Writing and reading using socket - c#

This is my code
using UnityEngine;
using System.Collections;
using System;
using System.IO;
using System.Net.Sockets;
public class s_TCP : MonoBehaviour {
internal Boolean socketReady = false;
TcpClient mySocket;
NetworkStream theStream;
StreamWriter theWriter;
StreamReader theReader;
String Host = "198.57.44.231";
Int32 Port = 1337;
string channel = "testingSona";
void Start () {
setupSocket();
//string msg = "__SUBSCRIBE__"+channel+"__ENDSUBSCRIBE__";
string msg = "Sending By Sona";
writeSocket(msg);
readSocket();
}
void Update () {
//readSocket();
}
public void setupSocket() {
try {
mySocket = new TcpClient(Host, Port);
theStream = mySocket.GetStream();
theWriter = new StreamWriter(theStream);
theReader = new StreamReader(theStream);
socketReady = true;
}
catch (Exception e) {
Debug.Log("Socket error: " + e);
}
}
public void writeSocket(string theLine) {
if (!socketReady)
return;
String foo = theLine + "\r\n";
theWriter.Write(foo);
theWriter.Flush();
}
public String readSocket() {
if (!socketReady)
return "";
if (theStream.DataAvailable){
string message = theReader.ReadLine();
print(message);print(12345);
return theReader.ReadLine();
}
else{print("no value");
return "";
}
}
public void closeSocket() {
if (!socketReady)
return;
theWriter.Close();
theReader.Close();
mySocket.Close();
socketReady = false;
}
}
Connection created. But message not writing into server and reading
How can i do it

I think you have taken this code from http://answers.unity3d.com/questions/15422/unity-project-and-3rd-party-apps.html, but I think there is an error in this code. I'll repeat here what I posted there.
The following code does not work correctly:
public String readSocket() {
if (!socketReady)
return "";
if (theStream.DataAvailable)
return theReader.ReadLine();
return "";
}
This caused me a headache for quite few hours. I think that checking DataAvailable on the stream is not a reliable way to check if there is data to be read on the streamreader. So you do not want to check for DataAvailable. However, if you just remove that, then the code will block on ReadLine when there is no more to read. So instead, you need to set a timeout for reading from the stream, so that you won't wait longer than (say) a millisecond:
theStream.ReadTimeout = 1;
And then, you can use something like:
public String readSocket() {
if (!socketReady)
return "";
try {
return theReader.ReadLine();
} catch (Exception e) {
return "";
}
}
This code isn't perfect, I still need to improve it (e.g., check what kind of exception was raised, and deal with it appropriately). And maybe there's a better way overall to do this (I experimented with using Peek(), but the -1 it returns I suspect is for when the socket closes, and not just when there is no more data to read for now). However, this should solve problems with the posted code, like those I was having. If you're finding data is missing from the server, then it's probably sitting in your reader stream, and won't be read until new data is sent from the server and stored in the stream such that theStream.DataAvailable returns true.

Related

NULL symbol in file using StreamWriter

I want to add simple logger in to my app.
For this purpose I want to use StreamWriter.
Code:
private StreamWriter OutputStream;
OutputStream = new StreamWriter(this.LogFilePath, true);
// .... message - log from app
DateTime now = DateTime.Now;
message = string.Format("[{0:yyyy-MM-dd H:mm:ss}] {1}", now, message
if (OutputStream != null)
{
OutputStream.WriteLine(message);
OutputStream.Flush();
}
As result all strings are correctly captured and output is correct, but sometimes it can write empty string with invisible characters at the end:
sample:
[1970-08-31 14:56:26] Command response -> !c:65:f9:1b:82:97
and if i check this with some tool that can show invisible characters, I can see next:
As result ~600 lines of log - 125 mb.
I have found that reason could be next:
That happens. When you append a file first its size is corrected in
the directory (and that's transactional in NTFS) and then the actual
new data is written. There's good chance that if you shut down the
system you end up with a file appended with lots of null bytes because
data writes are not transactional unlike metadata (file size) writes.
There's no absolute solution to this problem.
Also tried to
check characters with isControl other similar checks;
tried to Trim last characters;
checked docs - looks like all correct
Any advice?
