example below, how can I carry my state object from the Send function to the SendCallback function?
Server code:
// Asynchronous Server Socket Example
// http://msdn.microsoft.com/en-us/library/fx6588te.aspx
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
// State object for reading client data asynchronously
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class GetState
{
}
public class AsynchronousSocketListener
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener()
{
}
public static void StartListening()
{
// Data buffer for incoming data.
byte[] bytes = new Byte[1024];
// Establish the local endpoint for the socket.
// The DNS name of the computer
// running the listener is "host.contoso.com".
IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
Socket listener = new Socket(ipAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and listen for incoming connections.
try
{
listener.Bind(localEndPoint);
listener.Listen(100);
while (true)
{
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(new AsyncCallback(AcceptCallback), listener);
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
public static void AcceptCallback(IAsyncResult ar)
{
// Signal the main thread to continue.
allDone.Set();
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Create the state object.
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar)
{
String content = String.Empty;
// Retrieve the state object and the handler socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(
state.buffer, 0, bytesRead));
// Check for end-of-file tag. If it is not there, read
// more data.
content = state.sb.ToString();
if (content != null)
{
// All the data has been read from the
// client. Display it on the console.
Console.WriteLine("Read {0} bytes from socket. \n Data : {1}",
content.Length, content);
// Echo the data back to the client.
Send(handler, content, state);
}
else
{
// Not all data received. Get more.
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
}
}
}
private static void Send(Socket handler, String data, StateObject state)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
handler.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket handler = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = handler.EndSend(ar);
Console.WriteLine("Sent {0} bytes to client.", bytesSent);
/// ******* WIP ******** //
//handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
//handler.Shutdown(SocketShutdown.Both);
//handler.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartListening();
return 0;
}
}
This is how I would do it:
public class AsynchronousSocketServer
{
private Socket listener;
private byte[] buffer = new byte[8192]; // Buffer to store data from clients.
public void StartListening()
{
listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
listener.Bind(new IPEndPoint(localIPAddress, listeningPort));
listener.Listen(20);
listener.BeginAccept(OnSocketAccepted, null);
}
private void OnSocketAccepted(IAsyncResult result)
{
// This is the client socket, where you send/receive data from after accepting. Keep it in a List<Socket> collection if you need to.
Socket client = listener.EndAccept(result);
// Pass in the client socket as the state object, so you can access it in the callback.
client.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, OnDataReceived, client); // Start receiving data from this client.
listener.BeginAccept(OnSocketAccepted, null); // Start a new async accept operation to accept incoming connections from other clients.
}
private void OnDataReceived(IAsyncResult result)
{
// This is the client that sent you data. AsyncState is exactly what you passed into the state parameter in BeginReceive
Socket client = result.AsyncState as Socket;
int received = client.EndReceive(result);
// Handle received data in buffer, send reply to client etc...
// Start a new async receive on the client to receive more data.
client.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, OnDataReceived, client);
}
}
As you can see it's pretty much a lot of recursive callbacks. The basic idea is that you call BeginAccept to start accepting the first connection, then once your callback fires you accept the connection with EndAccept and start a new BeginAccept to start accepting more connections. This same logic applies to BeginReceive and EndReceive when you start communicating with the clients. With this logic the server will continuously accept incoming connections and clients will also be able to continously send data to server.
In your example you get your listener from the AsyncState but you didn't call BeginAccept again to accept more incoming connections, which probably explains why your server only accepts 1 connection and shuts down.
For the state parameter in BeginSend, you can actually just put your BeginReceive right after your Send() method to save yourself the hassle:
Send(handler, content, state);
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
It's much better to just fire up a background thread and use blocking calls.
Here's a TcpServer using the TcpListener and NetworkStream
public class TcpServer
{
public void Run(string address, int port)
{
var listener = new TcpListener(IPAddress.Parse(address), port);
listener.Start();
while (true)
{
TcpClient tcpclient = null;
NetworkStream netstream = null;
try
{
tcpclient = listener.AcceptTcpClient();
Console.WriteLine("Client connected from " + tcpclient.Client.LocalEndPoint.ToString());
netstream = tcpclient.GetStream();
var responsewriter = new StreamWriter(netstream) { AutoFlush = true };
while (true)
{
if (IsDisconnected(tcpclient))
throw new Exception("Client disconnected gracefully");
if (netstream.DataAvailable) // handle scenario where client is not done yet, and DataAvailable is false. This is not part of the tcp protocol.
