I have a TCP server which send the data in the below format
------------|--------------------------------
---Header---| ----------- Data ----------
------------|--------------------------------
Header is of size 40 bytes of which first 2 bytes signifies the Data length and all the remaining bytes are 0 .
When the size of the data that needs to transfer from the server end is greater than 1500 the server sends the data in the following manner.
example: if length(data) == 1597
first transaction ->
-------|--------------------
|Header| data of length 1460
-------|--------------------
second transaction ->
|--------------------
data of length 147 (Note this transaction doesn't have header)
|--------------------
This is the process I'm following to read the data from the server on client end
First i read the header (40 bytes) and process this to get the data length to be read.
After get the data length i read "data-length" bytes to get the actual data.
The problem I'm facing is that this process works fine in my pc but when i test this other pcs it only works in debug mode (like when i step over each time). Other it only reads the first half of the message and discards the next part and throws this error.
System.Exception
HResult=0x80131500
Message=Exception occurred {0}
Source=SockTest
StackTrace:
at socketTest.sockTest.readData() in C:\usr\testing\SocketTransREcive\SockTest\sockTest.cs:line 125
at socketTest.main.testTrasRecv(sockTest sock, String command) in C:\usr\testing\SocketTransREcive\SockTest\Program.cs:line 13
at socketTest.main.testSend() in C:\usr\testing\SocketTransREcive\SockTest\Program.cs:line 51
at socketTest.main.Main(String[] args) in C:\usr\testing\SocketTransREcive\SockTest\Program.cs:line 63
This exception was originally thrown at this call stack:
[External Code]
socketTest.sockTest.readData() in sockTest.cs
Inner Exception 1:
ArgumentOutOfRangeException: Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection. (Parameter 'count')
I'm not sure what is causing the issue. I have checked the transactions on wire-shark and it seems server is sending them properly. Any help would be really appreciated!
Client Code
namespace socketTest
{
using System;
using System.Net;
using System.Net.Sockets;
public class sockTest : IDisposable
{
// defaults
private string ip = "192.168.1.100";
private int port = 1234;
//private int port = 16666;
public int error = -1;
public int noError = 0;
bool disposed = false;
private byte[] buffer;
private byte[] header;
// updated once instanciated
private IPAddress Ip;
public TcpClient socketHandle;
public NetworkStream tcpStream;
// instance check
private static readonly Lazy<sockTest> lazy = new Lazy<sockTest>(() => new sockTest());
private sockTest()
{
try
{
Console.WriteLine("Program started !");
this.Ip = IPAddress.Parse(ip);
}
catch (Exception exception)
{
//throw new Exception("Could not initialize socket erro : {0}", exception);
Console.WriteLine("Could not initialize socket error: {0}", exception);
}
}
public static sockTest Instance
{
get
{
return lazy.Value;
}
}
public int connect()
{
try
{
this.socketHandle = new TcpClient();
this.buffer = new byte[4000];
this.header = new byte[10];
this.socketHandle.Connect(this.Ip, this.port);
this.tcpStream = socketHandle.GetStream();
return noError;
}
catch (Exception exception)
{
Console.WriteLine(exception.ToString());
return error;
}
}
public int prcessHeader(byte[] header)
{
int ind = 0;
int flag = 0;
for (int i = 0; i < 10; i = i + 2)
{
int value = (header[i + 0]) | (header[i + 1] << 8);
if(flag == 0)
{
ind = value;
flag = 1;
}
}
return ind;
}
public string readData()
{
try
{
tcpStream.Read(this.header, 0, 10);
var inputString = System.Text.Encoding.ASCII.GetString(this.header);
//int msg_len = Int32.Parse(inputString);
int msg_len = prcessHeader(this.header);
tcpStream.Read(this.buffer, 0, msg_len);
return System.Text.Encoding.ASCII.GetString(this.buffer);
}
catch (Exception exception)
{
throw new Exception("Exception occurred {0}", exception);
//return null;
}
}
public int sendData(string data)
{
try
{
byte[] bData = System.Text.Encoding.ASCII.GetBytes(data);
tcpStream.Write(bData, 0, bData.Length * sizeof(byte));
return noError;
}
catch (Exception exception)
{
return error;
}
}
public void closeConnection()
{
tcpStream.Close();
this.socketHandle.Close();
}
public void Dispose()
{
// Dispose of unmanaged resources.
this.CheckDispose(true);
// Suppress finalization.
