Okay, I've been looking around and have found tutorials on both sending custom objects over TCP and also connecting multiple clients to one server, however I haven't been able to find an example of both so have decided to try it myself however I'm stuck. I so far have written a server that can handle an unlimited number of clients but have failed to implement sending of objects. This is the code I have so far for sending custom objects:
Client code:
Person p = new Person("Tyler", "Durden", 30); // create my serializable object
string serverIp = "127.0.0.1";
TcpClient client = new TcpClient(serverIp, 9050); // have my connection established with a Tcp Server
IFormatter formatter = new BinaryFormatter(); // the formatter that will serialize my object on my stream
NetworkStream strm = client.GetStream(); // the stream
formatter.Serialize(strm, p); // the serialization process
strm.Close();
client.Close();
Server code:
TcpListener server = new TcpListener(9050);
server.Start();
TcpClient client = server.AcceptTcpClient();
NetworkStream strm = client.GetStream();
IFormatter formatter = new BinaryFormatter();
Person p = (Person)formatter.Deserialize(strm); // you have to cast the deserialized object
strm.Close();
client.Close();
server.Stop();
This is the code I currently have for multiple clients:
Server code:
private ArrayList m_aryClients = new ArrayList(); //List of connected clients (Used for threading)
public Program()
{
//Empty constructor
}
static Program()
{
}
#region Main Enty Point
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
//Set log file location
setLogFileLocation("/usr/local/bin/ClipCloud/" + DateTime.Now.ToShortDateString() + ".log");
//Start the application
printAndLog("Starting server");
Program appmain = new Program();
//Get local hostname
IPAddress[] addressList = null;
string hostName = "";
try
{
hostName = Dns.GetHostName();
addressList = Dns.GetHostByName(hostName).AddressList;
}
catch (Exception ex)
{
printAndLog("Failed to get local address (" + ex.Message + ")", 1);
}
//Start listening and set up threads
if ((addressList == null ? false : (int)addressList.Length >= 1))
{
object[] objArray = new object[] { "Listening on : (", hostName, ") ", addressList[0], ",", 399 };
printAndLog(string.Concat(objArray), 0);
Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
socket.Bind(new IPEndPoint(addressList[0], 399));
socket.Listen(10);
socket.BeginAccept(new AsyncCallback(appmain.OnConnectRequest), socket);
//Wait until user types exit
while (!(Console.ReadLine().ToLower() == "exit"))
{}
printAndLog("Shutting down server");
socket.Close();
//Clean up after yourself
GC.Collect();
GC.WaitForPendingFinalizers();
printAndLog("Application successfully shutdown");
}
else
{
printAndLog("Unable to obtain local address" , 2);
}
}
#endregion
#region Server requests
public void NewConnection(Socket sockClient)
{
//new client connected
ClientHandler clientHandler = new ClientHandler(sockClient);
m_aryClients.Add(clientHandler);
printAndLog(string.Concat("Client (",clientHandler.Sock.RemoteEndPoint, ") connected"));
//Send client welcome message
DateTime now = DateTime.Now;
string str = string.Concat("{", now.ToString("G"), "}");
byte[] bytes = Encoding.ASCII.GetBytes(str.ToCharArray());
clientHandler.Sock.Send(bytes, (int)bytes.Length, SocketFlags.None);
clientHandler.SetupRecieveCallback(this);
}
public void OnConnectRequest(IAsyncResult ar)
{
try
{
Socket asyncState = (Socket)ar.AsyncState;
NewConnection(asyncState.EndAccept(ar));
asyncState.BeginAccept(new AsyncCallback(OnConnectRequest), asyncState);
}
catch (Exception ex)
{
printAndLog(ex.Message);
}
}
public void OnRecievedData(IAsyncResult ar)
{
ClientHandler asyncState = (ClientHandler)ar.AsyncState;
byte[] recievedData = asyncState.GetRecievedData(ar);
if ((int)recievedData.Length >= 1)
{
foreach (ClientHandler mAryClient in this.m_aryClients)
{
try
{
//This is where all data is sent out to all users!
