I'm trying to asynchronously scan TCP ports. Since the open ports take just a few hundredths of milliseconds to complete they're fine, but when ports are closed I have to wait for the response.
So what happens is that I run the app and almost right away I see the port 80 to be open. Then I must wait like half a minute for all the other ports to get scanned.
EDIT. plus I would like to show the respond as it happens, with out waiting for other ports to be checked.
How to make this faster?
private void btnStart_Click(object sender, EventArgs e)
{
for (int port = 79; port < 90; port++)
{
ScanPort(port);
}
}
private void ScanPort(int port)
{
TcpClient client = new TcpClient();
client.BeginConnect(IPAddress.Parse("74.125.226.84"), port, new AsyncCallback(CallBack), client);
}
private void CallBack(IAsyncResult result)
{
bool connected = false;
using (TcpClient client = (TcpClient)result.AsyncState)
{
try
{
client.EndConnect(result);
connected = client.Connected;
}
catch (SocketException)
{
}
}
if (connected)
{
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "open2" + Environment.NewLine;
});
}
else
{
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "closed2" + Environment.NewLine;
});
}
}
You can use the WaitHandle BeginConnect returns to only wait so long.
using (var tcp = new TcpClient())
{
var ar = tcp.BeginConnect(host, port, null, null);
using (ar.AsyncWaitHandle)
{
//Wait 2 seconds for connection.
if (ar.AsyncWaitHandle.WaitOne(2000, false))
{
try
{
tcp.EndConnect(ar);
//Connect was successful.
}
catch
{
//EndConnect threw an exception.
//Most likely means the server refused the connection.
}
}
else
{
//Connection timed out.
}
}
}
Related
I have an issue with my application,
I have a TCPListener which listen let's say on port 14000
After the application is being closed I can see on the CMD that the listener is still listening.
At the second run of the application as expected I cant start the listener on the same port (14000) because it is already taken, I am changing the application port to 15000 on the second running, work wonderful and the listener is being CLOSED after the application is being shut down,
I assume that on the first run, the first listener on port 14000 stays open after the app is dead, on the second run the application closed/open the listener on port 15000 very well, why is this happen? I thought maybe it is about the port 14000 I've switched the orders of the opening ports (first opened 15000) and saw that the 15000 stays open and the 14000 (on the second run) closed and open correctly, Why at the first run the listener not being closed??
The code to my server:
class Server : IDisposable
{
private const int TIMER_PERIOD = 60 * 1000; // ms
private string servePort;
private string serverIP;
byte[] DataReceived = new byte[1024];
Action<string> MssageReceiveCallback;
private bool isListening = false;
static Timer serverTimer = null;
private TcpListener _Server;
private Dictionary<int, TcpClient> clientsList = new Dictionary<int, TcpClient>();
private bool serverListening = true;
private static int ClientInstance = 0;
public Server(string _serverIP, string _serverPORT, Action<string> messageReceiveCallback)
{
serverIP = _serverIP;
servePort = _serverPORT;
MssageReceiveCallback = messageReceiveCallback;
// InitilizeServer();
}
private void InitilizeServer()
{
_Server = new TcpListener(IPAddress.Parse(serverIP), int.Parse(servePort));
// if (serverTimer == null)
// serverTimer = new Timer(new TimerCallback(OnTimerCallback), null, TIMER_PERIOD, TIMER_PERIOD);
Task.Run(() =>
{
try
{
_Server.Start();
while (_Server != null)
{
TcpClient tcpClient;
try
{
tcpClient = _Server.AcceptTcpClient();
}
catch
{
continue;
}
Task.Run(() =>
{
ClientInstance++;
int currentinstance = ClientInstance;
clientsList.Add(currentinstance, tcpClient);
try
{
while (tcpClient.Connected && serverListening)
{
if (tcpClient.GetStream().DataAvailable)
{
int actualBufferlength = tcpClient.GetStream().Read(DataReceived, 0, DataReceived.Length);
byte[] data = new byte[actualBufferlength];
Buffer.BlockCopy(DataReceived, 0, data, 0, actualBufferlength);
string asciiMessage = Encoding.ASCII.GetString(data);
MssageReceiveCallback(asciiMessage);
}
else
{
Thread.Sleep(5);
}
}
}
catch (Exception ex)
{
}
finally
{
clientsList[currentinstance].Close();
clientsList.Remove(currentinstance);
}
});
}
}
catch (Exception ex)
{
}
});
}
public void StartServer()
{
InitilizeServer();
isListening = true;
}
public void SendMessage(string msg)
{
byte[] data = ASCIIEncoding.ASCII.GetBytes(msg);
foreach (TcpClient client in clientsList.Values)
{
client.GetStream().Write(data, 0, data.Length);
}
}
public void Dispose()
{
serverListening = false;
foreach (var item in clientsList.Values)
{
if (item.Connected)
item.Close();
}
_Server.Server.Close();
}
}
UPDATE:
I've check in TCPView to see which application the listener bind to and found this:
It looks like the listener available for un exist process
The biggest problem here, I think (I've pointed out other problems in the comments) is that TCP shutdown requires network communications and by default prevents socket reuse for a period of time.