GC.SuppressFinalize(this);
}
protected virtual void CheckDispose(bool disposing)
{
if (disposed)
return;
if (disposing)
{
this.closeConnection();
}
disposed = true;
}
}
}
Here is the implementation of the comment
public string readData()
{
try
{
string tempRecv = "";
int len_read_msg = 0;
tcpStream.Read(this.header, 0, 10);
// your header parsing logic
int msg_len = processHeader(this.header);
if (msg_len > 1024)
{
len_read_msg = 1024;
}
else
{
len_read_msg = msg_len;
}
int tempRead = 0;
int compRead = 0;
while (compRead < msg_len)
{
Array.Clear(this.buffer, 0, this.buffer.Length);
tempRead = tcpStream.Read(this.buffer, 0, len_read_msg);
compRead = compRead + tempRead;
len_read_msg = msg_len - compRead;
var encoded = System.Text.Encoding.ASCII.GetString(this.buffer).Trim();
}
return tempRecv;
}
catch (Exception exception)
{
//throw new Exception("Exception occurred {0}", exception);
return null;
}
}
Cheers!
Related
public class GSMModemConnection
{
I made a windows service for receiving SMS I'm using Wavecom Gsm modem 1306B. But after some second I got an
Exception: No data received from phone. I have searched in StackOverflow I found this link Exception: No data received from phone
someone pointed about to create a retry mechanism but I don't know how to implement it.
static void Main(string[] args)
{
GSMModemConnection gsm = new GSMModemConnection();
var result = gsm.OpenPort();
Console.WriteLine(result.PortName);
while (true)
{
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
ShortMessage execResult = gsm.ReadSMS(result, "AT+CMGL=\"ALL\"");
Console.WriteLine(execResult.Message);
Console.WriteLine(execResult.Status);
}
}
public class GSMModemConnection
{
public AutoResetEvent receiveNow;
//string strPortName, string strBaudRate
public SerialPort OpenPort()
{
receiveNow = new AutoResetEvent(false);
SerialPort port = new SerialPort();
port.PortName = "COM3";
port.BaudRate = 115200 /*Convert.ToInt32(strBaudRate)*/; //updated by Anila (9600)
port.DataBits = 8;
port.StopBits = StopBits.One;
port.Parity = Parity.None;
port.ReadTimeout = 300;
port.WriteTimeout = 300;
port.Encoding = Encoding.GetEncoding("iso-8859-1");
port.DataReceived += new SerialDataReceivedEventHandler(port_DataReceived);
port.Open();
port.DtrEnable = true;
port.RtsEnable = true;
return port;
}
//Close Port
public void ClosePort(SerialPort port)
{
port.Close();
port.DataReceived -= new SerialDataReceivedEventHandler(port_DataReceived);
port = null;
}
//Execute AT Command
public string ExecCommand(SerialPort port, string command, int responseTimeout, string errorMessage)
{
try
{
//receiveNow = new AutoResetEvent();
port.DiscardOutBuffer();
port.DiscardInBuffer();
receiveNow.Reset();
port.Write(command + "\r");
//Thread.Sleep(3000); //3 seconds
string input = ReadResponse(port, responseTimeout);
if ((input.Length == 0) || ((!input.EndsWith("\r\n> ")) && (!input.EndsWith("\r\nOK\r\n"))))
throw new ApplicationException("No success message was received.");
return input;
}
catch (Exception ex)
{
throw new ApplicationException(errorMessage, ex);
}
}
//Receive data from port
public void port_DataReceived(object sender, SerialDataReceivedEventArgs e)
{
if (e.EventType == SerialData.Chars)
receiveNow.Set();
}
public string ReadResponse(SerialPort port, int timeout)
{
string buffer = string.Empty;
do
{
if (receiveNow.WaitOne(timeout, false))
{
string t = port.ReadExisting();
buffer += t;
}
else
{
if (buffer.Length > 0)
throw new ApplicationException("Response received is incomplete.");
else
throw new ApplicationException("No data received from phone.");
}
}
while (!buffer.EndsWith("\r\nOK\r\n") && !buffer.EndsWith("\r\n> ") && !buffer.EndsWith("\r\nERROR\r\n"));
return buffer;
}
public ShortMessage ReadSMS(SerialPort port, string p_strCommand)
{
// Set up the phone and read the messages
ShortMessage messages = null;
try
{
#region Execute Command
// Check connection
var a = ExecCommand(port, "AT", 300, "No phone connected");
// Use message format "Text mode"
var b = ExecCommand(port, "AT+CMGF=1\r", 300, "Failed to set message format.");
// Use character set "PCCP437"
//var c = ExecCommand(port, "AT+CSCS=\"PCCP437\"", 300, "Failed to set character set.");
// Select SIM storage
//var d = ExecCommand(port, "AT+CPMS=\"SM\"", 300, "Failed to select message storage.");
// Read the messages
string input = ExecCommand(port, p_strCommand, 5000, "Failed to read the messages.");
#endregion
#region Parse messages
messages = ParseMessages(input);
#endregion
}
catch (Exception ex)
{
throw ex;
}
if (messages != null)
return messages;
else
return null;
}
public ShortMessage ParseMessages(string input)
{
ShortMessage msg = new ShortMessage();
