C# Chat application freezes when code is executed - c#

so I have been working on my chat application in c# as a windows form application and when this code to receive data has to be executed the program freezes.
Anyone help me please, finding out whats wrong about this. As a console application it works.
UdpClient udpClient = new UdpClient(Convert.ToInt32(textPort.Text));
IPEndPoint RemoteIpEndPoint = new IPEndPoint(IPAddress.Any, 0);
Byte[] receiveBytes = udpClient.Receive(ref RemoteIpEndPoint);
string returnData = Encoding.ASCII.GetString(receiveBytes);
textMsg.Text = returnData.ToString();

Your program is frozen because the UdpClient class's Receive(...) method is blocking.
That is to say, it will stop at that point of execution and not allow the thread/process it is in to continue until it receives a single UDP packet. This includes the UI unless you put this in a separate thread or us an asynchronous communication model.
If you want to handle communications asynchronously, check out the BeginReceive(...) method.
And here is some example code (Originally, I was using this codestraight from Microsoft. However, it was missing the definition for UdpState. After some teeth gnashing, I figured out you had to create it to pass your own state in so the asynchronous model would work as expected. The example has been updated and compiles in VS2008, .Net 3.5):
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
namespace ConsoleApplication1
{
class UdpState
{
public IPEndPoint e = null;
public UdpClient u = null;
}
class Program
{
public static bool messageReceived = false;
public static void ReceiveCallback(IAsyncResult ar)
{
UdpClient u = (UdpClient)((UdpState)(ar.AsyncState)).u;
IPEndPoint e = (IPEndPoint)((UdpState)(ar.AsyncState)).e;
Byte[] receiveBytes = u.EndReceive(ar, ref e);
string receiveString = Encoding.ASCII.GetString(receiveBytes);
Console.WriteLine("Received: {0}", receiveString);
messageReceived = true;
}
public static void ReceiveMessages(int listenPort)
{
// Receive a message and write it to the console.
IPEndPoint e = new IPEndPoint(IPAddress.Any, listenPort);
UdpClient u = new UdpClient(e);
UdpState s = new UdpState();
s.e = e;
s.u = u;
Console.WriteLine("listening for messages");
u.BeginReceive(new AsyncCallback(ReceiveCallback), s);
// Do some work while we wait for a message. For this example,
// we'll just sleep
while (!messageReceived)
{
Thread.Sleep(100);
}
}
static void Main(string[] args)
{
ReceiveMessages(10000);
}
}
}
Was this helpful?

You should investigate how threading works.
In windows forms you could use BackgroundWorker
On msdn you can even find a working sample code.
PS: be sure not to call UI controls directly in the DoWork event (it runs on another thread). If you really need to, invoke it through the Invoke method that exists in every windows forms control.