In case someone faced with same issue - reason for me unknown and i may only guess.... but I rewrite logic with log system and bug disappear:
using System;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
public class EventLogger : MonoBehaviour
{
private string logFileName = "btlog.txt";
public bool EchoToConsole = true;
public bool AddTimeStamp = true;
public bool EnableFileStorage = true;
private string LogFilePath
{
get
{
return Path.Combine(Application.persistentDataPath, logFileName);
}
}
private static EventLogger Singleton = null;
const string format = "yyyy-MM-dd HH:mm:ss.fffffff";
public static EventLogger Instance
{
get { return Singleton; }
}
void Awake()
{
if (Singleton != null)
{
UnityEngine.Debug.LogError("Multiple EventLogger Singletons exist!");
return;
}
Singleton = this;
if (this.EnableFileStorage)
{
if (File.Exists(LogFilePath))
{
long length = new FileInfo(LogFilePath).Length;
int limit = 1024 * 1024 * 5; // 5mb
if (length > limit)
{
File.Delete(LogFilePath);
Log("log file removed");
}
}
Log("-------------------");
Log("NEW SESSION STARTED");
}
}
private async Task Write(string message)
{
if (this.EnableFileStorage)
{
if (AddTimeStamp)
{
DateTime now = DateTime.Now;
string strDate = now.ToString(format);
string trimmed = new string(message.Where(c => !char.IsControl(c)).ToArray());
message = string.Format("[{0}] {1}", strDate, trimmed);
}
using (StreamWriter outputStream = new StreamWriter(this.LogFilePath, true))
{
await outputStream.WriteLineAsync(message);
}
if (EchoToConsole)
{
UnityEngine.Debug.Log(message);
}
}
}
[Conditional("DEBUG"), Conditional("PROFILE")]
public static void Log(string Message)
{
if (EventLogger.Instance != null)
{
_ = EventLogger.Instance.Write(Message);
}
else
{
UnityEngine.Debug.Log(Message);
}
}
}

C# 32feet.Net: Handling two bluetooth connections in seperate threads, gives SocketException

I'm writing a C# console application using the 32feet.Net library that creates two threads to search for and connect to different Bluetooth devices and then open up TCP sockets so that data can be passed to the devices via a network connection. I know this situation sounds completely bizarre, but I've been asked to do this by a senior colleague.
My code seems to work OK with only one device connected, although the Bluetooth connection does sometimes drop out after a couple of messages have been passed backwards and forwards. However, sometimes as soon as the second device connects I get an error saying System.net.sockets.socketexception a connection attempt failed because the connected party did not properly respond, other times the code just exits without throwing any exceptions.
I was wondering what is causing this, I've seen that the 32feet.Net library can support multiple connections. I'm wondering if I've made some errors, as I'm new to C#, .Net, and even Windows, and have never written any Bluetooth based code before.
Program.cs:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
namespace BluetoothManager
{
class Program
{
static void Main(string[] args)
{
BTManager rover_btm = new BTManager();
BTManager base_btm = new BTManager();
base_btm.Port = 0xba5e;
rover_btm.Port = 17825;
base_btm.Name = "Base";
rover_btm.Name = "Rover";
base_btm.match = (args.Length >= 1 && args[0] != "") ? args[0] : "dev1";
rover_btm.match = (args.Length >= 2 && args[1] != "") ? args[1] : "dev2";
Console.WriteLine("Base Station match: " + base_btm.match);
Console.WriteLine("Rover match: " + rover_btm.match);
Thread Base = new Thread(new ThreadStart(base_btm.HandleThread));
Thread Rover = new Thread(new ThreadStart(rover_btm.HandleThread));
Base.Start();
Rover.Start();
Base.Join();
Rover.Join();
Console.Read();
}
}
}
BTManager.cs:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using InTheHand.Net.Bluetooth;
using InTheHand.Net.Ports;
using InTheHand.Net.Sockets;
using System.Threading;
using System.Net;
using System.Net.Sockets;
using Microsoft.Win32;
using System.IO;
namespace BluetoothManager
{
class BTManager
{
private static BluetoothDeviceInfo[] peers;
private BluetoothClient client;
private bool _isConnected = false;
private string _match;
private const string defpin = "0000";
private TcpListener tcpListener;
private int _port;
private string _name = "Not Named";
public string Name
{
get { return _name; }
set { _name = value; }
}
public int Port
{
get { return _port; }
set { _port = value; }
}
public bool IsConnected
{
get { return _isConnected; }
private set { _isConnected = value; }
}
public string match
{
get { return _match; }
set { _match = value; }
}
public BTManager()
{
client = new BluetoothClient();
}
public void HandleThread()
{
BluetoothDeviceInfo device;
while (!this.findDevice(out device)) ;
Console.WriteLine("About to pair");
int count = 0;
int max = 5;