//ShortMessageCollection messages = new ShortMessageCollection();
try
{
Regex r = new Regex(#"\+CMGL: (\d+),""(.+)"",""(.+)"",(.*),""(.+)""\r\n(.+)\r\n");
Match m = r.Match(input);
while (m.Success)
{
//msg.Index = int.Parse(m.Groups[1].Value);
msg.Index = int.Parse(m.Groups[1].Value);
msg.Status = m.Groups[2].Value;
msg.Sender = m.Groups[3].Value;
msg.Alphabet = m.Groups[4].Value;
msg.Sent = m.Groups[5].Value;
msg.Message = m.Groups[6].Value;
//messages.Add(msg);
m = m.NextMatch();
}
}
catch (Exception ex)
{
throw ex;
}
return msg;
}
}
You DO have a retry mechanism in place with the DO-WHILE loop from the following expression:
public string ReadResponse(SerialPort port, int timeout)
{
string buffer = string.Empty;
do
{
if (receiveNow.WaitOne(timeout, false))
{
string t = port.ReadExisting();
buffer += t;
}
else
{
if (buffer.Length > 0)
throw new ApplicationException("Response received is incomplete.");
else
throw new ApplicationException("No data received from phone.");
}
}
while (!buffer.EndsWith("\r\nOK\r\n") && !buffer.EndsWith("\r\n> ") && !buffer.EndsWith("\r\nERROR\r\n"));
return buffer;
}
What you can do is reduce the granularity of the error report mechanism.
In this case, for example, the line throw new ApplicationException() will break the loop and get captured in the Exec() function, then thrown again. If you just want to wait for the loop to close and the DO-WHILE loop to get executed, I would replace the following part of the code:
else
{
if (buffer.Length > 0)
throw new ApplicationException("Response received is incomplete.");
else
throw new ApplicationException("No data received from phone.");
}
With:
else
{
if (buffer.Length > 0)
bufferError += "Response received is incomplete.\n";
else
bufferError += "No data received from phone.\n";
}
Why?
After the DO-WHILE loop, the buffer will either return string.Empty or some value.
Up in the code, you have:
string input = ReadResponse(port, responseTimeout);
if ((input.Length == 0) || ((!input.EndsWith("\r\n> ")) && (!input.EndsWith("\r\nOK\r\n"))))
throw new ApplicationException("No success message was received.");
return input;
Basically, if the returned buffer is string.Empty an Exception will be thrown again.
By returning the buffer Error, you can decide later how you want to handle it but the DO-WHILE loop will run at least once up until the condition from the WHILE expression is met.
Rest of the code should look like this:
//Thread.Sleep(3000); //3 seconds
string bufferErrors = string.Empty;
string input = ReadResponse(port, responseTimeout, bufferErrors);
if ((input.Length == 0) || ((!input.EndsWith("\r\n> ")) && (!input.EndsWith("\r\nOK\r\n"))))
throw new ApplicationException("No success message was received.");
if (!string.IsNullOrWhiteSpace(bufferErrors))
{
//Handle bufferErrors
}
return input;
Remember to declare the out parameter in ReadResponse
public string ReadResponse(SerialPort port, int timeout, out string bufferError)
{
string buffer = string.Empty;
bufferError = string.Empty;
Here is how my Client connects to the server:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Net.Sockets;
using System.IO;
using System;
using System.Text.RegularExpressions;
using UnityEngine.SceneManagement;
using Newtonsoft.Json;
using System.Linq;
public class ClientWorldServer : MonoBehaviour {
public bool socketReady;
public static TcpClient socket;
public static NetworkStream stream;
public static StreamWriter writer;
public static StreamReader reader;
public void ConnectToWorldServer()
{
if (socketReady)
{
return;
}
//Default host and port values;
string host = "127.0.0.1";
int port = 8080;
try
{
socket = new TcpClient(host, port);
stream = socket.GetStream();
writer = new StreamWriter(stream);
reader = new StreamReader(stream);
socketReady = true;
}
catch (Exception e)
{
Debug.Log("Socket error : " + e.Message);
}
}
}
Here is how i send data to the server using my Send function:
public void Send(string header, Dictionary<string, string> data)
{
if (stream.CanRead)
{
socketReady = true;
}
if (!socketReady)
{
return;
}
JsonData SendData = new JsonData();
SendData.header = "1x" + header;
foreach (var item in data)
{
SendData.data.Add(item.Key.ToString(), item.Value.ToString());
}
SendData.connectionId = connectionId;
string json = JsonConvert.SerializeObject(SendData);
var howManyBytes = json.Length * sizeof(Char);
writer.WriteLine(json);
writer.Flush();
Debug.Log("Client World:" + json);
}
As you can see i'm sending the data to the Stream like a string not like a byte array. As far as i know i should send the data as byte array prepending the size of the message and following the message. On the server side i have no clue how i can read that data.