The function you need to get to is Socket.SetSocketOption, specifically the ReuseAddress option. You should be able to get at it via the Server property on the TcpListener. Pay attention that it needs to be done before you actually start the listener listening.
You could try putting:
_Server.Server =null;
After close.
In my application I'm using a 9600 baud rate serial connection and I want to use a 115200 baud rate connection for data transfer.
I've disconnected from the old connection and set it to be null value, and set my serial connection to new connection with different baud rate.
The connection is unstable and I sometimes get a System.ObjectDisposedException - what did I miss?
The connection code
public string startConnection()
{
if (serial != null)
{
serial.Dispose();
}
foreach (string portname in SerialPort.GetPortNames())
{
serial = new SerialPort(portname, 9600, Parity.None, 8, StopBits.One);
serial.ReadTimeout = 5000;
serial.WriteTimeout = 5000;
serial.Handshake = System.IO.Ports.Handshake.None;
serial.NewLine = "\n";
string received = "";
try
{
serial.Open();
serial.DiscardInBuffer();
serial.Write(":09;BATTERY;");
Thread.Sleep(500);
received = serial.ReadLine();
if (received.Contains(";BATTERY;V="))
{
status = SERIAL_CONNECTED;
return portname;
}
}
catch (Exception err)
{
try
{
serial.Close();
status = DISCONNECTED;
}
catch (Exception)
{
// throw;
}
}
}
throw new Exception("couldn't connect to coms");
//return "couldn't connect to coms";
//this.Close();
}
Disconnect function:
public void disconnect ()
{
if (serial == null || serial.IsOpen==false ||status == DISCONNECTED)
return;
status = DISCONNECTED;
serial.Close();
serial = null;
}
The main program is:
private async void BurnOFP_click(object sender, RoutedEventArgs e)
{
startConnection();
some actions.............
disconnect();
var t = new Task(() =>
{
try
{
myUswm.startModemConnection(); // same but with different baud rate
}
catch (Exception e2) { MessageBox.Show(e2.Message); }
});
t.Start();
t.Wait();
modem = new XMODEM_FullDotNET(myUswm.getSerialPort(), XMODEM_FullDotNET.Variants.XModemCRC);
buff = File.ReadAllBytes(softwareFilePath_Text.Text);
if (buff.Length < 1)
{
MessageBox.Show("ERROR : wrong OFP file");
return;
}
if (myUswm.prepareOFPBurning()) // sends u to start transfer
{
if (isBurning == false)
{
isBurning = true;
modem._ProgressSent = 0;
myProgBar = new myProgressBar(modem);
myProgBar.StartTransfer(modem, buff.Length);
myProgBar.Show(); // show window
// got the Exception here!!!!!!!!!!
var t3 = new Task(() =>
{
modem.Send(buff);
});
............
