C# Console: Write while reading and retain structure - c#

I am writing a C# console application that connects to a server trough TCP, it uses a separate thread to listen for incoming messages from the server and I want it to write them to the console while at the same time reading a message from the console. I was able to do that, but I have a problem.
The console displays this while I type and a messages comes in:
msg from server
msg from server
my msmsg from server
g to server
And i want it to separate my message from the servers mesages like so:
msg from server
msg from server
msg from server
my msg to server
If I receive a message I still want to keep my typed message, but I don't want it to mix up with the received message, I want it to remain complete on the last line.
Can I do that? And how?
Can I shift my message to the end of the console, when a message from the server comes in?

I believe this is in fact possible with the standard .NET Console API, using a bit of hackery. What you need to do is create an asynchronous Read/ReadLine method (which I assume you have already done, judging by your post) and allow it to be cancelled as soon as new data arrives. I'm going to assume you're sending input line by line for now. The pseudocode for the "new data handler" might be something like this:
Save the current input buffer.
Cancel the current asynchronous read.
Reset the cursor position to the end of the last writing of new data.
Output the new data.
Save the cursor position.
Restart the asynchronous read event.
In particular, you'll need to mess around with Console.CursorLeft and Console.CursorTop properties. You might be able to avoid some of the hackery by interfacing with the Win32 API console functions directly, but it's possibly not worth the bother.
Hope that helps.

You can't do this directly via the BCL in C#. There are two main alternatives, though.
1) Turn this into a GUI app, and have separate input/output areas. This is the most "clear" option from a user's POV, but requires a GUI app instead of a console app.
2) P/Invoke into the console API directly. This gives you complete control of the console's view, point by point. See SetConsoleCursorPosition and WriteConsole, etc.

You need to use a lock on some object to stop both threads using the console at the same time. Declare something like this:
public static class ThreadSafeConsole
{
private static object _lockObject = new object();
public static void WriteLine(string str)
{
lock (_lockObject)
{
Console.WriteLine(str);
}
}
}
Now call ThreadSafeConsole.WriteLine instead of Console.WriteLine.

If I understand you correctly, you'd have to define what the beginning and ending of 'typing to console' is for your application so that you can still lock on an object while that is happening, and not inserting messages from your listener thread into your typed text.
public static Object consoleLock = new Object();
public static void Main(string[] args)
{
lock (consoleLock)
{
// now nothing can write to the console (if it's trying to lock onto it)
Console.WriteLine("Please Input Something");
// read from console
}
// now, your separate thread CAN write to the console - without
// interrupting your input process
}

Related

How to bind web socket to events in .NET C#

I am writing a plugin for the Elgato Stream Deck. The Stream Deck uses a web socket for communication with plugins. I am trying to write my plugin as a console app in C#. The "compiled plugin" example provided by Elgato is broken (this GitHub issue points to one problem, and there appear to be more) and does not appear to run - so I have been digging through the code to make sense of it and translate it to C# without using Visual Studio debugging. I did find this, however (link to code file on GitHub):
void ESDConnectionManager::Run()
{
try
{
// Create the endpoint
mWebsocket.clear_access_channels(websocketpp::log::alevel::all);
mWebsocket.clear_error_channels(websocketpp::log::elevel::all);
// Initialize ASIO
mWebsocket.init_asio();
// Register our message handler
mWebsocket.set_open_handler(websocketpp::lib::bind(&ESDConnectionManager::OnOpen, this, &mWebsocket, websocketpp::lib::placeholders::_1));
mWebsocket.set_fail_handler(websocketpp::lib::bind(&ESDConnectionManager::OnFail, this, &mWebsocket, websocketpp::lib::placeholders::_1));
mWebsocket.set_close_handler(websocketpp::lib::bind(&ESDConnectionManager::OnClose, this, &mWebsocket, websocketpp::lib::placeholders::_1));
mWebsocket.set_message_handler(websocketpp::lib::bind(&ESDConnectionManager::OnMessage, this, websocketpp::lib::placeholders::_1, websocketpp::lib::placeholders::_2));
websocketpp::lib::error_code ec;
std::string uri = "ws://127.0.0.1:" + std::to_string(mPort);
WebsocketClient::connection_ptr connection = mWebsocket.get_connection(uri, ec);
if (ec)
{
DebugPrint("Connect initialization error: %s\n", ec.message().c_str());
return;
}
mConnectionHandle = connection->get_handle();
// Note that connect here only requests a connection. No network messages are
// exchanged until the event loop starts running in the next line.
mWebsocket.connect(connection);
// Start the ASIO io_service run loop
// this will cause a single connection to be made to the server. mWebsocket.run()
// will exit when this connection is closed.
mWebsocket.run();
}
catch (websocketpp::exception const & e)
{
// Prevent an unused variable warning in release builds
(void)e;
DebugPrint("Websocket threw an exception: %s\n", e.what());
}
}
This appears to be using some library called boost.asio? The closest thing I can find in C# is the MessageWebSocket from Windows.Networking.Sockets (documentation here) but this appears to be only for Windows RT?
How do I create something analogous to this in a .NET console app? I have found references to System.Net.WebSockets.ClientWebSocket (documentation here), which appears to be the class I need, but I am not sure.
I have found a few samples (such as this one, and this one - both of which use yet another socket class, Socket) that show how to use Sockets in general, but they do not seem event-driven. They seem to send, and then immediately receive data. I want a web socket that calls local methods (akin to event handlers) when events/data are received by the socket. I believe this is what is going on in the sample C++ code above (specifically Open, Fail, Close, and Message). My understanding is that I need to do some work ("register" with the Stream Deck) on the web socket "Open" event, and then handle the web socket "Message" event and parse out what event the Stream Deck is reporting happened.
If you scroll down some lines in your example https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.socket?view=net-7.0 you will find a example called: Asyncronous Mode that handles sending and receiving separately.
Send part
int bytesSent = 0;
while (bytesSent < requestBytes.Length)
{
bytesSent += await socket.SendAsync(requestBytes.AsMemory(bytesSent), SocketFlags.None);
}
If you do not want the program to lock up, the easiest way would be to start a thread for listening maybe?