Related

Listen to message from an IP from another machine

I am trying to send a message to Unity through UDP. The machine that sends the message has IP as 192.16.14.1 and port as 3034. How do I enter these two inside of Unity application? I have found a code to listen for UDP messages but I cannot set the IP address here. Also the Unity application should be running at all times even if the message from another machine is sent or not.
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using UnityEngine;
public class UDP_Listen : MonoBehaviour
{
UdpClient clientData;
int portData = 3034;
public int receiveBufferSize = 120000;
public bool showDebug = false;
IPEndPoint ipEndPointData;
private object obj = null;
private System.AsyncCallback AC;
byte[] receivedBytes;
void Start()
{
InitializeUDPListener();
}
public void InitializeUDPListener()
{
ipEndPointData = new IPEndPoint(IPAddress.Any, portData);
clientData = new UdpClient();
clientData.Client.ReceiveBufferSize = receiveBufferSize;
clientData.Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, optionValue: true);
clientData.ExclusiveAddressUse = false;
clientData.EnableBroadcast = true;
clientData.Client.Bind(ipEndPointData);
clientData.DontFragment = true;
if (showDebug) Debug.Log("BufSize: " + clientData.Client.ReceiveBufferSize);
AC = new System.AsyncCallback(ReceivedUDPPacket);
clientData.BeginReceive(AC, obj);
Debug.Log("UDP - Start Receiving..");
}
void ReceivedUDPPacket(System.IAsyncResult result)
{
//stopwatch.Start();
receivedBytes = clientData.EndReceive(result, ref ipEndPointData);
ParsePacket();
clientData.BeginReceive(AC, obj);
//stopwatch.Stop();
//Debug.Log(stopwatch.ElapsedTicks);
//stopwatch.Reset();
} // ReceiveCallBack
void ParsePacket()
{
// work with receivedBytes
Debug.Log("receivedBytes len = " + receivedBytes.Length);
}
void OnDestroy()
{
if (clientData != null)
{
clientData.Close();
}
}
}
If the Unity application is to be receiving the messages constantly, it needs to be something like:
UdpClient listener = new UdpClient(11000);
IPEndPoint groupEP = new IPEndPoint(IPAddress.Parse("192.16.14.1"), 3034);
while (true)
{
byte[] bytes = listener.Receive(ref groupEP);
}
This should read only calls from the specific IP, not sure which port you want the UDPClient to read out from (specified in the UDPClient constructor) but you can set this to whatever you need it to be.
So there are two different things:
You want to define the receiving local port you Bind your socket to
You want to define the expected sending remote ip + port you want to Receive from
Currently you are using the very same one
ipEndPointData = new IPEndPoint(IPAddress.Any, portData);
for both! (Fun fact: As a side effect by using always the same field you basically allow any sender but are then bond to that specific sender from this moment on)
Actually a lot of things you configure there are the default values anyway so here is more or less what I would do
using System;
using System.Collections.Concurrent;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using UnityEngine;
public class UDP_Listen : MonoBehaviour
{
public ushort localReceiverPort = 3034;
public string senderIP = "192.168.111.1";
public ushort remoteSenderPort = 3034;
public bool showDebug = false;
// Thread-safe Queue to handle enqueued actions in the Unity main thread
private readonly ConcurrentQueue<Action> mainThreadActions = new ConcurrentQueue<Action>();
private Thread udpListenerThread;
private void Start()
{
// do your things completely asynchronous in a background thread
udpListenerThread = new Thread(UDPListenerThread);
udpListenerThread.Start();
}
private void Update()
{
// in the Unity main thread work off the actions
while (mainThreadActions.TryDequeue(out var action))
{
action?.Invoke();
}
}
private void UDPListenerThread()
{
UdpClient udpClient = null;
try
{
// local end point listens on any local IP
var localEndpoint = new IPEndPoint(IPAddress.Any, localReceiverPort);
udpClient = new UdpClient(localEndpoint);
if (showDebug)
{
Debug.Log("BufSize: " + clientData.Client.ReceiveBufferSize);
}
Debug.Log("UDP - Start Receiving..");
// endless loop -> ok since in a thread and containing blocking call(s)
while (true)
{
// remote sender endpoint -> listens only to specific IP
var expectedSenderEndpoint = new IPEndPoint(IPAddress.Parse(senderIP), remoteSenderPort);
// blocking call - but doesn't matter since this is a thread
var receivedBytes = udpClient.Receive(ref expectedSenderEndpoint);
// parse the bytes here
// do any expensive work while still on a background thread
mainThreadActions.Enqueue(() =>
{
// Put anything in here that is required to happen in the Unity main thread
// so basically anything using GameObject, Transform, etc
});
}
}
// thrown for "Abort"
catch (ThreadAbortException)
{
Debug.Log("UDP Listener terminated");
}
// Catch but Log any other exception
catch (Exception e)
{
Debug.LogException(e);
}
// This is run even if an exception happend
finally
{
// either way dispose the UDP client
udpClient?.Dispose();
}
}
private void OnDestroy()
{
udpListenerThread?.Abort();
}
}
I'm sure the same can be done also using the BeginReceive/EndReceive or task based alternatives but since it is going to run endless anyway I personally find a thread often easier to read and maintain.
I think you got it backwards. This code you shared is for, like you said, listen UDP protocol on desired port. This piece of code needs to be inside your "server". By server try to understand that as the receiving side.
on your shared method InitializeUDPListener(); we have this piece:
ipEndPointData = new IPEndPoint(IPAddress.Any, portData);
this means you are initializing your udp socket to listen for ANY ip adresses at the given port. That said, you have your server ready to go, what you need to do is setup the client side, the one who sends the message.
here some example:
public string serverIp = "127.0.0.1"; // your server ip, this one is sending to local host
public int serverPort = 28500; // your server port
public void ClientSendMessage()
{
Socket s = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
IPAddress broadcast = IPAddress.Parse(serverIp);
byte[] sendbuf = Encoding.ASCII.GetBytes("THIS IS A MESSAGE FROM CLIENT!");
IPEndPoint ep = new IPEndPoint(broadcast, serverPort);
s.SendTo(sendbuf, ep);
}
I encourage you to read about UDP/TCP protocols before using them. MS has documentation with details.
here some links:
TCP
UDP
Sockets