while ((!(BluetoothSecurity.PairRequest(device.DeviceAddress, defpin))) && count < max)
{
Console.WriteLine("Pairing Failed, retrying");
count++;
Thread.Sleep(100);
}
if (count == max)
{
HandleThread();
}
else
{
Console.WriteLine("Paired..Beginning connect");
client.BeginConnect(device.DeviceAddress, BluetoothService.SerialPort, this.callback, client);
}
}
private void callback(IAsyncResult result)
{
client.EndConnect(result);
this.tcpListener = new TcpListener(IPAddress.Loopback, _port);
this.tcpListener.Start();
TcpClient TcpClient = this.tcpListener.AcceptTcpClient();
NetworkStream networkStream = TcpClient.GetStream();
Stream bluetoothStream = client.GetStream();
byte[] fromNetwork = new byte[1024];
byte[] fromBluetooth = new byte[1024];
while (client.Connected && TcpClient.Connected)
{
try
{
if (networkStream.CanRead)
{
Array.Clear(fromNetwork, 0, 1024);
networkStream.Read(fromNetwork, 0, 1024);
Console.WriteLine(Encoding.ASCII.GetString(fromNetwork));
bluetoothStream.Write(fromNetwork, 0, 1024);
bluetoothStream.Flush();
while (bluetoothStream.CanRead)
{
Array.Clear(fromBluetooth, 0, 1024);
bluetoothStream.Read(fromBluetooth, 0, 1024);
Console.WriteLine(Encoding.ASCII.GetString(fromNetwork));
networkStream.Write(fromBluetooth, 0, 1024);
networkStream.Flush();
}
}
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
this.HandleThread();
}
private bool findDevice(out BluetoothDeviceInfo device)
{
peers = client.DiscoverDevicesInRange();
device = Array.Find(peers, element => element.DeviceName == match);
foreach (BluetoothDeviceInfo btdi in peers)
{
Console.WriteLine(btdi.DeviceName);
}
if (device == null)
{
Console.WriteLine(Name +": Not Found");
return false;
}
else
{
Console.WriteLine(Name +": Found");
return true;
}
}
}
}
I am using Sockets in order to communicate with the Bluetooth device.
Its very important to release any resources when disconnecting.
In order to find your COM port you can use this link
Your stream is located here:
System.Net.Sockets.NetworkStream stream = bthClient.GetStream();
Example to how to connect and find your device.
private InTheHand.Net.Sockets.BluetoothClient _BTClient = null;
private InTheHand.Net.Sockets.BluetoothDeviceInfo[] _clientDevices;
/// <summary>
/// Thread function to discover devices
/// </summary>
private void DiscoverBluetoothThread()
{
try
{
_BTClient = new InTheHand.Net.Sockets.BluetoothClient();
_clientDevices = _BTClient.DiscoverDevices(999, _authenticated, _remembered, _unknown);
_BTClient.Dispose();
_BTClient = null;
}
catch (Exception) { }
}
Private void Connect(InTheHand.Net.Sockets.BluetoothDeviceInfo info)
{
string addressN = info.DeviceAddress.ToString("N"); //Format Example: "00066606E014"
string addressC = info.DeviceAddress.ToString("C"); //Format Example: "00:06:66:06:E0:14"
string addressP = info.DeviceAddress.ToString("P"); //Format Example: "00.06.66.06.E0.14"
string addressD = info.DeviceAddress.ToString(); //Format Example: "00066606E014"
string serialPort = FindBluetoothPortName(addressN);
//https://stackoverflow.com/questions/26439091/how-to-get-bluetooth-device-com-serial-port-in-winform-c/27919129#27919129
if (string.IsNullOrEmpty(serialPort) == false && serialPort.Trim().Length > "COM".Length)
bool installed = InstallBluetoothDevice(addressC, passKey, autoConnect);
}
public bool InstallBluetoothDevice(string deviceMACAddress, string passKey, bool connect)
{
string strDevicePassKey = passKey;
string BTMac = deviceMACAddress;
InTheHand.Net.BluetoothAddress BTAddress;
InTheHand.Net.Sockets.BluetoothClient BTClient = new InTheHand.Net.Sockets.BluetoothClient();
InTheHand.Net.BluetoothEndPoint BTEndPoint;
InTheHand.Net.Bluetooth.BluetoothRadio BTRadio;
BTRadio = InTheHand.Net.Bluetooth.BluetoothRadio.PrimaryRadio;
BTRadio.Mode = RadioMode.Connectable;
Guid spguid = BluetoothService.SerialPort;
BTAddress = InTheHand.Net.BluetoothAddress.Parse(BTMac);
BTEndPoint = new InTheHand.Net.BluetoothEndPoint(BTAddress, spguid);
try
{
BluetoothSecurity.PairRequest(BTAddress, strDevicePassKey);
//Application.DoEvents();
BTClient = new InTheHand.Net.Sockets.BluetoothClient();
if (connect)
{
BTClient.Connect(BTEndPoint);
BTEndPoint = new InTheHand.Net.BluetoothEndPoint(BTAddress, spguid);
_connectedDevices.Add(BTAddress, BTClient);
return BTClient.Connected;
}
return true;
}
catch (Exception ex)
{
return false;
}
}

Stream for sending byte-arrays and strings (for network)

I'm searching for a Streamclass which contains:
- a method for sending/receiving a byte-array
- a method for sending/receiving a string
The only Class I've found was NetworkStream. But the disadvantage with the NetworkStream-Class is, that if i want sending a string, i must befor convert this string into a byte-array and send this byte-array, because there is no method for sending strings directly.
