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);
}
Related
In the scenario where there is a SINGLE asynchronous socket server, and n-number of clients connected, on the server side how can I differentiate the clients? I need to know which client the data is coming from. Note - It may not be possible to append an identifier to requests.
Clients are created at runtime:
public void CreateSockets()
{
Parallel.For(1, Convert.ToInt32(numericUpDown1.Value) + 1, i =>
{
new Thread(() => Connect(i)).Start();
});
}
Abbreviated client creation loop:
public void Connect(int i)
{
ClientSocket[i] = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
try
{
ClientSocket[i].Connect(ip, port);
}
catch (SocketException sex)
{
Console.WriteLine(sex);
}
RequestLoop();
}
The sockets are being created, connect, and are sending data to the server. The server is directly from the MS site examples of Asynchronous Socket Server.
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
{
// 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();
// Client socket.
public Socket workSocket = null;
}
public class AsynchronousSocketListener
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener()
{
}
public static void StartListening()
{
// 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.IndexOf("<EOF>") > -1) {
// 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);
} 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)
{
// 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);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartListening();
return 0;
}
}
The combination of srcip:srcport:dstip:dstport is a unique value.
Use that Value to identify your client. When a client connects, have the client send an identifier. Maintain state in your server mapping that combination to your client.
You will never have two identical values of this on any socket on your network. (Except in the case of private networks with identical ip addresses).
I 've following one of the .NET tutorials by Microsoft on how to implement an Asynchronous Server Socket. My goal is to implement a new function called writeToClient(byte[] input) inside Microsoft given code.
This function will be executed by another function located in a different application and upon being called, it will received an array of byte as an input and forward it to another application via socket running on a Raspberry Pi using Send() ideally.
The main issue I am facing so far is that Send(Socket handler, string data) function requires two arguments. To this end, I haven't been able to find a way I could combine these two applications into one and achieve my goal.
Any thoughts?
Thanks,
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
// State object for reading client data asynchronously
namespace UDCManager
{
public class StateObject
{
// 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();
// Client socket.
public Socket workSocket = null;
}
public class AsynchronousServerSocket
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public static void StartListening()
{
IPAddress IP = IPAddress.Any;
IPEndPoint EP = new IPEndPoint(IP, 24000);
Socket listner = new Socket(IP.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and listen for incoming connections.
try
{
listner.Bind(EP);
listner.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...");
listner.BeginAccept(
new AsyncCallback(AcceptCallback),
listner);
// 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.IndexOf("<EOF>") > -1)
{
// 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);
}
else
{
// Not all data received. Get more.
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
}
}
public 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);
}
**public static void writeToClient(byte[] input)
{
}**
public 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();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
}
}
If I understood the question correctly, you'd want something like this
// Expose a socket as a private variable, for example
private static Socket _socket;
public static void StartListening()
{
IPAddress IP = IPAddress.Any;
IPEndPoint EP = new IPEndPoint(IP, 24000);
_socket = new Socket(IP.AddressFamily, SocketType.Stream, ProtocolType.Tcp); // <<<< HERE
// ...
}
// then you could use it in the write method
public static void writeToClient(byte[] input)
{
// validate input for null, and size
// validate that _socket has been created (optionally)
_socket.BeginSend(input, 0, input.Length, 0,
new AsyncCallback(SendCallback), handler)
}
It may be simpler if you could start with synchronous code, and after that is working, convert it to new style async code using async/await
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();
}
I am writing some socket server, client application and I have a major problem. My goal is to create an async Server App in C# and a basic client APP in python. When I do follow simple examples both program work. But when I write an async Server with read and write handler messages being send from the client APP, it does not work.
Here is the example Server code that I am using.
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 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.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 3333);
IPEndPoint ipLocal = new IPEndPoint(IPAddress.Any, 3333);
// Create a TCP/IP socket.
Socket listener = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and listen for incoming connections.
try
{
listener.Bind(ipLocal);
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);
Console.WriteLine("\n Enters(0)");
if (bytesRead > 0)
{
Console.WriteLine("\n Enters(1)");
// 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.IndexOf("<EOF>") > -1)
{
// 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);
}
else
{
Console.WriteLine("\n Detect");
// Not all data received. Get more.
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
}
Console.WriteLine("\n Enters(1)");
}
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)
{
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();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartListening();
return 0;
}
}
and here is the python code for a simple test client
import socket
HOST, PORT = "127.0.0.1", 3333
data = "data"
sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
try:
sock.connect((HOST, PORT))
sock.sendall(data)
print data
finally:
sock.close()
As I have inserted some debug code on Server's ReadCallback, I see that the routine is called, but it doesn't process the received data as a message. It doesn't seem to have an endpoint.
Any ideas or solutions will be appreciated.
Your ReadCallback ignores the case when bytesRead == 0, which means the client stopped sending data. If your Python code is actually sending "data" without "<EOF>", then your connection is simply forgotten by the C# server.