C# - Can't receive UDP on second computer

I can send UDP messages from one computer to itself on a certain port but I can't send this messages from one computer to another in the same lan. I am pretty new to C# and I am also new to network programming so the solution is probably easy...
I have tried an example from Microsoft Docs and did only small changes. (names, etc.)
Both codes run as seperate programs.
//RECEIVE
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
public class UDPListener
{
private const int listenPort = 11000;
private static void Listen()
{
UdpClient listener = new UdpClient(listenPort);
IPEndPoint groupEP = new IPEndPoint(IPAddress.Any, listenPort);
try
{
while (true)
{
Console.WriteLine("Waiting for broadcast");
byte[] receivebytes = listener.Receive(ref groupEP);
Console.WriteLine(Encoding.ASCII.GetString(receivebytes, 0, receivebytes.Length));
}
}
catch (SocketException e)
{
Console.WriteLine(e);
}
finally
{
listener.Close();
}
}
public static void Main()
{
Listen();
}
}
//SEND
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
class Program
{
static void Main(string[] args)
{
Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
//192.168.2.5 is the IP Address of the receiving computer
IPAddress broadcast = IPAddress.Parse("192.168.2.5");
byte[] bytestosend = Encoding.ASCII.GetBytes("Hi");
IPEndPoint ep = new IPEndPoint(broadcast, 11000);
socket.SendTo(bytestosend, ep);
Console.WriteLine("bytestosend were send");
}
}
The sending program tells me that the message was sent but the receiving program gives no output.
EDIT 1: The Ressource Manager said that on the receiving computer was no network activity while on the sending computer is actually sending something.
EDIT 2: I tried my applications in an other network and it worked fine. I did some research and I found that sometimes routers don't allow udp broadcasts through a subnet (or anything similar...). So I assume it might be my router. (unfortunately I can not access it's settings.) So I think the problem has resolved itself!

When to close a UDP socket

I have a client-server application that uses a UDP socket to send the data , the data only have to travel from client to server , and the server will always have the same IP. The only requirement is that I have to send messages about 10 messages per second
Currently I am doing it the following way :
public void SendData(byte[] packet)
{
IPEndPoint end_point = new IPEndPoint(serverIP, serverPort);
UdpClient udpChannel = new UdpClient(sourcePort);
udpChannel.Connect(end_point);
udpChannel.Send(packet, packet.Length);
udpChannel.Close();
}
The problem I have is that when I use the command "udpChannel.Close()" it takes 2-3 seconds to be performed when the server is not listening. (I've seen the same problem in: What is the drawback if I do not invoke the UdpClient.Close() method?)
My question would be, if I always send packets to the same IP address and port, is it necessary to connect the socket and close it after each send request?
The code I intend to use would be as follows:
UdpClient udpChannel;
public void SendData(byte[] packet)
{
udpChannel.Send(packet, packet.Length);
}
public void Initialize(IPAddress IP, int port)
{
IPEndPoint end_point = new IPEndPoint(serverIP, serverPort);
UdpClient udpChannel = new UdpClient(sourcePort);
udpChannel.Connect(end_point);
}
public void Exit()
{
udpChannel.Close();
}
Doing it this way, would it be necessary to do some checking in the "SendData" method before sending the data?
Is there any problem in the above code?
Thank you!
UDP is connectionless, calling udpChannel.Connect merely specifies a default host endpoint for use with the Send method. You do not need to close the client between sends, leaving it open will not leave any connections or listeners running between sends.
You shouldn't connect/close after each send request. When you start working - you connect to socket. And you can send data. You should close UdpClient when you do not want to send/recieve data, for example when you closing Form.
In your case you can check that udpClient != null when close/send client and you can use try/catch, for example:
try
{
udpClient.Send(sendBytes, sendBytes.Length);
}
catch (Exception exc)
{
// handle the error
}
Use try/catch when you connecting, because port may be busy or other problem with connection.
And look at UdpClient.SendAsync :)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using System.Text;
using System.Net.Sockets;
using System;
using System.Net;
public class Server : MonoBehaviour
{
//int[] ports;
UdpClient udp; // Udp client
private void Start()
{
udp = new UdpClient(1234);
udp.BeginReceive(Receive, null);
}
void Send(string msg, IPEndPoint ipe)
{
UdpClient sC = new UdpClient(0);
byte[] m = Encoding.Unicode.GetBytes(msg);
sC.Send(m, msg.Length * sizeof(char), ipe);
Debug.Log("Sending: " + msg);
sC.Close();
}
void Receive(IAsyncResult ar)
{
IPEndPoint ipe = new IPEndPoint(IPAddress.Any, 0);
byte[] data = udp.EndReceive(ar, ref ipe);
string msg = Encoding.Unicode.GetString(data);
Debug.Log("Receiving: " + msg);
udp.BeginReceive(Receive, null);
}
}
At the Send() I use new UDP CLient and close it after every time. Its better, u can send and receive at the same time.