And on the other side classes like Streamwriter have methods for sending/receiving strings, but there have no methods for sending/receiving a byte-array.
And if i try to combine these two Streamclasses like this:
TcpClient clientConnection = new TcpClient();
NetworkStream nws = clientConnection.GetStream();
StreamWriter sw = new StreamWriter(nws);
sw.writeLine("ABC");
sw.Flush();
nws.Write(byteArray, 0, lengthToSend);
i get a lot of strange errors (like byteArray will not receive on the other side completly), because i'm using here the same one stream in two different ways.
So, must i used NetworkStream-Class for my plan or exists there a better way?
I had the same problem,and the point is that the other side doesnt know what you are sending byte array or string so what i did is putting a header for each msg specially when dealing with serious server/client application coz you will have multiple data (user info, requesting info,replying info .. etc)
i am using streamwriter to send and streamreader to receive but i am also using threads
the connection remains open as long as the client is connected so i declare them once
here is a full example of my codes
public class Client
{
private StreamWriter swSender;
private StreamReader srReceiver;
private TcpClient tcpServer;
private Thread thrMessaging;
private string UserName = "UK";
private byte Tries = 0;
private bool Connected = false;
public void Connect()
{
if (!Connected)
{
IPAddress[] localIPs = Dns.GetHostAddresses(Dns.GetHostName());
string User = localIPs[0].ToString();
string ServIP = "127.0.0.1";//change this to your server ip
InitializeConnection(ServIP, User);
}
else
{
CloseConnection("Disconnected at user's request.");
}
}
private void InitializeConnection(string ServIp, string User)
{
IPAddress ipAddr = IPAddress.Parse(ServIp);
tcpServer = new TcpClient();
try
{
tcpServer.Connect(ipAddr, 1986);//change that 1986 to your server port
}
catch
{
if (Connected) CloseConnection("");
MessageBox.Show("Connecteing to " + ServIp + "\r\nServer is Down ... Try nomber " + Tries); return;
}
Connected = true;
UserName = User;
swSender = new StreamWriter(tcpServer.GetStream());
swSender.WriteLine(User);
swSender.Flush();
thrMessaging = new Thread(new ThreadStart(ReceiveMessages));
thrMessaging.Start();
}
private void ReceiveMessages()
{
srReceiver = new StreamReader(tcpServer.GetStream());
string ConResponse = srReceiver.ReadLine();
if (ConResponse[0] == '1')
{
}
else
{
string Reason = "Not Connected: ";
Reason += ConResponse.Substring(2, ConResponse.Length - 2);
return;
}
while (Connected)
{
try
{
string NewMsg = srReceiver.ReadLine();
if (NewMsg != null && NewMsg != "")
PacketHandler.HandlePacket(NewMsg, this);
}
catch { }
}
}
public void CloseConnection(string Reason)
{
try
{
Connected = false;
swSender.Close();
srReceiver.Close();
tcpServer.Close();
}
catch { }
}
public void SendMessage(string Msg)
{
if (Msg.Length >= 1)
{
try
{
Tries++;
swSender.WriteLine(Msg);
swSender.Flush();
Tries = 0;
}
catch
{
if (Tries < 5)
{
try
{
CloseConnection("No connection made");
Connect();
}
catch { }
SendMessage(Msg);
}
else { MessageBox.Show("Connecting to server faild for 5 tries"); Tries = 0; }
}
}
}
then at the packet handler i do my handling to check what kind of data the client received
something like this
public static void HandlePacket(string MsgRec, Client Client)
{
string[] Info = MsgRec.Split('|');
string Type = Info[0];
if (Type == "")
{
return;
}
string subtype = Info[1];
int TLen = Type.Length + subtype.Length + 2;
string Data = MsgRec.Remove(0, TLen);//this is the main data the server sent
ushort PacketType = ushort.Parse(Type);
ushort SubType = ushort.Parse(subtype);
switch ((Structs.PacketType)PacketType)
{
case Structs.PacketType.Login:
{
//do your stuff here
break
}
case Structs.PacketType.Image:
{
//convert the Data back to byte array then get the image out from it
break
}
case Structs.PacketType.ByteArray:
{
//convert the Data back to byte array
break
}
}
}
i know its kinda messy and not the perfect way to do it , but it works for me
