Memory Leak in C# Socket application - c#

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.

Related

TcpClient connected but server not receiving message

Server :
public class TcpServer
{
private TcpListener tcpListener;
private static ManualResetEvent allDone = new ManualResetEvent(false);
public TcpServer(string url, int port)
{
tcpListener = new TcpListener(IPAddress.Parse(url), port);
pingMapper = new LightPingMapper();
}
public void Run()
{
tcpListener.Start();
Console.WriteLine("Server running");
while (true)
{
allDone.Reset();
tcpListener.BeginAcceptSocket(AcceptCallback, tcpListener);
Console.WriteLine("Accepting socket");
allDone.WaitOne();
}
Console.ReadLine();
}
private void AcceptCallback(IAsyncResult result)
{
try
{
allDone.Set();
var listener = (TcpListener) result.AsyncState;
var handler = listener.EndAcceptSocket(result);
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, state.buffer.Length, 0, ReadCallback, state);
}
catch (Exception e)
{
Console.WriteLine($"Error accepting callback. {e.Message}");
}
}
private void ReadCallback(IAsyncResult asyncResult)
{
try
{
string content = string.Empty;
Console.WriteLine("Read data from socket");
StateObject state = (StateObject) asyncResult.AsyncState;
Socket handler = state.workSocket;
int bytesRead = handler.EndReceive(asyncResult);
if (bytesRead > 0)
{
state.sb.Append(Encoding.UTF8.GetString(state.buffer));
content = state.sb.ToString();
Console.WriteLine(content + " " + DateTime.Now);
}
}
catch (Exception e)
{
Console.WriteLine($"Error reading socket. {e.Message}");
}
}
}
class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
Client:
public class TCPClientWrapper
{
private TcpClient tcpClient;
private readonly string address;
private readonly int port;
public TCPClientWrapper(string address, int port)
{
InitTcpClient();
this.address = address;
this.port = port;
}
public void SendMessage()
{
for(int i=0; i < 10; i++)
{
if (!SocketConnected())
{
TryConnect();
}
byte[] buffer = Encoding.UTF8.GetBytes("Hello");
tcpClient.Client.Send(buffer);
Thread.Sleep(60000);
}
}
private void TryConnect()
{
bool isConnected = false;
while (true)
{
try
{
InitTcpClient();
tcpClient.Connect(IPAddress.Parse(address), port);
if (SocketConnected())
{
Console.WriteLine("TcpClient, Connected");
isConnected = true;
break;
}
}
catch (Exception e)
{
Console.WriteLine("TcpClient, connection failed. Try to reconnect after 30 seconds, {0}", e.Message);
}
finally
{
if (!isConnected)
{
tcpClient.Close();
Thread.Sleep(30000);
}
}
}
}
private void InitTcpClient()
{
tcpClient = new TcpClient();
tcpClient.SendTimeout = 15;
}
private bool SocketConnected()
{
var s = tcpClient.Client;
if (!s.Connected)
return false;
bool part1 = s.Poll(1000, SelectMode.SelectRead);
bool part2 = s.Available == 0;
return !(part1 && part2);
}
}
The problem is that server read only first message , each next message is not received by server . The tcpClient is connected , but server doesn't receive any message . Could anyone suggest what is wrong with my code ?
In ReadCallback, you don't start the next read - so yes, your code only reads once.
Adding
handler.BeginReceive(state.buffer, 0, state.buffer.Length, 0, ReadCallback, state);
to the bottom of ReadCallback (when bytesRead > 0) should work. However! You aren't implementing proper framing, so you should be very cautious of that. A basic framing implementation for a text-based protocol (like this) would be to use some kind of line-end sentinel, and buffer data until you see a line-end, then process the line.
On TCP, you are only guaranteed to get the right bytes in the right order (or a failed socket eventually) - you are not guaranteed to get them in the same composition in terms of calls to Send exactly matching calls to Receive in terms of the numbers of bytes in each.

socket server listening all the time

The requirement is server socket should accept the client socket connection all the time (windows service application). Below is the code which works fine for several hours, but after sometime accept does not work at all. To keep the accept all the time, I also have thread which connects the server every 10 min. By this way I got to know that server socket has stopped after some time (several hours)
public void StartReceiveNotification()
{
if (!isStarted)
{
try
{
byte[] bytes = new Byte[1024];
var ips = Dns.GetHostAddresses(Dns.GetHostName());
var myAddress = ips.FirstOrDefault(ip => ip.AddressFamily == AddressFamily.InterNetwork);
assigningIp = myAddress;
server = new TcpListener(myAddress, 11001);
server.Start();
AcceptSockets();
isStarted = true;
}
catch (Exception ex)
{
logger.Error(ex);
}
}
}
private void AcceptSockets()
{
try
{
while (true)
{
var acceptedSocket = server.AcceptSocket();
var state = new StateObject { BufferSize = 6000, Socket = acceptedSocket };
acceptedSocket.BeginReceive(state.Buffer, 0, state.BufferSize, 0, this.ReadCallback, state);
acceptedSockets.Add(acceptedSocket);
}
}
catch (Exception ex)
{
logger.Error(ex);// no exception but stops accepting socket
}
}
internal ElapsedEventHandler SendKeepLiveCommand()// triggers every 10 min
{
try
{
if (assigningIp != null)
{
var socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
socket.Connect(assigningIp, 11001);
socket.Send(ASCIIEncoding.ASCII.GetBytes("keepAlive"));
socket.Disconnect(false);
socket.Dispose();
}
}
catch (Exception ex)
{
logger.Error(ex);// get exception after several hours
}
return null;
}
issue was server had vpn connection and it was using that ip address. when vpn connection lost server stopped listening.

Send objects over TCP with multiple clients and one server

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.

Problem with simple tcp\ip client-server

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.)

TCP server causes MAX CPU utlization

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();
}
}
}

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