mAryClient.Sock.Send(recievedData);
}
catch
{
printAndLog(string.Concat("Failed to send data to client (", asyncState.Sock.RemoteEndPoint, ")"), 2);
mAryClient.Sock.Close();
this.m_aryClients.Remove(asyncState);
return;
}
}
asyncState.SetupRecieveCallback(this);
}
else
{
printAndLog(string.Concat("Client (", asyncState.Sock.RemoteEndPoint, ") disconnected"), 0);
asyncState.Sock.Close();
this.m_aryClients.Remove(asyncState);
}
}
#endregion
}
internal class ClientHandler
{
private Socket m_sock;
private byte[] m_byBuff = new byte[50];
public Socket Sock
{
get
{
return this.m_sock;
}
}
public ClientHandler(Socket sock)
{
this.m_sock = sock;
}
public byte[] GetRecievedData(IAsyncResult ar)
{
int num = 0;
try
{
num = this.m_sock.EndReceive(ar);
}
catch
{
}
byte[] numArray = new byte[num];
Array.Copy(this.m_byBuff, numArray, num);
return numArray;
}
public void SetupRecieveCallback(Program app)
{
try
{
AsyncCallback asyncCallback = new AsyncCallback(app.OnRecievedData);
this.m_sock.BeginReceive(this.m_byBuff, 0, (int)this.m_byBuff.Length, SocketFlags.None, asyncCallback, this);
}
catch (Exception ex)
{
Console.WriteLine("Recieve callback setup failed! {0}", ex.Message);
}
}
}
Can someone please help me connecting the two.
Related
I have some clients that connect to the server at the same time, and each of them send to server a registration message.
So, the messages collide with previous messages when they come to the server.
How can I manage the communications without collision between the messages?
I use asynchronous tcp socket in C#.
Here the server:
class ServerSocket
{
//The ClientInfo structure holds the required information about every
//client connected to the server
struct ClientInfo
{
public Socket socket; //Socket of the client
public string strName; //Name by which the user logged into the chat room
}
//The collection of all clients logged into the room (an array of type ClientInfo)
ArrayList clientList;
//The main socket on which the server listens to the clients
Socket serverSocket;
byte[] byteData = new byte[5000];
const int NUM_CLIENT = 12;
public ServerSocket()
{
clientList = new ArrayList();
}
public void LoadServer()
{
try
{
//We are using TCP sockets
serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//Assign the any IP of the machine and listen on port number 1000
IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Any, 1000);
//Bind and listen on the given address
serverSocket.Bind(ipEndPoint);
serverSocket.Listen(NUM_CLIENT);
//Accept the incoming clients
serverSocket.BeginAccept(new AsyncCallback(OnAccept), null);
Console.WriteLine("###################### S E R V E R ######################");
}
catch(Exception ex)
{
Console.WriteLine(ex.Message);
}
}
private void OnAccept(IAsyncResult ar)
{
try
{
Socket clientSocket = serverSocket.EndAccept(ar);
//Start listening for more clients
serverSocket.BeginAccept(new AsyncCallback(OnAccept), null);
//Once the client connects then start receiving the commands from her
clientSocket.BeginReceive(byteData, 0, byteData.Length, SocketFlags.None, new AsyncCallback(OnReceive), clientSocket);
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
private void OnReceive(IAsyncResult ar)
{
string msgReceived = "";
try
{
Socket clientSocket = (Socket)ar.AsyncState;
clientSocket.EndReceive(ar);
msgReceived = GetString(byteData);
string strTemp = "";
for (int i = 0; i < msgReceived.IndexOf("<END>"); i++)
{
strTemp += msgReceived[i];
}
msgReceived = strTemp;
XmlBaseClientMsg xmlBaseClientMsg = new XmlBaseClientMsg();
BaseClientMsg baseClientMsgReceived = new BaseClientMsg();
baseClientMsgReceived = xmlBaseClientMsg.DeserializeFromString(msgReceived);