and remember that at the other side when sending something you need to add the packet type and subtype , or just any header with any splitter if u doin something simple
Finally : i think using Sockets and packets would be much easier if u are sending small packets length

File locking technique in thread synchronization scenario is failing

I was trying to write a class which let me do read and write operation on multiple files (like 5-10) while locking them from any kind of access. Everytime I access a file (doesn't matter if for read or write) a new file with the same name and a different extension is created, so other threads (belonging to different applications) are notified of the lock (ex. message.msg -> lock file message.lock created).
Every instance of the application will write in it's own file and read in all other applications files (including its).
Unfortunately, when I start several instances (like 3-4) of the application which uses this class, even if at first they look like they're working, then in a matter or seconds / maybe a couple of minutes it looks like one thread fails to release a file. This of course blocks the other threads too which are unable to read that specific file.
I say this because when everything app freezes I can see a permanent .lock file.
Of course I could put a Lock expire time (which probably would work in this scenario), but why is this happening?
To me this code looks reasonable, but of course I'm still a newbie...so...is there any mayor flaw in my ratio?
(Don't be scared by the length of this, they're only 2 functions and they do pretty much the same thing, except than for the central part)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Threading;
namespace y3kMessenger
{
static class FileLockAccess
{
public static string[] readAllLines(string path)
{
bool isLocked = false;
string[] toReturn;
string lockPath = path.Replace(Global.msgExtension, Global.lockExtension);
StreamWriter w;
//locking ...
while (!isLocked)
{
if (!File.Exists(lockPath))
{
try
{
using (w = new StreamWriter(lockPath))
{
w.WriteLine(" ");
}
isLocked = true;
}
catch (Exception e) { }
}
Thread.Sleep(10);
}
//locked, proceed with read
toReturn = File.ReadAllLines(path);
//release the lock
while (isLocked)
{
try
{
File.Delete(lockPath);
}
catch (Exception e) { }
isLocked = false;
}
return toReturn;
}
public static void writeLine(string path, string text, bool append)
{
bool isLocked = false;
string lockPath = path.Replace(Global.msgExtension, Global.lockExtension);
StreamWriter w;
//locking ...
while (!isLocked)
{
if (!File.Exists(lockPath))
{
try
{
using (w = new StreamWriter(lockPath))
{
w.WriteLine(" ");
}
isLocked = true;
}
catch (Exception e) { }
}
Thread.Sleep(10);
}
//locked, proceed with write
using (w = new StreamWriter(path, append))
w.WriteLine(text);
//release the lock
while (isLocked)
{
try
{
File.Delete(lockPath);
}
catch (Exception e) { }
isLocked = false;
}
}
}
}
EDIT: as an add to the discussion, the following code seems to work:
public static string[] readAllLines(string path)
{
bool done = false;
string[] toReturn = null;
while (!done)
{
try
{
toReturn = File.ReadAllLines(path);
done = true;
}
catch (Exception e)
{
Thread.Sleep(50);
}
}
return toReturn;
}
public static void writeLine(string path, string text, bool append)
{
bool done = false;
while (!done)
{
try
{
using (StreamWriter w = File.AppendText(path))
{
w.WriteLine(text);
}
done = true;
}
catch (Exception e)
{
Thread.Sleep(50);
}
}
}
So the problem shouldn't reside in what threads are doing (I haven't changed anything else since the interface exposed by these methods is the same as the first 2)

C# Networking : Server hangs after receiving more than 65535 bytes

UPDATE:
Due to problems with the admins here on Stackoverflow, I have posted a very trimmed-down version of the same problem on MSDN forum. This text below used MyNetworking.dll, but that is not the problem. Here is a very slimmed Client-Server thing and the problem is exactly the same. Feel free to try it out =)
http://social.msdn.microsoft.com/Forums/en-US/netfxnetcom/thread/d3d33eb9-7dce-4313-929e-a8a63d0f1e03
/UPDATE
So, I have a strange error.