}
else
MessageBox.Show("burning in progress..");
}
}
catch (Exception e1)
{
MessageBox.Show(e1.Message);
}
}
Thanks for any help
RESOLVED
my problem was A bad timing caused by closing and reopen the same port.
I've found the information in MSDN Serial class:
The best practice for any application is to wait for some amount of time after calling the Close method before attempting to call the Open method, as the port may not be closed instantly.
my solution was keeping the connection alive and change the baud rate and update the connection status in my application manually.
This is a follow on from this question
After some more Googling last night I managed to find a nice TCP tutorial I could follow that would allow me to look for connections on an Ip address and port number and display the data that is being sent.
However, I have an issue where my client connects once, I send a message and display it in the debug log but when I stop the application and run it again, Unity freezes. I'm at a loss as to why this happening. Could someone please take a look over this code to see where it might be happening and what I can do to fix it?
I also seem to boot out the connection as soon as I receive a message as well, why is that? The server can re-connect, but I want it to keep the connection once it has it.
public class TCP : MonoBehaviour
{
string ip_address = "127.0.0.1";
int port = 22;
Thread listen_thread;
TcpListener tcp_listener;
Thread clientThread;
TcpClient tcp_client;
bool isTrue = true;
// Use this for initialization
void Start ()
{
IPAddress ip_addy = IPAddress.Parse(ip_address);
tcp_listener = new TcpListener(ip_addy, port);
listen_thread = new Thread(new ThreadStart(ListenForClients));
listen_thread.Start();
Debug.Log("start thread");
}
private void ListenForClients()
{
this.tcp_listener.Start();
while(isTrue == true)
{
//blocks until a client has connected to the server
TcpClient client = this.tcp_listener.AcceptTcpClient();
//create a thread to handle communication
//with connected client
clientThread = new Thread(new ParameterizedThreadStart(HandleClientComm));
clientThread.Start(client);
Debug.Log("Got client " + client);
}
}
private void HandleClientComm(object client)
{
tcp_client = (TcpClient)client;
NetworkStream client_stream = tcp_client.GetStream();
byte[] message = new byte[4096];
int bytes_read;
while(isTrue == true)
{
bytes_read = 0;
try
{
//blocks until a client sends a message
bytes_read = client_stream.Read(message, 0, 4096);
//Debug.Log(message);
}
catch (Exception e)
{
//a socket error has occured
Debug.Log(e.Message);
break;
}
if(bytes_read == 0)
{
//client has disconnected
Debug.Log("Disconnected");
tcp_client.Close();
break;
}
ASCIIEncoding encoder = new ASCIIEncoding();
Debug.Log(encoder.GetString(message,0,bytes_read));
}
if(isTrue == false)
{
tcp_client.Close();
Debug.Log("closing tcp client");
}
}
void OnApplicationQuit()
{
try
{
tcp_client.Close();
isTrue = false;
}
catch(Exception e)
{
Debug.Log(e.Message);
}
}
}
Here is a screen shot of my debug log as well to show whats happening:
update
updated code that has fixed the kicking of clients. The freeze issue is still persistent when I stop the unity application and re-start it.
further update
So after a little further experimenting I have worked out that my project isn't actually freezing. When I start the server (Unity) app the first time everything works fine. But when I close it and try to re run the server, it freezes, until I connect to it with a client. At which point the server works as normal.
So I think I'm not closing the open socket when I close down the server. How can I do that?
You must close the TCP socket that is listening. If you start the application for the first time, the TCP socket will be open. When you stop the application, the TCP socket is still opened and runs in the background.
void OnApplicationQuit()
{
try
{
tcp_client.Close();
isTrue = false;
}
catch(Exception e)
{
Debug.Log(e.Message);
}
// You must close the tcp listener
try
{
tcp_listener.Stop();
isTrue = false;
}
catch(Exception e)
{
Debug.Log(e.Message);
}
}
I'm trying to port scan given IP address with range of 20 ports. I know that port 80 is open and all other are closed. My code is showing that all ports are open.