switch (baseClientMsgReceived.m_messageType)
{
case ClientMsgType.AI_REGISTRATION:
//When a user logs in to the server then we add him to our list of clients
ClientInfo AIClientInfo = new ClientInfo();
AIClientInfo.socket = clientSocket; // save the socket
AIClientInfo.strName = baseClientMsgReceived.m_sSenderID; // save the name of sender client
clientList.Add(AIClientInfo);
Console.WriteLine("The client: " + AIClientInfo.strName + " registered");
break;
case ClientMsgType.ENTITY_REGISTRATION:
//When a user logs in to the server then we add him to our list of clients
ClientInfo EntityClientInfo = new ClientInfo();
EntityClientInfo.socket = clientSocket; // save the socket
EntityClientInfo.strName = baseClientMsgReceived.m_sSenderID; // save the name of sender client
clientList.Add(EntityClientInfo);
Console.WriteLine("The client: " + EntityClientInfo.strName + " registered");
break;
#region
//case Command.Logout:
// //When a user wants to log out of the server then we search for her
// //in the list of clients and close the corresponding connection
// int nIndex = 0;
// foreach (ClientInfo client in clientList)
// {
// if (client.socket == clientSocket)
// {
// clientList.RemoveAt(nIndex);
// break;
// }
// ++nIndex;
// }
// clientSocket.Close();
// break;
#endregion
}
if (baseClientMsgReceived.m_messageType != ClientMsgType.AI_REGISTRATION)
{
Console.WriteLine("Type message: " + baseClientMsgReceived.m_messageType + " To: " +
baseClientMsgReceived.m_sReceiverID + " From: " + baseClientMsgReceived.m_sSenderID);
foreach (ClientInfo clientInfo in clientList)
{
if (clientInfo.strName == baseClientMsgReceived.m_sReceiverID)
{
byte[] message;
message = GetBytes(msgReceived);
// Send the message to reciever client
clientInfo.socket.BeginSend(message, 0, message.Length, SocketFlags.None,
new AsyncCallback(OnSend), clientInfo.socket);
Console.WriteLine("Msg No : " + baseClientMsgReceived.m_nMessageID + " Type: " + baseClientMsgReceived.m_messageType + " ==> has been sent");
break;
}
}
}
////If the user disconnects so no need to listen to him
// if (baseClientMsgReceived.m_messageType != ClientMsgType.Logout)
//{
//Start listening to the message send by the user
clientSocket.BeginReceive(byteData, 0, byteData.Length, SocketFlags.None, new AsyncCallback(OnReceive), clientSocket);
//}
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
public void OnSend(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
client.EndSend(ar);
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
static byte[] GetBytes(string str)
{
byte[] bytes = new byte[str.Length * sizeof(char)];
System.Buffer.BlockCopy(str.ToCharArray(), 0, bytes, 0, bytes.Length);
return bytes;
}
static string GetString(byte[] bytes)
{
char[] chars = new char[bytes.Length / sizeof(char)];
System.Buffer.BlockCopy(bytes, 0, chars, 0, bytes.Length);
return new string(chars);
}
}
class Program
{
public static int Main( String[] args )
{
ServerSocket serverSocket = new ServerSocket();
serverSocket.LoadServer();
while(true)
{
Console.ReadLine();
}
}
}
}
I am trying to implement a HTTPS proxy using C#. The proxy should only support HTTPS, not HTTP. As far as I know, a HTTPListener is not a good choice, as you need a SSL certificate for it to support HTTPS, which a proxy usually does not provide.
I am using a TcpListener and TcpClients. Here's the code I got so far:
protected void HandleTCPRequest(object clientObject)
{
TcpClient inClient = clientObject as TcpClient;
TcpClient outClient = null;
try
{
NetworkStream clientStream = inClient.GetStream();
StreamReader clientReader = new StreamReader(clientStream);
StreamWriter clientWriter = new StreamWriter(clientStream);
// Read initial request.