Normally, we have a DLL that handles our networking. Lets call that MyNetworking.dll. We use it everywhere in our servers and clients and have done so for 5 years. I haven't had a problem with it, until now.
I have an "XMLPoller", that reads XML from a MySQL database, serializes that into a byte[] array and sends it over the network. These particular XML messages is 627 bytes in serialized form.
The XMLPoller connects to a port on a "remote server" (that happens to be localhost) and sends the packets, one at a time. At exactly packet nbr 105 the connection is closed. 104 packets are sent from XMLPoller and received by the Server. 104 x 627 = 65208 bytes. But packet 105, when the total number of bytes sent would be 65835 the connection is closed with this error:
System.IO.IOException: Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host. ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host
at System.Net.Sockets.Socket.EndReceive(IAsyncResult asyncResult)
at System.Net.Sockets.NetworkStream.EndRead(IAsyncResult asyncResult)
This is the error on the server. However, I have stepped through the XMLPoller (client), and I see when the last 627 bytes are sent (thus sending up til 65835 bytes) and I see no errors on the client, it passes sending without problems.
UPDATE 20:15 SWEDISH TIME
I also get this error in the Client when I debug a little more:
Unable to read data from the transport connection: An established connection was aborted by the software in your host machine.
I think I have confirmed that it is in the Client the error exists. I am stepping through the code and before any Exceptions are caught on the server, I get an exception on the Client as stated above.
/ENDUPDATE
It seems to me that the Server never receives it, getting the error above. The server gets the connection closed because of something happening on the Client. However, the error on the client is in TCPInput; the stream reading data is dead for some reason?
I am not buffering anything in MyNetworking.dll.
When I get a new connection on a Socket (on the Server), I do this code:
public void setConnected(Socket thisClient)
{
NetworkStream stream = new NetworkStream(thisClient);
socket = thisClient;
output = new TCPOutput(stream, outputHandler,this);
remoteIP = this.socket.RemoteEndPoint.ToString();
changeState(State.Connected);
try
{
stream.BeginRead(inputBuffer, 0, 5000, new AsyncCallback(OnDataReceived), null);
}
catch (Exception e)
{
this.disconnect();
}
}
and then, the OnDataReceived method (where the data is actually received):
public void OnDataReceived(IAsyncResult asyn)
{
int nbrRead = 0;
byte[] tmp = null;
try
{
nbrRead = stream.EndRead(asyn);
tmp = new byte[nbrRead];
}
catch (Exception e)
{
// *** HERE IS WHERE THE EXCEPTION IS CAUGHT ***
System.Diagnostics.Debugger.Log(0, "Bla1", e.ToString());
this.disconnect();
}
if (nbrRead > 0)
{
try
{
Array.Copy(inputBuffer, 0, tmp, 0, nbrRead);
}
catch(Exception e)
{
System.Diagnostics.Debugger.Log(0, "Bla2", e.ToString());
this.disconnect();
}
preProcessMessage(tmp);
try
{
stream.BeginRead(inputBuffer, 0, 5000, new AsyncCallback(OnDataReceived), new object());
}
catch(Exception e)
{
System.Diagnostics.Debugger.Log(0, "Bla3", e.ToString());
this.disconnect();
}
}
else
this.disconnect();
}
Right now Im sort of clueless as to what is going on... Any ideas?
UPDATE 1:
Client code for sending data:
public bool sendData(byte[] data)
{
if(this.state == State.Connected)
{
if (data != null && data.Length > 0)
{
try
{
//data = Crypto.Encrypt("a1s2d3", data);
outputStream.Write(data, 0, data.Length);
}
catch(Exception e)
{
System.Diagnostics.Debug.WriteLine("ClientHandler.sendData> " + e.ToString());
}
//parent.outDataLog(data.Length);
}
}
return true;
}
Update 2
I tried to do a Flush on the outgoing stream from the client - no effect:
public bool sendData(byte[] data)
{
if(this.state == State.Connected)
{
if (data != null && data.Length > 0)
{
try
{
//data = Crypto.Encrypt("a1s2d3", data);
outputStream.Write(data, 0, data.Length);
outputStream.Flush();
}
catch(Exception e)
{
System.Diagnostics.Debug.WriteLine("ClientHandler.sendData> " + e.ToString());
}
//parent.outDataLog(data.Length);
}
}
return true;
}
UPDATE 3: Posting more code as per request
This code is old and not the pretties in the world, I know. But it has been working very well for 5 years so =)
ClientHandler.cs (what the actual Client is using for sending etc)
using System;
using System.Net.Sockets;
using System.Net;
using System.Threading;
namespace tWorks.tNetworking.tNetworkingCF
{
/// <summary>
/// Summary description for connectionHandler.