{
string request = Read(netstream);
Console.WriteLine("Client sent: " + request);
responsewriter.Write("You sent: " + request);
}
}
}
catch (Exception ex)
{
netstream.Close();
tcpclient.Close();
Console.WriteLine(ex.Message);
}
}
}
private bool IsDisconnected(TcpClient tcp)
{
if (tcp.Client.Poll(0, SelectMode.SelectRead))
{
byte[] buff = new byte[1];
if (tcp.Client.Receive(buff, SocketFlags.Peek) == 0)
return true;
}
return false;
}
private string Read(NetworkStream netstream)
{
byte[] buffer = new byte[1024];
int dataread = netstream.Read(buffer, 0, buffer.Length);
string stringread = Encoding.UTF8.GetString(buffer, 0, dataread);
return stringread;
}
}
To run it
static void Main()
{
ThreadPool.QueueUserWorkItem(w => {
var asyncserver = new TcpServer();
asyncserver.Run("192.168.0.7", 5055); // or whatever your local IP Address is
});
Console.WriteLine("Press [Enter] to quit");
Console.ReadLine();
}
Me and my friend are making a basic client/server application, on two different computers. What we are trying to do :
1.I send him a string (as a server)
2 He sends me back another string,
I edit it and send it back.
But everytime we got to part 3 he doesn't recive anything my software just stops working and via debugging I end up with
"{"A request to send or receive data was disallowed because the socket had already been shut down in that direction with a previous shutdown call"}
I'm pretty sure the fault is on my end, here are the functions that i'm using:
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket handler = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = handler.EndSend(ar);
Console.WriteLine("Sent {0} bytes to client.", bytesSent);
handler.Shutdown(SocketShutdown.Both);
// handler.Close();
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket handler, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
handler.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), handler);
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
// Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = s.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
// Get the rest of the data.
s.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else
{
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
I connet with the client via
IPAddress ipAd = IPAddress.Parse("my_actual_ip_adress");
// use local m/c IP address, and
// use the same in the client
/* Initializes the Listener */
TcpListener myList = new TcpListener(ipAd, 8001);
/* Start Listeneting at the specified port */
myList.Start();
I realise that it probably sounds like a silly issue but we're having hard time coming up with actual solution, any help would me much appreciated
I managed to fix it! Turns out we needed get rid of handler.Shutdown(SocketShutdown.Both) and then change how the client recieve the data, since he was waiting for the socket to shutdown.
– some
I am using the MSDN server example found here
http://msdn.microsoft.com/en-us/library/fx6588te(v=vs.110).aspx?cs-save-lang=1&cs-lang=csharp#code-snippet-1
and my problem is that this code only continuously accepts new clients. I want it to continuously receive from all the clients that it accepts as well. This code accepts a client then receives one message from them and then sends one message and that's it. The only thing I can think to do is stick the async receive method in a while(true) loop, but that doesn't sound right.
I changed the example a little but it still has the same basic functionality.
public class AServer
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
Socket listener;
ArrayList clients;
public AServer(int port)
{
// Establish the local endpoint for the socket.
// The DNS name of the computer
// running the listener is "host.contoso.com".
IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(IPAddress.IPv6Any, port);
clients = new ArrayList();
// Create a TCP/IP socket.
listener = new Socket(AddressFamily.InterNetworkV6, SocketType.Stream, ProtocolType.Tcp);
listener.SetSocketOption(SocketOptionLevel.IPv6, (SocketOptionName)27, 0);
listener.Bind(localEndPoint);
listener.Listen(100);
}
public void ServerLoop(){
while (true)
{
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(new AsyncCallback(AcceptCallback),listener);
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
}
public void AcceptCallback(IAsyncResult ar)
{
// Signal the main thread to continue.
allDone.Set();
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Create the state object.
ClientData state = new ClientData();
state.workSocket = handler;
clients.Add(state);
handler.BeginReceive(state.buffer, 0, ClientData.BufferSize, 0,new AsyncCallback(ReadCallback), state);
Console.WriteLine("we passed handler.BeginReceive");
}
public void ReadCallback(IAsyncResult ar)
{
// Retrieve the state object and the handler socket
// from the asynchronous state object.
