Sockets on Windows - did I miss something in my program? - c#

Thanks for reading and answering in advance!
I wrote a simple C# program that connects via sockets with a third-party tool. Whenever I send a string longer than 1024 characters, the third-party software throws an error. Now I am trying to find out if this is a problem of my socket code or one of the other software (EnergyPlus).
It is only a few lines of code, and if anyone has suggestions, they would be highly appreciated!
using System.IO;
using System.Net;
using System.Net.Sockets;
...
private int port = 1410;
private TcpListener listener;
private Stream s;
private StreamReader sr;
private StreamWriter sw;
private Socket soc;
...
Here it really starts:
listener = new TcpListener(port);
listener.Start();
soc = listener.AcceptSocket();
// now, the other program connects
soc.SetSocketOption(SocketOptionLevel.Socket,
SocketOptionName.ReceiveTimeout, 10000);
s = new NetworkStream(soc);
sr = new StreamReader(s);
sw = new StreamWriter(s);
sw.AutoFlush = true; // enable automatic flushing
sw.WriteLine("more or less than 1024 characters");
...
This is the code I use. Anything I forgot? Anything I should take care of?
I am glad about any suggestions.
The error I get from E+ is the following:
ExternalInterface: Socket communication received error value " 1" at time = 0.00 hours.
ExternalInterface: Flag from server " 0".

Yu need to look at the specification defined by EnergyPlus; any socket communication needs rules. There are two obvious options here:
you aren't following the rules (maybe it is limited length, or maybe you need to write special marker bytes for this scenario)
their server code doesn't implement the specification correctly (biggest causes are: buffer issues, or: assuming a logical frame arrives in a single network packet)
Actually, I find it interesting that it is doing anything yet, as there is no obvious "frame" there; TCP is a stream, so you ususally need frames to divide logical messages. This usually means one of:
a length prefix, with or without other header data
a cr/lf/crlf terminator (or other terminator), usually for text-based protocols
closing the socket (the ultimate terminator)
You do none of those, so in any server I write, that would be an incomplete message until something else happens. It sounds text-based; I'd try adding a cr/lf/crlf

Related

Client stops working after sending message and server doesn't wait for mutliple data to come