List<String> connectRequest = new List<string>();
string line;
while (!String.IsNullOrEmpty(line = clientReader.ReadLine()))
{
connectRequest.Add(line);
}
if (connectRequest.Count == 0)
{
return;
}
string[] requestLine0Split = connectRequest[0].Split(' ');
if (requestLine0Split.Length < 3)
{
return;
}
// Check if it is CONNECT
string method = requestLine0Split[0];
if (!method.Equals("CONNECT"))
{
return;
}
// Get host and port
string requestUri = requestLine0Split[1];
string[] uriSplit = requestUri.Split(new char[] { ':' }, StringSplitOptions.RemoveEmptyEntries);
if (uriSplit.Length < 2)
{
return;
}
string host = uriSplit[0];
int port = Int32.Parse(uriSplit[1]);
// Connect to server
outClient = new TcpClient(host, port);
NetworkStream serverStream = outClient.GetStream();
StreamWriter serverWriter = new StreamWriter(serverStream);
StreamReader serverReader = new StreamReader(serverStream);
// Send 200 Connection Established to Client
clientWriter.WriteLine("HTTP/1.0 200 Connection established\r\n\r\n");
clientWriter.Flush();
Logger.Debug("Established TCP connection for " + host);
while (true)
{
line = clientReader.ReadLine();
if (line != null)
{
Logger.Debug("->Server: " + line);
serverWriter.WriteLine(line);
}
line = serverReader.ReadLine();
if (line != null)
{
Logger.Debug("->Client: " + line);
clientWriter.WriteLine(line);
}
}
}
catch(Exception)
{
// Disconnent if connections still alive
try
{
if (inClient.Connected)
{
inClient.Close();
}
if (outClient != null && outClient.Connected)
{
outClient.Close();
}
}
catch (Exception e)
{
Logger.Warn("Could not close the tcp connection: ", e);
}
}
}
The incoming connections are accepted in another method.
EDIT: I made some changes. Now, the client starts sending SSL data, but the server never responds. After some time, the client just opens a new connection and tries again. The output I get:
Established TCP connection for www.google.de
->Server: ▬♥☺ ?☺ ?♥☺R'"??????#☼}~??♣|]?
->Server: ??_5OL(?? H ??
->Server: ?¶ ? ? 9 8?☼?♣ ? 5?? ?◄?‼ E D 3 2?♀?♫?☻?♦ ? A ♣ ♦ /?↕ ▬ ‼?
->Server: ?♥??
->Server: ☺ 0 ↕ ►
->Server: www.google.de
->Server: ♠ ↨ ↑ ↓ ♂ ☻☺ # 3t
I'm open for other suggestions than a TCP listener. Thanks!
Got it working. Dealing with the SSL data with StreamReader/StreamWriter was wrong. The data was converted to strings and thereby errors appeard (I assume). Using the NetworkStream.Read andNetworkStream.Write methods with byte[] did it.
Here's the code:
/// <summary>
/// Handles a TCP request.
/// </summary>
/// <param name="clientObject">The tcp client from the accepted connection.</param>
protected void HandleTCPRequest(object clientObject)
{
TcpClient inClient = clientObject as TcpClient;
TcpClient outClient = null;
try
{
NetworkStream clientStream = inClient.GetStream();
StreamReader clientReader = new StreamReader(clientStream);
StreamWriter clientWriter = new StreamWriter(clientStream);
// Read initial request.