I'm trying to use asynchronous TCPClient to achieve port scan.
What could be wrong here? Have I missed something?
private void btnStart_Click(object sender, EventArgs e)
{
for (int port = 80; port < 100; port++)
{
ScanPort(port);
}
}
private void ScanPort(int port)
{
using (TcpClient client = new TcpClient())
{
client.BeginConnect(IPAddress.Parse("74.125.226.84"), port, new AsyncCallback(CallBack), client);
}
}
private void CallBack(IAsyncResult result)
{
using (TcpClient client = (TcpClient)result.AsyncState)
{
try
{
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "open" + Environment.NewLine;
});
}
catch
{
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "closed" + Environment.NewLine;
});
}
}
}
This is what I have now as CallBack method:
private void CallBack(IAsyncResult result)
{
using (TcpClient client = (TcpClient)result.AsyncState)
{
client.EndConnect(result);
if (client.Connected)
{
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "open" + Environment.NewLine;
});
}
else
{
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "closed" + Environment.NewLine;
});
}
}
}
The statement:
using (TcpClient client = new TcpClient())
{
client.BeginConnect(IPAddress.Parse("74.125.226.84"), port, new AsyncCallback(CallBack), client);
}
Creates a new TcpClient, then calls BeginConnect, and then immediately disposes the client, before reaching the callback. Keep in mind that the BeginConnect method is not blocking. The disposal of the client should only happen in the callback, so the ScanPort method should look like this:
private void ScanPort(int port)
{
var client = new TcpClient();
try {
client.BeginConnect(IPAddress.Parse("74.125.226.84"), port, new AsyncCallback(CallBack), client);
} catch (SocketException) {
...
client.Close();
}
}
In the callback you should also call EndConnect:
using (TcpClient client = (TcpClient)result.AsyncState)
{
try
{
client.EndConnect(result);
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "open" + Environment.NewLine;
});
}
catch
{
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "closed" + Environment.NewLine;
});
}
I'm trying to scan multiple ports at once using asynchronymous scanning. The problem is that I can only display the first working port and then waiting like 20 seconds my app is closing with out telling me that the port is closed.
What could be wrong with this code?
private void btnStart_Click(object sender, EventArgs e)
{
for (int port = 80; port < 100; port++)
{
ScanPort(port);
}
}
private void ScanPort(int port)
{
var client = new TcpClient();
try
{
client.BeginConnect(IPAddress.Parse("74.125.226.84"), port, new AsyncCallback(CallBack), client);
}
catch (SocketException)
{
client.Close();
}
}
private void CallBack(IAsyncResult result)
{
var client = (TcpClient)result.AsyncState;
client.EndConnect(result);
if (client.Connected)
{
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "open2" + Environment.NewLine;
});
}
else
{
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "closed2" + Environment.NewLine;
});
}
}
In your callback method, I would make sure close the connection and dispose of the TcpClient. Also TcpClient.EndConnect(IAsyncResult) can also throw exceptions. I also do not see where capturing the port number for display to the user. I would write the callback something like this.
Edit: I didn't actually compile or execute my code (sorry). I also found this other article that shows how to create a port scanner in C#, http://www.dijksterhuis.org/building-a-simple-portscanner-in-c/ There is a comment in this post stating,
There is a gotcha here : The .NET implementation of TCPClient.Close() function does not actually close the connection properly. So we need to do the additional steps of obtaining the stream representing the connection and closing this as well before calling TCPClient.Close.
private void CallBack(IAsyncResult result)
{
var client = (TcpClient)result.AsyncState;
bool connected = false;
try
{
client.EndConnect(result);
connected = client.Connected;
}
catch (SocketException)
{
}
catch (ObjectDisposedException)
{
}
finally
{
if (client.Connected)
{
client.Close();
}
client.Dispose();
}
if (connected)
{
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "open2" + Environment.NewLine;
});
}
else
{
this.Invoke((MethodInvoker)delegate
{
txtDisplay.Text += "closed2" + Environment.NewLine;
});
}
}