I've recently started learning about computer networks and decieded to try TCP/IP server and client. They both work, but I'm having issues with sending mutliple data to the server. I've made it to look like a chat service between clients but the server accepts only one client and closes the connection after the data is sent and the client for some reason stops responding after sending data to server (I think the problem comes from the server and not the client itself), no error message, only on the server side when I force close the client.
This is how my server looks like...
static void Main(string[] args)
{
//User can define port
Console.WriteLine("open a port:");
string userInputPort = Console.ReadLine();
//listening for connections
TcpListener listener = new TcpListener(System.Net.IPAddress.Any, Convert.ToInt32(userInputPort));
listener.Start();
Console.WriteLine("listening...");
while (true)
{
//waiting for client to connect to server
Console.WriteLine("Waiting for connection...");
//when user connects to server, server will accept any request
TcpClient client = listener.AcceptTcpClient();
Console.WriteLine("Client Accepted");
NetworkStream stream = client.GetStream();
StreamReader streamR = new StreamReader(client.GetStream());
StreamWriter streamW = new StreamWriter(client.GetStream());
while (true)
{
if(client.Connected)
{
if (stream.CanRead)
{
//buffer
byte[] buffer = new byte[1024];
stream.Read(buffer, 0, buffer.Length);
int recv = 0;
foreach (byte b in buffer)
{
if(b != 0)
{
recv++;
}
}
string request = Encoding.UTF8.GetString(buffer, 0, recv);
Console.WriteLine("request recived: " + request);
streamW.Flush();
}
}
}
}
}
}
}
and this is how the client looks like...
...
try
{
//try to connect
client = new TcpClient(textBoxIP.Text, Convert.ToInt32(textBoxPort.Text));
}
...
static void sendMessage(string message, TcpClient client)
{
int byteCount = Encoding.ASCII.GetByteCount(message);
byte[] sendData = new byte[byteCount];
sendData = Encoding.ASCII.GetBytes(message);
NetworkStream stream = client.GetStream();
stream.Write(sendData, 0, sendData.Length);
StreamReader streamReader = new StreamReader(stream);
string respone = streamReader.ReadLine();
stream.Close();
client.Close();
}
Like I said, I'm still learning about computer networking and any comment to this code will help!
Thank you
It helps if you give yourself some idea of what you're actually expecting from the code you're writing. It seems to me that you make a lot of automatic assumptions without actually making sure to put them in your code.
Your server can only ever at best accept a single client. Not one client at a time, but one ever. You never exit from your reading loop, so after the client disconnects, you end up in a wonderful infinite busy loop. Your intent was probably to serve another client when one disconnects, but that's not what you're doing.
You assume the server will send a response to the client. But you never actually send any response! For a client to read something, the server first must send something for the client to read.
You assume the string sent by the client will be zero-terminated, or that the target buffer for Read will be zeroed. If you want zero-termination, you have to send it yourself from the client - the StreamWriter certainly doesn't do that. Strings aren't zero-terminated as a rule - it's just one C-style way of representing strings in memory. You shouldn't assume anything about the contents of the buffer beyond what the return value from Read tells you was returned.
Those are issues with things you forgot to quite put in, presumably. Now to the incorrect assumptions on part of how TCP works. To keep clarity, I will tell the way it is, rather than the incorrect assumption.
A single write can result in multiple reads on the other side, and a single read can read data from multiple writes on the other side. TCP doesn't send (and receive) messages, it deals with streams. You need to add a messaging protocol on top of that if streams aren't good enough for you.
Read returns how many bytes were read. Use that to process the response, instead of looking for a zero. When Read returns a zero, it means the connection has been closed, and you should close your side as well. This is all that you need, instead of all the while (true), if (Connected) and if (CanRead) - loop until Read returns zero. Process data you get as it gets to you.
The TCP stream is a bit trickier to work with than most streams; it behaves differently enough that using helpers like StreamReader is dangerous. You have to do the work yourself, or get a higher-abstraction library to work with networking. TCP is very low level.
You cannot rely on getting a response to a Read. TCP uses connections, but it doesn't do anything to keep the connection alive on its own, or notice when it is down - it was designed for a very different internet than today's, and it can happily survive interruptions of service for hours - as long as you don't try to send anything. If the client disconnects abruptly, the server might never know.
You should also make sure to clean up all the native resources properly - it really helps to use using whenever possible. .NET will clean up eventually, but for things like I/O, that's often dangerously late.
while (true)
{
if(client.Connected)
{
if (stream.CanRead)
{
I don't see any code, that exits the outer while the loop if either client.Connected or stream.CanRead become false. So, when the client disconnects and they become false, it seems to me that the server just loops forever.
You should at least do all error handling (close all necessary streams) and break out of the loop.
As the next problem, you code can only have one client at a time. If the client is not actually closing the connection. I do not know for sure what the correct C# solution is, but i think it is spawning a separate thread for each connected client.