List<String> connectRequest = new List<string>();
string line;
while (!String.IsNullOrEmpty(line = clientReader.ReadLine()))
{
connectRequest.Add(line);
}
if (connectRequest.Count == 0)
{
throw new Exception();
}
string[] requestLine0Split = connectRequest[0].Split(' ');
if (requestLine0Split.Length < 3)
{
throw new Exception();
}
// Check if it is CONNECT
string method = requestLine0Split[0];
if (!method.Equals("CONNECT"))
{
throw new Exception();
}
// Get host and port
string requestUri = requestLine0Split[1];
string[] uriSplit = requestUri.Split(new char[] { ':' }, StringSplitOptions.RemoveEmptyEntries);
if (uriSplit.Length < 2)
{
throw new Exception();
}
string host = uriSplit[0];
int port = Int32.Parse(uriSplit[1]);
// Connect to server
outClient = new TcpClient(host, port);
// Send 200 Connection Established to Client
clientWriter.WriteLine("HTTP/1.0 200 Connection established\r\n\r\n");
clientWriter.Flush();
Logger.Debug("Established TCP connection for " + host + ":" + port);
Thread clientThread = new Thread(() => TunnelTCP(inClient, outClient));
Thread serverThread = new Thread(() => TunnelTCP(outClient, inClient));
clientThread.Start();
serverThread.Start();
}
catch(Exception)
{
// Disconnent if connections still alive
Logger.Debug("Closing TCP connection.");
try
{
if (inClient.Connected)
{
inClient.Close();
}
if (outClient != null && outClient.Connected)
{
outClient.Close();
}
}
catch (Exception e)
{
Logger.Warn("Could not close the tcp connection: ", e);
}
}
}
/// <summary>
/// Tunnels a TCP connection.
/// </summary>
/// <param name="inClient">The client to read from.</param>
/// <param name="outClient">The client to write to.</param>
public void TunnelTCP(TcpClient inClient, TcpClient outClient)
{
NetworkStream inStream = inClient.GetStream();
NetworkStream outStream = outClient.GetStream();
byte[] buffer = new byte[1024];
int read;
try
{
while (inClient.Connected && outClient.Connected)
{
if (inStream.DataAvailable && (read = inStream.Read(buffer, 0, buffer.Length)) != 0)
{
outStream.Write(buffer, 0, read);
}
}
}
catch (Exception e)
{
Logger.Debug("TCP connection error: ", e);
}
finally
{
Logger.Debug("Closing TCP connection.");
// Disconnent if connections still alive
try
{
if (inClient.Connected)
{
inClient.Close();
}
if (outClient.Connected)
{
outClient.Close();
}
}
catch (Exception e1)
{
Logger.Warn("Could not close the tcp connection: ", e1);
}
}
}
I am trying to write an Server application which is listening on a particular port and waiting for devices to hit that port.Device connects every 30 seconds Once a device connects the device sends its MAC address. But the problem is the memory keeps on increasing and never frees up.
class Server
{
Object threadLock = new Object();
bool stopListening = false;
Socket clientSocket = null;
private void StartDeviceListener()
{
try
{
// create the socket
clientSocket = new Socket(AddressFamily.InterNetwork,
SocketType.Stream,
ProtocolType.Tcp);
// bind the listening socket to the port
IPEndPoint ep1 = new IPEndPoint(IPAddress.Any, 60000);
clientSocket.LingerState = new LingerOption(false, 0);
clientSocket.Bind(ep1);
clientSocket.Listen(10); //Waiting for Devices to connect.
do
{
// start listening
Console.WriteLine("Waiting for device connection on {0}....", 60000);
Socket deviceSocket = clientSocket.Accept();
//Console.WriteLine(deviceSocket.