/// </summary>
public class ClientHandler
{
#region Fields (17) 
string address;
Connector connector;
DataHandler dataHandler;
int id;
TCPInput input;
int interval;
string localAddress;
IPEndPoint localPoint;
int localPort;
NetworkStream outputStream;
public TTCPClientInterface parent;
int port;
tWorks.tNetworking.Protocol.Protocol protocol;
bool reconnect;
string remoteIP;
Socket socket;
public State state;
#endregion Fields 
#region Enums (1) 
public enum State {Disconnected,Connecting,Connected}
#endregion Enums 
#region Constructors (4) 
public ClientHandler(int id, TTCPClientInterface parent, Socket socket, tWorks.tNetworking.Protocol.Protocol protocol)
{
this.id=id;
this.parent = parent;
this.protocol = protocol;
dataHandler = new DataHandler(protocol, this);
setConnected(socket);
}
public ClientHandler(int id, TTCPClientInterface parent, Protocol.Protocol protocol)
{
this.id=id;
this.parent = parent;
this.protocol = protocol;
dataHandler = new DataHandler(protocol, this);
state = State.Disconnected;
}
public ClientHandler(int id, TTCPClientInterface parent, Socket socket)
{
this.id=id;
this.parent = parent;
setConnected(socket);
}
public ClientHandler(int id, TTCPClientInterface parent)
{
this.id=id;
this.parent = parent;
this.protocol = null;
changeState(State.Disconnected);
}
#endregion Constructors 
#region Delegates and Events (4) 
// Delegates (2) 
public delegate void ConnectionLostDelegate(string message);
public delegate void exceptionDelegate(Exception ex);
// Events (2) 
public event exceptionDelegate ConnectionFailed;
public event ConnectionLostDelegate ConnectionLostEvent;
#endregion Delegates and Events 
#region Methods (17) 
// Public Methods (16) 
public void connect(string address, int port, int retryInterval, bool reestablish)
{
System.Random rand = new Random();
localPort = rand.Next(40000, 60000);
IPAddress localIP = Dns.GetHostEntry(Dns.GetHostName()).AddressList[0]; // new IPAddress(Dns.GetHostByName(Dns.GetHostName()).AddressList[0].Address);
connect(address, port, retryInterval, reestablish, localIP.ToString(), localPort);
}
/// <summary>
/// Will connect to the address and port specified. If connection failed a new attempt will be made according to the Interval parameter.
/// If connection is lost attempts to reastablish it will be made if Reestablish is set to true.