TcpListener + TcpClient - wait for client to read data before closing

I am building a simple HTTP server for PDF files with TcpClient. It works well, however the TcpClient closes before the browser is downloading of the PDF is being finished. How can I force TcpClient to wait until the remote client get everything that is written before closing?
//pdf is byte[]
TcpListener server = new TcpListener(address, port);
server.Start();
TcpClient client = server.AcceptTcpClient(); //Wait for connection
var ns = client.GetStream();
string headers;
using (var writer = new StringWriter())
{
writer.WriteLine("HTTP/1.1 200 OK");
//writer.WriteLine("Accept: text/html");
writer.WriteLine("Content-type: application/pdf");
writer.WriteLine("Content-length: " + pdf.Length);
writer.WriteLine();
headers = writer.ToString();
}
var bytes = Encoding.UTF8.GetBytes(headers);
ns.Write(bytes, 0, bytes.Length);
ns.Write(pdf, 0, pdf.Length);
Thread.Sleep(TimeSpan.FromSeconds(10)); //Adding this line fixes the problem....
client.Close();
server.Stop();
Can I replace that ugly 'Thread.Sleep' hack?
EDIT: The code below works, based on the answers:
TcpListener Server = null;
public void StartServer()
{
Server = new TcpListener(IPAddress.Any, Port);
Server.Start();
Server.BeginAcceptTcpClient(AcceptClientCallback, null);
}
void AcceptClientCallback(IAsyncResult result)
{
var client = Server.EndAcceptTcpClient(result);
var ns = client.GetStream();
string headers;
byte[] pdf = //get pdf
using (var writer = new StringWriter())
{
writer.WriteLine("HTTP/1.1 200 OK");
//writer.WriteLine("Accept: text/html");
writer.WriteLine("Content-type: application/pdf");
writer.WriteLine("Content-length: " + pdf.Length);
writer.WriteLine();
headers = writer.ToString();
}
var bytes = Encoding.UTF8.GetBytes(headers);
ns.Write(bytes, 0, bytes.Length);
ns.Write(pdf, 0, pdf.Length);
client.Client.Shutdown(SocketShutdown.Send);
byte[] buffer = new byte[1024];
int byteCount;
while ((byteCount = ns.Read(buffer, 0, buffer.Length)) > 0)
{
}
client.Close();
Server.Stop();
}
The main issue in your code is that your server (the file host) neglected to read from the socket it's writing the file to, and so has no way to detect, never mind wait for, the client shutting down the connection.
The code could be way better, but at a minimum you could probably get it to work by adding something like this just before your client.Close(); statement:
// Indicate the end of the bytes being sent
ns.Socket.Shutdown(SocketShutdown.Send);
// arbitrarily-sized buffer...most likely nothing will ever be written to it
byte[] buffer = new byte[4096];
int byteCount;
while ((byteCount = ns.Read(buffer, 0, buffer.Length)) > 0)
{
// ignore any data read here
}
When an endpoint initiates a graceful closure (e.g. by calling Socket.Shutdown(SocketShutdown.Send);), that will allow the network layer to identify the end of the stream of data. Once the other endpoint has read all of the remaining bytes that the remote endpoint has sent, the next read operation will complete with a byte length of zero. That's that other endpoint's signal that the end-of-stream has been reached, and that it's time to close the connection.
Either endpoint can initiate the graceful closure with the "send" shutdown reason. The other endpoint can acknowledge it once it's finished sending whatever it wants to send by using the "both" shutdown reason, at which point both endpoints can close their sockets (or streams or listeners or whatever other higher-level abstraction they might be using the wrap the socket).
Of course, in a properly-implemented protocol, you'd know in advance whether any data would ever actually be sent by the remote endpoint. If you know none ever will be, you could get away with a zero-length buffer, and if you know some data might be sent back from the client, then you'd actually do something with that data (as opposed to the empty loop body above).
In any case, the above is strictly a kludge, to get the already-kludged code you posted to work. Please don't mistake it for something intended to be seen in production-quality code.
All that said, the code you posted is a long way from being all that good. You aren't just implementing a basic TCP connection, but apparently are trying to reimplement the HTTP protocol. There's no point in doing that, as .NET already has HTTP server functionality built in (see e.g. System.Net.HttpListener). If you do intend to reinvent the HTTP server, you need a lot more code than the code you posted. The lack of error-handling alone is a major flaw, and will cause all kinds of headaches.
If you intend to write low-level network code, you should do a lot more research and experimentation. One very good resource is the Winsock Programmer’s FAQ. It's primary focus is, of course, programmers targeting the Winsock API. But there is a wealth of general-purpose information there as well, and in any case all of the various socket APIs are very similar, as they are all based on the same low-level concepts.
You may also want to review various existing Stack Overflow Q&A. Here are a couple of ones closely related to your specific problem:
How to correctly use TPL with TcpClient?
Send a large file over tcp connection
Do be careful though. There's almost as much bad advice out there as good. There's no shortage of people going around acting like they are experts in network programming when they aren't, so take everything you read with a grain of salt (including my advice above!).