#region ThreadPool
// ThreadPool.QueueUserWorkItem(ProcessRequest, (Object)deviceSocket);
Thread ts = new Thread(ProcessRequest);
ts.IsBackground = true;
ts.Start((Object)deviceSocket);
ts.Join();
#endregion
} while (!stopListening);
}
catch (Exception ex)
{
Console.WriteLine("exception... : " + ex.Message);
StartDeviceListener();
}
finally
{
if (clientSocket != null) { clientSocket.Close(); clientSocket = null; }
}
}
public void Stop()
{
try
{
stopListening = true;
if (clientSocket != null)
{
clientSocket.Disconnect(false);
clientSocket = null;
}
}
catch (Exception ex)
{
Console.WriteLine("exception : " + ex.Message);
}
}
void ProcessRequest(Object args)
{
using (Socket deviceSocket = args as Socket)
{
try
{
//lock the thread while we are creating the client IO Interface Manager
lock (threadLock)
{
byte[] readBuffer = new byte[1024];
// Read from buffer
int count = deviceSocket.Receive(readBuffer, 0, readBuffer.Length, SocketFlags.None);
String macAddress = "";//mac address sent by the device:
if (count > 0)
{
Encoding encoder = Encoding.ASCII;
int size = 0;
while (count > 0)
{
size += count;
// get string
macAddress += encoder.GetString(readBuffer, 0, count).Trim();
// Read from buffer
count = 0;
}
Console.WriteLine(string.Format("{0} trying to connect....", macAddress));
}
deviceSocket.Close();
readBuffer = null;
}
//threadLock = null;
}
catch (Exception ex)
{
Console.WriteLine("exception : " + ex.Message);
}
}
args = null;
}
public void Start()
{
StartDeviceListener();
}
}`
But the problem is the memory keeps on increasing and never frees up.
That is still a far cry from a memory-leak. You're probably chasing a problem that does not exist.
In the last shot you still have a working set of 10MB, that's practically zero.
When you really want to find/solve memory issues, use a profiler.
i'm trying to write simple tcp\ip client-server.
here is server code:
internal class Program
{
private const int _localPort = 7777;
private static void Main(string[] args)
{
TcpListener Listener;
Socket ClientSock;
string data;
byte[] cldata = new byte[1024];
Listener = new TcpListener(_localPort);
Listener.Start();
Console.WriteLine("Waiting connections [" + Convert.ToString(_localPort) + "]...");
try
{
ClientSock = Listener.AcceptSocket();
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
return;
}
int i = 0;
if (ClientSock.Connected)
{
while (true)
{
try
{
i = ClientSock.Receive(cldata);
}
catch
{
}
try
{
if (i > 0)
{
data = Encoding.ASCII.GetString(cldata).Trim();
ClientSock.Send(cldata);
}
}
catch
{
ClientSock.Close();
Listener.Stop();
Console.WriteLine(
"Server closing. Reason: client offline. Type EXIT to quit the application.");
}
}
}
}
}
And here is client code:
void Main()
{
string data; // Юзерская дата
byte[] remdata ={ };
TcpClient Client = new TcpClient();
string ip = "127.0.0.1";
int port = 7777;
Console.WriteLine("\r\nConnecting to server...");
try
{
Client.Connect(ip, port);
}
catch
{
Console.WriteLine("Cannot connect to remote host!");
return;
}
Console.Write("done\r\nTo end, type 'END'");
Socket Sock = Client.Client;
while (true)
{
Console.Write("\r\n>");
data = Console.ReadLine();
if (data == "END")
break;
Sock.Send(Encoding.ASCII.GetBytes(data));
Sock.Receive(remdata);
Console.Write("\r\n<" + Encoding.ASCII.GetString(remdata));
}
Sock.Close();
Client.Close();
}
When i'm sending to my server i cannt receive data back answer. Sock.Receive(remdata) returns nothing! Why?
You're trying to receive to an empty buffer. You should allocate the buffer with a sensible size, and then take note of the amount of data received:
byte[] buffer = new byte[1024];
...
int bytesReceived = socket.Receive(buffer);
string text = Encoding.ASCII.GetString(buffer, 0, bytesReceived);
(It's somewhat unconventional to use PascalCase for local variables, by the way. I'd also urge you not to just catch Exception blindly, and not to swallow exceptions without logging them.)
i write this TCP communication library. the problem is that. when a client connects. the CPU usages boosts to maximum....this causes other application to become slow...
please take a look at the code and correct me where i did wrong..
the main code of my TCP library is
TCP Server Class
public class TCPServerEndPoint : ICommunication
{
private string channelName;
private string localIP;
private int localPort;
private string remoteIP;
private int remotePort;
private TcpListener tcpListenter;
/// <summary>
/// Accept the incomming connection and pass it to a thread to handle communication.