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.

Debugging/profiling/optimizing C# Windows service in VS 2012

I am creating a Windows service in C#. Its purpose is to consume info from a feed on the Internet. I get the data by using zeromq's pub/sub architecture (my service is a subscriber only). To debug the service I "host" it in a WPF control panel. This allows me to start, run, and stop the service without having to install it. The problem I am seeing is that when I call my stop method it appears as though the service continues to write to the database. I know this because I put a Debug.WriteLine() where the writing occurs.
More info on the service:
I am attempting to construct my service in a fashion that allows it to write to the database asynchronously. This is accomplished by using a combination of threads and the ThreadPool.
public void StartDataReceiver() // Entry point to service from WPF host
{
// setup zmq subscriber socket
receiverThread = new Tread(SpawnReceivers);
receiverThread.Start();
}
internal void SpawnReceivers()
{
while(!stopEvent.WaitOne(0))
{
ThreadPool.QueueUserWorkItem(new WaitCallback(ProcessReceivedData), subscriber.Recv()); // subscriber.Recv() blocks when there is no data to receive (according to the zmq docs) so this loop should remain under control, and threads only created in the pool when there is data to process.
}
}
internal void ProcessReceivedData(Object recvdData)
{
// cast recvdData from object -> byte[]
// convert byte[] -> JSON string
// deserialize JSON -> MyData
using (MyDataEntities context = new MyDataEntities())
{
// build up EF model object
Debug.WriteLine("Write obj to db...");
context.MyDatas.Add(myEFModel);
context.SaveChanges();
}
}
internal void QData(Object recvdData)
{
Debug.WriteLine("Queued obj in queue...");
q.Enqueue((byte[])recvdData);
}
public void StopDataReceiver()
{
stopEvent.Set();
receiverThread.Join();
subscriber.Dispose();
zmqContext.Dispose();
stopEvent.Reset();
}
The above code are the methods that I am concerned with. When I debug the WPF host, and the method ProcessReceivedData is set to be queued in the thread pool everything seems to work as expected, until I stop the service by calling StopDataReceiver. As far as I can tell the thread pool never queues any more threads (I checked this by placing a break point on that line), but I continue to see "Write obj to db..." in the output window and when I 'Break All' in the debugger a little green arrow appears on the context.SaveChanges(); line indicating that is where execution is currently halted. When I test some more, and have the thread pool queue up the method QData everything seems to work as expected. I see "Queued obj in queue..." messages in the output window until I stop the service. Once I do no more messages in the output window.
TL;DR:
I don't know how to determine if the Entity Framework is just slowing things way down and the messages I am seeing are just the thread pool clearing its backlog of work items, or if there is something larger at play. How do I go about solving something like this?
Would a better solution be to queue the incoming JSON strings as byte[] like I do in the QData method then have the thread pool queue up a different method to work on clearing the queue. I feel that that solution will only shift the problem around and not actually solve it.
Could another solution be to write a new service dedicated to clearing that queue? The problem I see with writing another service would be that I would probably have to use WCF (or possibly zmq) to communicate between the two services which would obviously add overhead and possibly become less performant.
I see the critical section in all of this being the part of getting the data off the wire fast enough because the publisher I am subscribed to is set to begin discarding messages if my subscriber can't keep up.