C# communication with browser using JavaScript

How to pass messages to C# application from JavaScript, I'm able to do this with PHP and tcpListner in c#(but using PHP need server to host), i need localhost communicate c# application with browser(using javaScript or any other possible way), browser need to pass messages to application running on same matchine
can you suggest appropriate method for this with sample
You can do this in the following way.
step 1 : you have to create a Listener. TcpListener class or HttpListener in .net can be used to develop the listener. This code shows how to implement a TCP listener.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Net;
using System.Threading;
//Author : Kanishka
namespace ServerSocketApp
{
class Server
{
private TcpListener tcpListn = null;
private Thread listenThread = null;
private bool isServerListening = false;
public Server()
{
tcpListn = new TcpListener(IPAddress.Any,8090);
listenThread = new Thread(new ThreadStart(listeningToclients));
this.isServerListening = true;
listenThread.Start();
}
//listener
private void listeningToclients()
{
tcpListn.Start();
Console.WriteLine("Server started!");
Console.WriteLine("Waiting for clients...");
while (this.isServerListening)
{
TcpClient tcpClient = tcpListn.AcceptTcpClient();
Thread clientThread = new Thread(new ParameterizedThreadStart(handleClient));
clientThread.Start(tcpClient);
}
}
//client handler
private void handleClient(object clientObj)
{
TcpClient client = (TcpClient)clientObj;
Console.WriteLine("Client connected!");
NetworkStream stream = client.GetStream();
ASCIIEncoding asciiEnco = new ASCIIEncoding();
//read data from client
byte[] byteBuffIn = new byte[client.ReceiveBufferSize];
int length = stream.Read(byteBuffIn, 0, client.ReceiveBufferSize);
StringBuilder clientMessage = new StringBuilder("");
clientMessage.Append(asciiEnco.GetString(byteBuffIn));
//write data to client
//byte[] byteBuffOut = asciiEnco.GetBytes("Hello client! \n"+"You said : " + clientMessage.ToString() +"\n Your ID : " + new Random().Next());
//stream.Write(byteBuffOut, 0, byteBuffOut.Length);
//writing data to the client is not required in this case
stream.Flush();
stream.Close();
client.Close(); //close the client
}
public void stopServer()
{
this.isServerListening = false;
Console.WriteLine("Server stoped!");
}
}
}
Step 2 : you can pass parameters to the created server as a GET request. You can use either JavaScript or HTML Forms to pass parameters. JavaScript libraries like jQuery and Dojo will make it easier to make ajax requests.
http://localhost:8090?id=1133
You have to modify the above code to retrieve the parameters send as a GET request.
I recommend to use HttpListener instead of TcpListener
Once you have done with the listening part rest part is just processing the retrieved parameters from the request.
You should use the HttpListener class, or create a self-hosted ASP.Net Web API project.
I think you need a something like Comet, check this example using Comet

Simple Asynchronous TCP Chat Application [C#]