/// </summary>
private TCPServerWorker worker;
/// <summary>
/// List of threads created for connected clients.
/// </summary>
List<TCPServerWorker> workerThreads;
/// <summary>
/// Thread to keep listening process in seperate thread.
/// </summary>
private Thread serverThread;
/// <summary>
/// Flag to keep status of Endpoint.
/// </summary>
private bool keepRunning;
public TCPServerEndPoint()
{
this.keepRunning = false;
Guid guid = Guid.NewGuid();
channelName = guid.ToString();
workerThreads = new List<TCPServerWorker>();
}
public TCPServerEndPoint(string localIP, int localPort, string remoteIP, int remotePort)
{
this.localIP = localIP;
this.localPort = localPort;
this.remoteIP = remoteIP;
this.remotePort = remotePort;
workerThreads = new List<TCPServerWorker>();
this.keepRunning = false;
}
public event EventHandler<CommEventArgs> OnCommReceive;
public int CommStart()
{
if (this.IsStarted == true)
{
Console.WriteLine("TCP Server is already running");
return -1;
}
serverThread = new Thread(new ThreadStart(StartListening));
serverThread.IsBackground = true;
serverThread.Start();
return 0;
}
private void StartListening()
{
try
{
IPAddress localAddress = IPAddress.Parse(this.localIP);
tcpListenter = new TcpListener(localAddress, this.localPort);
tcpListenter.Start();
Console.WriteLine("TCP Server started");
Console.WriteLine("Server is listening on port : {0}", this.localPort);
this.keepRunning = true;
// look for incomming connections
while (this.keepRunning)
{
// connection received
TcpClient client = tcpListenter.AcceptTcpClient();
// create a new WorkerThread and pass the connected client to handle.
worker = new TCPServerWorker(client);
worker.dataReceived += new EventHandler<CommEventArgs>(worker_dataReceived);
workerThreads.Add(worker);
worker.Start();
}
tcpListenter.Stop();
Console.WriteLine("TCP Server stopped");
this.keepRunning = false;
}
catch
{
return;
}
}
void worker_dataReceived(object sender, CommEventArgs e)
{
if (this.OnCommReceive != null)
{
e.commChannel = this;
this.OnCommReceive(this, e);
}
}
public int CommStop()
{
if (this.IsStarted == false)
return -1;
// Close all worker threads created for connected clients.
foreach (TCPServerWorker item in workerThreads)
{
item.KeepRunning = false;
}
// break the listening loop
this.keepRunning = false;
// clear the worker thread list
workerThreads.Clear();
// force server to receive message to break while(keepRunning) loop
byte[] data = new byte[4];
IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Parse(this.localIP), localPort);
Socket tcpClient = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
tcpClient.Connect(ipEndPoint);
tcpClient.SendTo(data, ipEndPoint);
tcpClient.Close();
return 0;
}
public int CommSend(CommEventArgs obj)
{
obj.destAddress = this.remoteIP;
obj.destPort = this.remotePort;
return CommSendTo(obj);
}
public int CommSendTo(CommEventArgs obj)
{
int n;
byte[] buf;
try
{
IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Parse(obj.destAddress), obj.destPort);
buf = (byte[])obj.data;
Socket tcpClient = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
tcpClient.Connect(ipEndPoint);
n = tcpClient.SendTo(buf, ipEndPoint);
tcpClient.Close();
}
catch (Exception ex)
{
Console.WriteLine("Exception :: {0}", ex.Message);
return -1;
}
if (n == buf.Length)
{
if (OnCommSendComplete != null)
{
OnCommSendComplete(this, obj);
}
Console.WriteLine("Sent {0} bytes to {1}:{2}", n, obj.destAddress, obj.destPort);
}
else
{
return -1;
}
return n;
}
}
}
TCPServerWorker.cs
class TCPServerWorker
{
private TcpClient client;
private bool keepRunning;
public event EventHandler<CommEventArgs> dataReceived;