ClientData data = (ClientData)ar.AsyncState;
String buff = String.Empty;
Socket handler = data.workSocket;
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
buff = Encoding.ASCII.GetString(data.buffer, 0, bytesRead);
ParseBuffer(buff);
Send(handler, "1");
}
if (bytesRead == 0) {
CloseConnection(handler);
}
}
private bool ParseBuffer(String buff) {
Console.WriteLine(buff);
switch (buff[0]) {
case '0':
break;
case '1':
break;
}
return true;
}
private static void Send(Socket handler, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
handler.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar)
{
// Retrieve the socket from the state object.
Socket handler = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = handler.EndSend(ar);
}
private static void CloseConnection(Socket handler)
{
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
}
Of course my main method simply calls the constructor then the loop sequentially. The arraylist is a remnant of some attempts of mine to figure this out.
edit
I was looking for the same sort of functionality that Select offers me in C, but apparently C# can do the same thing with events.
In your ReadCallback you need to post again an async Receive:
public void ReadCallback(IAsyncResult ar)
{
// Retrieve the state object and the handler socket
// from the asynchronous state object.
ClientData data = (ClientData)ar.AsyncState;
String buff = String.Empty;
Socket handler = data.workSocket;
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
buff = Encoding.ASCII.GetString(data.buffer, 0, bytesRead);
ParseBuffer(buff);
Send(handler, "1");
// Here, you need to Receive again
handler.BeginReceive(state.buffer, 0, ClientData.BufferSize, 0,new AsyncCallback(ReadCallback), state);
}
if (bytesRead == 0) {
CloseConnection(handler);
}
}
This way you will receive, send, receive, send, receive, send etc on each socket. You need error handling and a proper server would need to handle incomplete messages, but that is the general idea.
BTW, similarly you must post another async Accept in your accept callback:
public void AcceptCallback(IAsyncResult ar)
{
// Signal the main thread to continue.
allDone.Set();
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Create the state object.
ClientData state = new ClientData();
state.workSocket = handler;
clients.Add(state);
handler.BeginReceive(state.buffer, 0, ClientData.BufferSize, 0,new AsyncCallback(ReadCallback), state);
Console.WriteLine("we passed handler.BeginReceive");
// Here, you must start a new accept:
listener.BeginAccept(new AsyncCallback(AcceptCallback),listener);
}
I'm new in Socket programming. I try to write an C# chat. Every time when i call this function:
void starteServer()
{
try {
IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPAddress localIpAddress = ipHostInfo.AddressList[0];
IPEndPoint localendpoint = new IPEndPoint(localIpAddress, serverPort);
server.Bind(localendpoint);
server.Listen(10);
Recive(server);
lb_chat.Items.Add(response);
receiveDone.WaitOne();
}
catch (Exception e)
{
errorHandler(e);
}
}
i get an System.Net.SocketException with the reason of an unconnected Socket. I think i breaks in the Recive(server)-line. This is the Recive Method:
private static void Recive(Socket client)
{
try
{
StateObjeckt state = new StateObjeckt();
state.workSocket = client;
client.BeginReceive(state.buffer, 0, StateObjeckt.bufferSize, 0, new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
errorHandler(e);
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
StateObjeckt state = (StateObjeckt)ar.AsyncState;
Socket client = state.workSocket;
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
state.sb.Append(Encoding.UTF8.GetString(state.buffer, 0, bytesRead));
client.BeginReceive(state.buffer, 0, StateObjeckt.bufferSize, 0, new AsyncCallback(ReceiveCallback), state);
}
else
{
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
receiveDone.Set();
}
}
hopefully someone can explain me this behavior and help me fix it.
if you need the rest of the code just visit:
https://gist.github.com/chrishennig/ea4b5a974fc6f9aa2bb6
Thanks in advance
Your problem is you are trying to read data from a listening socket, like it is the socket that is receiving data. When you Listen with a socket, it is only used for calling Accept to accept connections, and then those subsequent connected sockets are then read and written to. So, the exception is telling you that you are trying to read from a socket that isn't connected anywhere, which is correct since no sockets have yet been accepted.