/// </summary>
/// <param name="address"></param>
/// <param name="port"></param>
/// <param name="retryInterval"></param>
/// <param name="reestablish"></param>
public void connect(string address, int port, int retryInterval, bool reestablish, string localAddress, int localPort)
{
this.reconnect = reestablish;
this.address = address;
this.port = port;
this.interval = retryInterval;
this.localAddress = localAddress;
this.localPort = localPort;
changeState(State.Connecting);
connector = new Connector(address, port, this, interval, localPoint, reestablish);
connector.Connect();
}
public void disconnect()
{
reconnect = false;
if (connector != null)
{
connector.stopConnecting();
}
setDisconnected();
}
public void dispose()
{
}
public void failedConnect(Exception e)
{
if (ConnectionFailed != null)
ConnectionFailed(e);
}
public int getID()
{
return this.id;
}
public string getIP()
{
return remoteIP;
}
public bool isConnected()
{
return this.state == State.Connected;
}
public void outDataLog(int nbrBytes)
{
parent.outDataLog(nbrBytes, id);
}
public void preProcessMessage(byte[] data)
{
//data = Crypto.Decrypt("a1s2d3", data);
if(protocol != null)
dataHandler.addData(data);
else
processMessage(data);
}
public void processMessage(byte[] data)
{
parent.processMessage(data,this);
}
public bool sendData(byte[] data)
{
if(this.state == State.Connected)
{
if (data != null && data.Length > 0)
{
try
{
//data = Crypto.Encrypt("a1s2d3", data);
outputStream.Write(data, 0, data.Length);
outputStream.Flush();
}
catch(Exception e)
{
System.Diagnostics.Debug.WriteLine("ClientHandler.sendData> " + e.ToString());
}
//parent.outDataLog(data.Length);
}
}
return true;
}
public void setConnected(Socket thisClient)
{
socket = thisClient;
outputStream = new NetworkStream(thisClient);
input = new TCPInput(outputStream, this);
remoteIP = this.socket.RemoteEndPoint.ToString();
changeState(State.Connected);
}
public void setDisconnected()
{
try
{
if (this.state == State.Connected)
{
changeState(State.Disconnected);
//socket.Shutdown(SocketShutdown.Both);
socket.Close();
}
}
catch { }
if (reconnect)
this.connect(address, port, interval, true, localAddress, localPort);
}
public void stopConnect()
{
connector.stopConnecting();
changeState(State.Disconnected);
}
public override string ToString()
{
string returnString = "(D)";
if(this.state == State.Connected)
returnString = this.getIP();
return returnString;
}
// Private Methods (1) 
private void changeState(State state)
{
if (this.state == State.Connected && state == State.Disconnected)
{
if (ConnectionLostEvent != null)
ConnectionLostEvent("Uppkoppling bröts.");
}
this.state = state;
parent.connStateChange(this);
}
#endregion Methods 
}
}
This is TCPInput.cs that is listening on incoming data and forwarding that to the ClientHandler (seen above):
using System;
using System.Net.Sockets;
using System.Net;
using System.Threading;
namespace tWorks.tNetworking.tNetworkingCF
{
public class TCPInput
{
NetworkStream stream;
ClientHandler client;
public TCPInput(NetworkStream nS, ClientHandler client)
{
stream = nS;
this.client = client;
Thread t = new Thread(new ThreadStart(run));
t.IsBackground = true;
t.Name = "TCPInput";
t.Start();
}
public void run()
{
bool continueRead = true;
byte[] readBuffer = new byte[32768];
byte[] receivedBuffer = null;
int nbrBytesRead = 0;
int receivedBufferPos = 0;
while(continueRead)
{
try
{
nbrBytesRead = 0;
nbrBytesRead = stream.Read(readBuffer, 0, 10000);
receivedBuffer = new byte[nbrBytesRead];
}
catch (Exception e)
{
System.Diagnostics.Debug.WriteLine("TCPInput> Exception when stream.Read: " + e.ToString());
continueRead = false;
}
if(nbrBytesRead > 0)
{
try
{
Array.Copy(readBuffer, 0, receivedBuffer, receivedBufferPos, nbrBytesRead);
}
catch (Exception e)
{
System.Diagnostics.Debug.WriteLine("TCPInput> Exception when Array.Copy: " + e.ToString());
continueRead = false;
}
client.preProcessMessage(receivedBuffer);
}
else
{
// *** I can break here, the nbrOfBytes read is 0 when this whole thing explodes =)
System.Diagnostics.Debug.WriteLine("TCPInput> Number of bytes read == 0! Setting continueRead = false");
continueRead = false;
}
}
client.setDisconnected();
}
}
}
The problem is in your other code, the 'client'. It closes the connection after sending all the 'packets'. You must wait until the server has received all of them. A simple approach, beyond negotiating it explicitly, is to wait for the server to close the connection.
That number ("thus sending up til 65835 bytes") is magically close to 2^16-1 (65535) -- looks like just one packet over!
(I'm assuming it's just the larger size that made things go kaboom! -- this can be tested reliably.)
I suspect there is an unsigned 16-bit variable used (in the library) where you need something with more range. Perhaps you can "empty" the internals of the library periodically or perform the operation in multiple connection? (Okay, just trying to throw out some 'quick hack' ideas :-)
So, after much testing and discussing with my partner-in-crime we found out that instead of using port 21 and taking for example port 22 - the problem goes away.
I have no idea why it behaves like this, but it does...
You post raises questions for me. Like why are you choosing well known ports for this service? I don't believe in coincidences and suspect your use of the term "partner-in-crime" may have more truth then I would care to be associated with.
Then also I am wondering why you assume a Windows bug and not one in the MyNetowrking.dll. Sure, you have been using this for five years. But it still hasn't had the level of vetting that Microsoft gives their code.

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