private const int MAX_TCP_DATA = 64000;
public bool KeepRunning
{
get
{
return this.keepRunning;
}
set
{
this.keepRunning = value;
}
}
public TCPServerWorker(TcpClient client)
{
this.client = client;
this.keepRunning = false;
}
public void Start()
{
Thread thread = new Thread(new ThreadStart(Process));
thread.IsBackground = true;
thread.Start();
}
private void Process()
{
if (client.Connected == true)
{
Console.WriteLine("Client connected :: {0}", client.Client.RemoteEndPoint);
this.keepRunning = true;
while (this.keepRunning)
{
// in my view. here is the main problem. this loop run for infinite time and causes CPU to reach at 100
byte[] buffer = new byte[MAX_TCP_DATA];
NetworkStream stream = client.GetStream();
StreamWriter writer = new StreamWriter(client.GetStream());
if (stream.DataAvailable == true)
{
int receivedBytesCount = stream.Read(buffer, 0, buffer.Length);
byte[] receivedBuffer = new byte[receivedBytesCount];
Array.Copy(buffer, receivedBuffer, receivedBytesCount);
String msg = Encoding.UTF8.GetString(receivedBuffer);
Console.WriteLine("Received MSG ::: " + msg);
writer.WriteLine("Server : Received {0} bytes", receivedBytesCount);
CommEventArgs comEventArg = new CommEventArgs();
comEventArg.data = (byte[])receivedBuffer;
IPEndPoint remoteIPEndPoint = (IPEndPoint)client.Client.RemoteEndPoint;
comEventArg.srcAddress = remoteIPEndPoint.Address.ToString();
comEventArg.srcPort = remoteIPEndPoint.Port;
comEventArg.length = receivedBytesCount;
this.OnDataReceived(comEventArg);
writer.Flush();
}
}
client.Close();
}
}
protected void OnDataReceived(CommEventArgs e)
{
if (this.dataReceived != null)
{
this.dataReceived(this, e);
}
}
}
}
You're using nonblocking I/O which leads to a loop (at least) in your client
while (this.keepRunning) {...}
which is consuming all your CPU resources by busy waiting.
You should consider to use blocking I/O or Socket.Select
Look at the first remark here
Details about select
One thing to note is that you never SET IsStarted .. you only GET it ._. Maybe you're spawning hundreds of threads =/ I'm talking about the TCPServerEndPoint class =/
Yes, you are busy waiting for a connection. I don't know socket programming so I can't give you details, but what you need to do is wait for a connection using the blocking system call.
I solved the issue after modifying the Process method of TCPServerWorker.cs
here is the changes
private void Process()
{
if (client.Connected == true)
{
Console.WriteLine("Client connected :: {0}", client.Client.RemoteEndPoint);
Byte[] bytes = new Byte[MAX_TCP_DATA];
String data = null;
NetworkStream stream = client.GetStream();
int i;
try
{
// Loop to receive all the data sent by the client.
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
// bytes contains received data in byte[].
// Translate data bytes to a UTF-8 string.
byte[] receivedBuffer = new byte[i];
Array.Copy(bytes, receivedBuffer, i);
data = System.Text.Encoding.UTF8.GetString(receivedBuffer);
Console.WriteLine("Received MSG ::: " + data);
// Process the data sent by the client.
byte[] msg = System.Text.Encoding.UTF8.GetBytes(data);
// Send back a response.
stream.Write(msg, 0, msg.Length);
CommEventArgs comEventArg = new CommEventArgs();
comEventArg.data = receivedBuffer;
IPEndPoint remoteIPEndPoint = (IPEndPoint)client.Client.RemoteEndPoint;
comEventArg.srcAddress = remoteIPEndPoint.Address.ToString();
comEventArg.srcPort = remoteIPEndPoint.Port;
comEventArg.length = i;
this.OnDataReceived(comEventArg);
}
}
catch (Exception ex)
{
Console.WriteLine("Exception : " + ex.Message);
}
finally
{
client.Close();
}
}
}