Weird tcp connection scenario

I am using TCP as a mechanism for keep alive here is my code:
Client
TcpClient keepAliveTcpClient = new TcpClient();
keepAliveTcpClient.Connect(HostId, tcpPort);
//this 'read' is supposed to blocked till a legal disconnect is requested
//or till the server unexpectedly dissapears
int numberOfByptes = keepAliveTcpClient.GetStream().Read(new byte[10], 0, 10);
//more client code...
Server
TcpListener _tcpListener = new TcpListener(IPAddress.Any, 1000);
_tcpListener.Start();
_tcpClient = _tcpListener.AcceptTcpClient();
Tracer.Write(Tracer.TraceLevel.INFO, "get a client");
buffer = new byte[10];
numOfBytes = _tcpClient.GetStream().Read(buffer, 0, buffer.Length);
if(numOfBytes==0)
{
//shouldn't reach here unless the connection is close...
}
I put only the relevant code... Now what that happens is that the client code is block on read as expected, but the server read return immediately with numOfBytes equals to 0, even if I retry to do read on the server it return immediately... but the client read is still block! so in the server side I think mistakenly that the client is disconnected from the server but the client thinks it connected to the server... someone can tell how it is possible? or what is wrong with my mechanism?
Edit: After a failure I wrote to the log these properties:
_tcpClient: _tcpClient.Connected=true
Socket: (_tcpClient.Client properties)
_tcpClient.Client.Available=0
_tcpClient.Client.Blocking=true
_tcpClient.Client.Connected=true
_tcpClient.Client.IsBound=true
Stream details
_tcpClient.GetStream().DataAvailable=false;
Even when correctly implemented, this approach will only detect some remote server failures. Consider the case where the intervening network partitions the two machines. Then, only when the underlying TCP stack sends a transport level keep-alive will the system detect the failure. Keepalive is a good description of the problem. [Does a TCP socket connection have a “keep alive”?] 2 is a companion question. The RFC indicates the functionality is optional.
The only certain way to reliably confirm that the other party is still alive is to occasionally send actual data between the two endpoints. This will result in TCP promptly detecting the failure and reporting it back to the application.
Maybe something that will give clue: it happens only when 10 or more clients
connect the server the same time(the server listen to 10 or more ports).
If you're writing this code on Windows 7/8, you may be running into a connection limit issue. Microsoft's license allows 20 concurrent connections, but the wording is very specific:
[Start->Run->winver, click "Microsoft Software License Terms"]
3e. Device Connections. You may allow up to 20 other devices to access software installed on the licensed computer to use only File Services, Print Services, Internet Information Services and Internet Connection Sharing and Telephony Services.
Since what you're doing isn't file, print, IIS, ICS, or telephony, it's possible that the previous connection limit of 10 from XP/Vista is still enforced in these circumstances. Set a limit of concurrent connections to 9 in your code temporarily, and see if it keeps happening.
The way I am interpretting the MSDN remarks it seems that behavior is expected. If you have no data the Read the method returns.
With that in mind I think what I would try is to send data at a specified interval like some of the previous suggestions along with a "timeout" of some sort. If you don't see the "ping" within your designated interval you could fail the keepalive. With TCP you have to keep in mind that there is no requirement to deem a connection "broken" just because you aren't seeing data. You could completely unplug the network cables and the connection will still be considered good up until the point that you send some data. Once you send data you'll see one of 2 behaviors. Either you'll never see a response (listening machine was shutdown?) or you'll get an "ack-reset" (listening machine is no longer listening on that particular socket)
https://msdn.microsoft.com/en-us/library/vstudio/system.net.sockets.networkstream.read(v=vs.100).aspx
Remarks:
This method reads data into the buffer parameter and returns the number of bytes successfully read. If no data is available for reading, the Read method returns 0. The Read operation reads as much data as is available, up to the number of bytes specified by the size parameter. If the remote host shuts down the connection, and all available data has been received, the Read method completes immediately and return zero bytes.
As I can see you are reading data on both sides, server and client. You need to write some data from the server to the client, to ensure that your client will have something to read. You can find a small test program below (The Task stuff is just to run the Server and Client in the same program).
class Program
{
private static Task _tcpServerTask;
private const int ServerPort = 1000;
static void Main(string[] args)
{
StartTcpServer();
KeepAlive();
Console.ReadKey();
}
private static void StartTcpServer()
{
_tcpServerTask = new Task(() =>
{
var tcpListener = new TcpListener(IPAddress.Any, ServerPort);
tcpListener.Start();
var tcpClient = tcpListener.AcceptTcpClient();
Console.WriteLine("Server got client ...");
using (var stream = tcpClient.GetStream())
{
const string message = "Stay alive!!!";
var arrayMessage = Encoding.UTF8.GetBytes(message);
stream.Write(arrayMessage, 0, arrayMessage.Length);
}
tcpListener.Stop();
});
_tcpServerTask.Start();
}
private static void KeepAlive()
{
var tcpClient = new TcpClient();
tcpClient.Connect("127.0.0.1", ServerPort);
using (var stream = tcpClient.GetStream())
{
var buffer = new byte[16];
while (stream.Read(buffer, 0, buffer.Length) != 0)
Console.WriteLine("Client received: {0} ", Encoding.UTF8.GetString(buffer));
}
}
}