Why does closing a console that was started with AllocConsole cause my whole application to exit? Can I change this behavior?

What I want to have happen is that the console window just goes away, or better yet that it is hidden, but I want my application to keep running. Is that possible? I want to be able to use Console.WriteLine and have the console serve as an output window. I want to be able to hide and show it, and I don't want the whole app to die just because the console was closed.
EDIT
Code:
internal class SomeClass {
[DllImport("kernel32")]
private static extern bool AllocConsole();
private static void Main() {
AllocConsole();
while(true) continue;
}
}
EDIT 2
I tried the accepted solution here [ Capture console exit C# ], per the suggestion in the comments on this question. The example code is bugged in that the DLLImport needs to be "kernel32.dll" or "kernel32", not "Kernel32". After making that change, I'm getting a message to my handler for CTRL_CLOSE_EVENT when I click the X on the console window. However, calling FreeConsole and/or returning true doesn't prevent the application from terminating.
Ah, yes, this is one of the caveats of using the Windows console subsystem. When the user closes the console window (regardless of how the console was allocated), all of the processes that are attached to the console are terminated. That behavior makes obvious sense for console applications (i.e., those that specifically target the console subsystem, as opposed to standard Windows applications), but it can be a major pain in cases like yours.
The only workaround that I know of is to use the SetConsoleCtrlHandler function, which allows you to register a handler function for Ctrl+C and Ctrl+Break signals, as well as system events like the user closing the console window, the user logging off, or the system shutting down. The documentation says that if you're only interested in ignoring these events, you can pass null for the first argument. For example:
[DllImport("kernel32")]
static extern bool SetConsoleCtrlHandler(HandlerRoutine HandlerRoutine, bool Add);
delegate bool HandlerRoutine(uint dwControlType);
static void Main()
{
AllocConsole();
SetConsoleCtrlHandler(null, true);
while (true) continue;
}
That works perfectly for Ctrl+C and Ctrl+Break signals (which would have otherwise caused your application to terminate as well), but it doesn't work for the one you're asking about, which is the CTRL_CLOSE_EVENT, generated by the system when the user closes the console window.
Honestly, I don't know how to prevent that. Even the sample in the SDK doesn't actually allow you to ignore the CTRL_CLOSE_EVENT. I tried it in a little test app, and it beeps when you close the window and prints the message, but the process still gets terminated.
Perhaps more worryingly, the documentation makes me think it is not possible to prevent this:
The system generates CTRL_CLOSE_EVENT, CTRL_LOGOFF_EVENT, and CTRL_SHUTDOWN_EVENT signals when the user closes the console, logs off, or shuts down the system so that the process has an opportunity to clean up before termination. Console functions, or any C run-time functions that call console functions, may not work reliably during processing of any of the three signals mentioned previously. The reason is that some or all of the internal console cleanup routines may have been called before executing the process signal handler.
It's that last sentence that catches my eye. If the console subsystem starts cleaning up after itself immediately in response to the user attempting to close the window, it may not be possible to halt it after the fact.
(At least now you understand the problem. Maybe someone else can come along with a solution!)
Unfortunately there's nothing you can do to really alter this behaviour.
Console windows are "special" in that they're hosted by another process and do not allow sub-classing. This limits your ability to modify their behaviour.
From what I know, your two options are:
1. Disable the close button altogether. You can do this with the following code fragment:
HWND hwnd = ::GetConsoleWindow();
if (hwnd != NULL)
{
HMENU hMenu = ::GetSystemMenu(hwnd, FALSE);
if (hMenu != NULL) DeleteMenu(hMenu, SC_CLOSE, MF_BYCOMMAND);
}
2. Stop using consoles altogether, and implement your own text output solution.
Option #2 is the more complicated option but would provide you the greatest control. I found an article on CodeProject that implements a console-like application using a rich edit control to display the text (rich edit controls have the ability to stream text like the console, so they are well suited to this sort of application).
On closing the console window obtained using AllocConsole or AttachConsole, the associated process will exit. There is no escape from that.
Prior to Windows Vista, closing the console window would present a confirmation dialogue to the user asking him whether the process should be terminated or not but Windows Vista and later do not provide any such dialogue and the process gets terminated.
One possible solution to work around this is avoiding AttachConsole altogether and achieving the desired functionality through other means.
For instance in the case described by OP, console window was needed to output some text on Console using Console static class.
This can be achieved very easily using inter-process communication. For example a console application can be developed to act as an echo server
namespace EchoServer
{
public class PipeServer
{
public static void Main()
{
var pipeServer = new NamedPipeServerStream(#"Com.MyDomain.EchoServer.PipeServer", PipeDirection.In);
pipeServer.WaitForConnection();
StreamReader reader = new StreamReader(pipeServer);
try
{
int i = 0;
while (i >= 0)
{
i = reader.Read();
if (i >= 0)
{
Console.Write(Convert.ToChar(i));
}
}
}
catch (IOException)
{
//error handling code here
}
finally
{
pipeServer.Close();
}
}
}
}
and then instead of allocating/attaching a console to the current application, the echo server can be started from within the application and Console's output stream can be redirected to write to the pipe server.
class Program
{
private static NamedPipeClientStream _pipeClient;
static void Main(string[] args)
{
//Current application is a Win32 application without any console window
var processStartInfo = new ProcessStartInfo("echoserver.exe");
Process serverProcess = new Process {StartInfo = processStartInfo};
serverProcess.Start();
_pipeClient = new NamedPipeClientStream(".", #"Com.MyDomain.EchoServer.PipeServer", PipeDirection.Out, PipeOptions.None);
_pipeClient.Connect();
StreamWriter writer = new StreamWriter(_pipeClient) {AutoFlush = true};
Console.SetOut(writer);
Console.WriteLine("Testing");
//Do rest of the work.
//Also detect that the server has terminated (serverProcess.HasExited) and then close the _pipeClient
//Also remember to terminate the server process when current process exits, serverProcess.Kill();
while (true)
continue;
}
}
This is just one of the possible solutions. In essence the work around is to allot the console window to its own process so that it can terminate without affecting the parent process.
You can do this by disabling keyboard mouse input by external program called Keyfreez.
you can use it multiple times in your program where no user input required. And if any user input require u can add a process Takskkill /f /IM .
https://www.sordum.org/7921/bluelife-keyfreeze-v1-4-block-keyboard-and-mouse/
Hope this helps all of you