Ok, I studied a bit on asynchronous TCP network connection. I tried making one but failed. What I want to do is make sure the server or client is always ready to receive a chat and is able to send a chat any time. I do not want them to be on alternate mode.
e.g. Server Send while client waits to receive thus client can't send at that time.
I do not want that!
Did this on Windows Application. Once I connected, the system resource just shot to 100% =/
Server Code
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Net;
using System.Net.Sockets;
namespace AsyncServerChat
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private Socket g_server_conn;
private byte[] g_bmsg;
private bool check = false;
private void Form1_Load(object sender, EventArgs e)
{
IPEndPoint local_ep = new IPEndPoint(IPAddress.Any, 9050);
Socket winsock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
winsock.Bind(local_ep);
winsock.Listen(5);
winsock.BeginAccept(new AsyncCallback(Accept), winsock);
}
private void Accept(IAsyncResult iar)
{
Socket server_conn =(Socket) iar.AsyncState;
g_server_conn = server_conn.EndAccept(iar);
//label1.Text = "Connected. . .";
while (g_server_conn.Connected && check == false)
{
g_bmsg = new byte[1024];
check = true;
g_server_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(Recieve), g_server_conn);
}
}
private void Send(IAsyncResult iar)
{
Socket server_conn = (Socket)iar.AsyncState;
server_conn.EndSend(iar);
}
private void Recieve(IAsyncResult iar)
{
Socket server_conn =(Socket) iar.AsyncState;
server_conn.EndReceive(iar);
if (g_bmsg.Length != 0)
{
label1.Text = Encoding.ASCII.GetString(g_bmsg, 0, g_bmsg.Length);
check = false;
}
}
private void sendButton_Click(object sender, EventArgs e)
{
string strmsg = textBox1.Text;
byte[] bmsg= Encoding.ASCII.GetBytes(strmsg);
g_server_conn.BeginSend(bmsg, 0, bmsg.Length, SocketFlags.None, new AsyncCallback(Send), g_server_conn);
}
}
}
Client
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Net;
using System.Net.Sockets;
namespace AsyncClientChat
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
Socket g_client_conn;
byte[] g_bmsg;
private bool check = false;
private void Form1_Load(object sender, EventArgs e)
{
}
private void connectButton_Click(object sender, EventArgs e)
{
IPEndPoint remote_ep = new IPEndPoint(IPAddress.Parse(textBox1.Text), 9050);
g_client_conn = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
g_client_conn.BeginConnect(remote_ep, new AsyncCallback(Connect), g_client_conn);
}
private void Connect(IAsyncResult iar)
{
Socket client_conn =(Socket) iar.AsyncState;
client_conn.EndConnect(iar);
while (g_client_conn.Connected)
{
g_bmsg = new byte[1024];
check = true;
g_client_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(Recieve), g_client_conn);
}
}
private void Send(IAsyncResult iar)
{
Socket client_conn = (Socket)iar.AsyncState;
client_conn.EndSend(iar);
}
private void Recieve(IAsyncResult iar)
{
Socket client_conn = (Socket)iar.AsyncState;
client_conn.EndReceive(iar);
if (g_bmsg.Length != 0)
{
label1.Text = Encoding.ASCII.GetString(g_bmsg, 0, g_bmsg.Length);
check = false;
}
}
}
}
Well, the problem is the while loop in client method Connect.
Remove it because it loops infinitely raising CPU usage to 100% and it's useless.
BTW, you have another problems in your code:
CrossThread operation exception
For example in your Client.Recieve method you do:
label1.Text = Encoding.ASCII.GetString(g_bmsg, 0, g_bmsg.Length);
Actually, you're trying to set the label text from another thread (the one listening for received msgs) and this is not allowed;
Do something like this:
Create a Setter method for the label text:
private void SetLabelText(string txt)
{
if (label1.InvokeRequired)
label1.Invoke(new MethodInvoker(delegate { SetLabelText1(txt); }));
else
label1.Text = txt;
}
then use the setter instead of directly call label1.Text = ...:
SetLabelText(Encoding.ASCII.GetString(g_bmsg, 0, g_bmsg.Length));
EDIT to answer to OP comment:
For a good and extensive explanation of what is a thread, look at its wikipedia page.
Anyway, in simple words, a running process contains one or more threads and these are part of code that can be executed concurrently.
Starting from your TCP example, using Socket.Receive instead of Socket.BeginReceive you would have blocked the execution on Socket.Receive() call (I mean the lines of code after the one containing Receive method wouldn't be reached) until something is received.
This because Socket.Receive method runs on the same thread of the following code, and on each thread, the code is executed sequentially (i.e. line by line).
Conversely, using Socket.BeginReceive, behind the scene a new thread is created. This thread likely calls and stops on Socket.Receive method, and once received something it calls the method passed as parameter.
This makes Socket.BeginReceive asynchronous, while Socket.Receive is synchronous, and this is why I knew ther was another thread (when you hear asynchronous word, is extremely probable that you are dealing with multi-threading)
Thus, when you change label.Text you are actually setting it from another thread: the one created by Socket.BeginReceive.
I took a quick look at this code and I would start with the following suggestion.
Remove the looping from your Accept callback, just initiate the BeginReceive and let it be. Then in your Receive method, you can just initiate the next BeginReceive. This would apply for both the client and the server code, except of course for the client code you will remove the loop from your Connect callback method.
Then you should also watch out updating the UI controls from the callback methods, since the callback runs on the non-UI thread which can cause a host of problems. You should look at using Control.Invoke or Control.BeginInvoke to marshal a request back to the UI thread which can then update the controls.

Categories