Multithreading using AsyncCallback and GUI controls

Multithread programming is a new concept for me. I’ve done a bunch of reading and even with many examples, I just can’t seem to figure it out. I'm new to C# and programming.
I have a winform project with lots of custom controls I’ve imported and will utilize many tcpclients. I’m trying to get each control to be hosted on it’s own separate thread. Right now, I’m trying to get 1 control to behave appropriately with it’s own thread.
I'll show you what I have and then follow up with some questions regarding guidance.
string asyncServerHolder; // gets the server name from a text_changed event
int asyncPortHolder; // gets the port # from a text_changed event
TcpClient wifiClient = new TcpClient();
private void btnStart_Click(object sender, EventArgs e)
{
... // variable initialization, etc.
... // XML setup, http POST setup.
send(postString + XMLString); // Content to send.
}
private void send(string msg)
{
AsyncCallback callBack = new AsyncCallback(ContentDownload);
wifiClient.BeginConnect(asyncServerHolder, asyncPortHolder, callBack, wifiClient);
wifiClient.Client.Send(System.Text.Encoding.ASCII.GetBytes(msg));
}
private void ContentDownload(IAsyncResult result)
{
if (wifiClient.Connected)
{
string response4 = "Connected!!"; //debug msg
byte[] buff = new byte[1024];
int i = wifiClient.Client.Receive(buff);
do
{
response1 = System.Text.Encoding.UTF8.GetString(buff, 0, i);
} while (response1.Length == 0);
response2 = response1.Substring(9, 3); // pick out status code to be displayed after
wifiClient.Client.Dispose();
wifiClient.Close();
}
}
If you're knowledgeable about this, I bet you see lots of problems above. As it stands right now, I always get an exception one my first iteration of running this sequence:
"A request to send or receive data was disallowed because the socket is not connected and (when sending on a datagram socket using a sendto call) no address was supplied"
Why is this? I have confirmed that my asyncServerHolder and my asyncPortHolder are correct. My second iteration of attempting allowed me to see response4 = "Connected!!" but I get a null response on response1.
Eventually I'd like to substitute in my user controls which I have in a List. I'd just like to gracefully connect, send my msg, receive my response and then allow my form to notify me from that particular control which plays host to that tcp client. My next step would be link up many controls.
Some questions:
1) Do I need more TCP clients? Should they be in a list and be the # of controls I have enabled at that time of btnStart_Click?
2) My controls are on my GUI, does that mean I need to invoke if I'm interacting with them?
3) I see many examples using static methods with this context. Why is this?
Thanks in advance. All criticism is welcome, feel free to be harsh!
BeginConnect returns immediately. Probably, no connection has been established yet when Send runs. Make sure that you use the connection only after having connected.
if (wifiClient.Connected) and what if !Connected? You just do nothing. That's not a valid error recovery strategy. Remove this if entirely.
In your read loop you destroy the previously read contents on each iteration. In fact, you can't split up an UTF8 encoded string at all and decode the parts separately. Read all bytes into some buffer and only when you have received everything, decode the bytes to a string.
wifiClient.Client.Dispose();
wifiClient.Close();
Superstitious dispose pattern. wifiClient.Dispose(); is the canonical way to release everything.
I didn't quite understand what "controls" you are talking about. A socket is not a control. UI controls are single-threaded. Only access them on the UI thread.
Do I need more TCP clients?
You need one for each connection.
Probably, you should use await for all blocking operations. There are wrapper libraries that make the socket APIs usable with await.