c# console application sub windows

I'd like for a single console application to spawn other console windows and output to different ones at different times inside of a C# console application. Preferably within one console application, I spawn some other consoles, write to them, and close them during the finally block of the original console application.
What's the ideal way to do this in C#?
I don't believe you can do this with a regular console application. The closest you could come would be to create a your own form in WinForms/WPF which behaved in roughly the same was as a normal console window.
I suppose you could spawn extra processes which each had their own console, and write to them via network connections or named pipes etc... it would be pretty ugly though.
You can do this with Auto/Manual EventWaitHandles in C# combined with countless other techniques. However, you should probably step back and see what you are trying to accomplish and see if a winform app would be a better fit. Maybe post more details and ask for ideas.
A single process can only ever have one true Standard In, Error and Out.
You can fake different ones, especially in .Net because after all they are presented as managed streams which would be fine at the push/pull and of the pipe. The problem is the output/input end i.e. the bit you might be piping to a file, or where you are requesting user input. These simply won't play ball since the OS supplies no multiplexing method itself.
Using simple means at best you could do something that sent output to multiple different windows which looked much like a console window.
With much complexity you would handle reading from them too. In essence you are writing a window which pretends to be a console, and getting it reasonably close to all the little intricacies of console windows is (increasingly) hard.
It would be simple to have (say) a fake console per thread by creating a class like so. I only bother with Out, In and Err follow easily from this.
public class MultiplexByThreadConsole : IDisposable
{
private readonly TextWriter originalOut;
private readonly TextWriter myOut = new IndividualMultiplex();
public MultiplexByThreadConsole()
{
this.originalOut = Console.Out;
Console.SetOut(this.myOut);
}
public void Dispose()
{
Console.SetOut(this.originalOut);
}
private class IndividualMultiplex : TextWriter
{
[ThreadStatic]
private readonly TextWriter actual;
// override all the required functions and any
// others you want to wrap
public override void Write(char c)
{
if (actual == null)
{
actual = MakeWhateverYouReallyWantToOutputTo();
}
actual.Write(c);
}
}
}
Then somewhere in Main (or wherever) do:
using(new MultiplexByThreadConsole())
{
// off you go all threads during this get their own faked console.
}
You would likely keep the In/Out/Err all pointing to some common objects writers/reader which was itself the fake console.
This is however pretty nasty. I would say that, if you truly want to launch things that look like separate consoles then you should actually do that and launch a new process for each one with a glue back end to manage them (somewhat similar to the concept of Chrome's back end processes per tab).

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