Regarding your C# code, there are a few things you could improve:
Use ManualResetEventSlim, it's faster, it doesn't use an operating system handle (unless you actually use the WaitHandle property)
You should handle exceptions from EndAccept in AcceptCallback and EndReceive in ReadCallback, and probably improve exception handling in SendCallback
You're creating a string from your StringBuilder in ReadCallback every time, which goes totally against the purpose of using a StringBuilder; you should parse each string you get from Encoding.ASCII.GetString to search for each character, <, E, O, F and > in succession
// Add to StateObject
public const string EOF = "<EOF>";
public int eofOffset = -1;
public int searchOffset = 0;
// In ReadCallback
string data = Encoding.ASCII.GetString(state.buffer, 0, bytesRead);
state.sb.Append(data);
int o = state.searchOffset + state.eofOffset + 1;
while (o < state.sb.Length)
{
if (state.sb[o] != StateObject.EOF[state.eofOffset + 1])
{
state.eofOffset = -1;
state.searchOffset++;
o = state.searchOffset;
}
else
{
state.eofOffset++;
if (state.eofOffset == StateObject.EOF.Length)
{
break;
}
o++;
}
}
// Replace this:
//content = state.sb.ToString();
//if (content.IndexOf("<EOF>") > -1)
// with this:
if (state.eofOffset == StateObject.EOF.Length)
{
// Here is a good place to turn the StringBuilder into a string
// Perhaps truncate data to send back up to state.searchOffset
// ...
}
Not an expert for C#, but I think You have problem with Python program.
try:
sock.connect((HOST, PORT))
sock.sendall("data")
print data
finally:
sock.close()
You're trying to print data, which is not defined. Therefore, except part would be executed (if it existed). Then, program is finished with socket being closed.
I use a C# class for connection different child form.
Project is MDI type.
In the connection form, there is an Asynchronous Socket Listner called by thread.
When I close my application, I can not close the listener and the program remains in task-manager.
The problem is linked to opened listener.
In form connection put this code:
private AsynchronousSocketListener socketListener; // Per socket in ascolto da parte delle App to Machine
private Thread t_listener;
public c_masterConn() //Costructor
{
socketListener = new AsynchronousSocketListener(); // Socketlistner async
t_listener = new Thread(socketListener.StartListening); // Thread for socketlistener
t_listener.Start(); // Start socketlistener
}
public void StopThr() //Stop listner thread
{
t_listener.Interrupt();
}
public class AsynchronousSocketListener
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener()
{
}
public 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.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
Socket listener = new Socket(AddressFamily.InterNetwork,
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.IndexOf("<EOF>") > -1)
{
// 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);
}
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)
{
// 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);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public void StopListening() // Stop Listening
{
allDone.Close();
}
}
In form child I put this:
private void hideMonBt_Click(object sender, EventArgs e)
{
this.Hide();
m_engMonitor.m_masterConn.StopThr(); // Stop "server"
}
private void c_frmMonitor_Load(object sender, EventArgs e)
{
m_engMonitor.socketConnect(); // Start "server" connection
}
I don't sure to use in connection form this code:
public void StopListening() // Stop Listening
{
allDone.Close();
}
public void StopThr() //Stop listner thread
{
t_listener.Interrupt();
}
What am I doing wrong?
thanks.
The problem is that you never stop listening. You are running your socket in an endless loop and when you want to end it you are not closing the socket, but you are interrupting the thread. That's the equivalent of leaving your house by knocking down your door instead of opening it and closing it behind you.
In order to properly stop listening, you close the socket. BeginAccept will throw an ObjectDisposedException when this happens. There is no need at all to interrupt your thread:
public class AsynchronousSocketListener : IDisposable
{
Socket listener;
// Thread signal.
public ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener()
{
}
public 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.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
listener = new Socket(AddressFamily.InterNetwork,
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 (ObjectDisposedException)
{
//Console.WriteLine("Listener closed.");
}
catch (Exception e)
{
//Console.WriteLine(e.ToString());
}
//Console.WriteLine("\nPress ENTER to continue...");
//Console.Read();
}
//...
public void StopListening() // Stop Listening
{
Socket exListener = Interlocked.Exchange(ref listener, null);
if (exListener != null)
{
exListener.Close();
}
}
public void Dispose()
{
StopListening();
}
}
When you want to end the listener, just call StopListening. The thread will end normally when StartListening exits.
Some other changes I made to your code:
I made AsynchronousSocketListener disposable. You are wrapping a socket and you need to be sure it's freed when your listener is disposed.
Changed allDone from static to instance. If you would have multiple listeners (e.g. to different ports), they would share the event, which is a bug.
What you still need to do: If you call StopListening before StartListening has assigned the value of listener, listening will not stop. The listener will start normally. This is a race condition in your code which you have to eliminate.
I resolve the problem in this mode:
class c_masterConn
{
private AsynchronousSocketListener socketListener; // socketlistner
private Thread t_listener;
public c_masterConn() //Costructor
{
socketListener = new AsynchronousSocketListener(); // Socketlistner async
t_listener = new Thread(socketListener.StartListening); // Thread for socketlistener
t_listener.Start(); // Start socketlistener
}
public void StopConnection()
{
socketListener.StopListening();
}
// 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 AsynchronousSocketListener
{
Socket listener;
// Thread signal.
public ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener()
{
}
public void AcceptCallback(IAsyncResult ar)
{
try
{ // 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);
}
catch (Exception ex)
{ }
}
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.IndexOf("<EOF>") > -1)
{
// 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);
}
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)
{
// 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);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public 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.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
listener = new Socket(AddressFamily.InterNetwork,
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 (ObjectDisposedException)
{
//Console.WriteLine("Listener closed.");
}
catch (Exception e)
{
//Console.WriteLine(e.ToString());
}
//Console.WriteLine("\nPress ENTER to continue...");
//Console.Read();
}
//...
public void StopListening() // Stop Listening
{
Socket exListener = Interlocked.Exchange(ref listener, null);
if (exListener != null)
{
exListener.Close();
}
}
}
I use the Sefe's solution but i modify when function "dispose" is called.
I call StopListening function in the event "Form_close" of the father form.
In this mode, the application close correctly.