AS3 sockets and policy file request to a C# server

This problem is driving me crazy! I've read all the questions on Stack Overflow but I'm still stuck.
My as3 program works very well, but when I have finished it and put it on a server, it starts to request this famous policy file.
AS3 script:
socket.addEventListener(Event.CONNECT, onConnect);
socket.addEventListener(Event.CLOSE, onClose);
socket.addEventListener(IOErrorEvent.IO_ERROR, onError);
socket.addEventListener(SecurityErrorEvent.SECURITY_ERROR, onSecError);
socket.addEventListener(ProgressEvent.SOCKET_DATA, onResponse);
socket.connect( MYHOST, 4242 );
C# server code:
TcpListener serverSocket = new TcpListener(4242);
TcpClient clientSocket = default(TcpClient);
serverSocket.Start();
clientSocket = serverSocket.AcceptTcpClient();
NetworkStream networkStream = clientSocket.GetStream();
StreamReader read = new StreamReader(networkStream, Encoding.UTF8);
StreamWriter write = new StreamWriter(networkStream, Encoding.UTF8);
response = read.ReadLine();
if (response.Contains("policy"))
{
write.Write("<?xml version=\"1.0\"?><cross-domain-policy><allow-access-from domain=\"*\" to-ports=\"*\" /></cross-domain-policy>\0");
write.Flush();
clientSocket.Close();
return;
}
So, when the AS3 doesn't find the policy on the default port 843 (or something similar), it asks directly on the same socket as the connection.
My C# code sees the request and replies, after which the AS3 script closes the connection (which is OK), but it never reconnects.
I have tried to put this in the AS3 before the connect():
Security.loadPolicyFile( "xmlsocket://myhost.com:4242");
But when I do the connect() it simply gets stuck and never requests the policy file. After I close the AS3 application, my server sees the request, but the connection is closed. It's like the client forget to do a flush.
Can someone tell me how I can solve this problem correctly?
After 3 days i have finally discovered what is the bug in the code.
A bounty of 50 points and no one have noticed it :-(
Is very stupid, a novice error:
When the flash application ask for the policy file dont send the newline char, but the terminating char '\0'.
and im reading with the read.ReadLine(); that read until the '\n', so it stuck.
Thank you all for your replies.
I've faced a problem similar to your's. The fact is, that while running a Flash app into a C#, it lose lot's of requests which port differs from standart. The solution is not to use such requests in Flash. So you have to put them into C#, and call this functions with Flash's ExternalInterface.call. When the request is completed, your C# must call a Flash function, passing req's answer as a parameter.

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