Here is how i read it now(it works for now, but it will not work if i try to send more messages at once):
class WorldServer
{
public List<ServerClient> clients = new List<ServerClient>();
public List<ServerClient> disconnectList;
public List<CharactersOnline> charactersOnline = new List<CharactersOnline>();
public int port = 8080;
private TcpListener server;
private bool serverStarted;
private int connectionIncrementor;
private string mysqlConnectionString = #"server=xxx;userid=xxx;password=xxx;database=xx";
private MySqlConnection mysqlConn = null;
private MySqlDataReader mysqlReader;
static void Main(string[] args)
{
WorldServer serverInstance = new WorldServer();
Console.WriteLine("Starting World Server...");
try
{
serverInstance.mysqlConn = new MySqlConnection(serverInstance.mysqlConnectionString);
serverInstance.mysqlConn.Open();
Console.WriteLine("Connected to MySQL version: " + serverInstance.mysqlConn.ServerVersion + "\n");
}
catch (Exception e)
{
Console.WriteLine("MySQL Error: " + e.ToString());
}
finally
{
if (serverInstance.mysqlConn != null)
{
serverInstance.mysqlConn.Close();
}
}
serverInstance.clients = new List<ServerClient>();
serverInstance.disconnectList = new List<ServerClient>();
try
{
serverInstance.server = new TcpListener(IPAddress.Any, serverInstance.port);
serverInstance.server.Start();
serverInstance.StartListening();
serverInstance.serverStarted = true;
Console.WriteLine("Server has been started on port: " + serverInstance.port);
}
catch (Exception e)
{
Console.WriteLine("Socket error: " + e.Message);
}
new Thread(() =>
{
Thread.CurrentThread.IsBackground = true;
/* run your code here */
while (true)
{
string input = Console.ReadLine();
string[] commands = input.Split(':');
if (commands[0] == "show online players")
{
Console.WriteLine("Showing connections\n");
foreach (CharactersOnline c in serverInstance.charactersOnline)
{
Console.WriteLine("Character name: " + c.characterName + "Character ID: " + c.characterId + "Connection id: " + c.connectionId + "\n");
}
}
continue;
}
}).Start();
while (true)
{
serverInstance.Update();
}
}
private void Update()
{
//Console.WriteLine("Call");
if (!serverStarted)
{
return;
}
foreach (ServerClient c in clients.ToList())
{
// Is the client still connected?
if (!IsConnected(c.tcp))
{
c.tcp.Close();
disconnectList.Add(c);
Console.WriteLine(c.connectionId + " has disconnected.");
CharacterLogout(c.connectionId);
continue;
//Console.WriteLine("Check for connection?\n");
}
else
{
// Check for message from Client.
NetworkStream s = c.tcp.GetStream();
if (s.DataAvailable)
{
StreamReader reader = new StreamReader(s, true);
string data = reader.ReadLine();
if (data != null)
{
OnIncomingData(c, data);
}
}
//continue;
}
}
for (int i = 0; i < disconnectList.Count - 1; i++)
{
clients.Remove(disconnectList[i]);
disconnectList.RemoveAt(i);
}
}
private void OnIncomingData(ServerClient c, string data)
{
Console.WriteLine(data);
dynamic json = JsonConvert.DeserializeObject(data);
string header = json.header;
//Console.WriteLine("Conn ID:" + json.connectionId);
string connId = json.connectionId;
int.TryParse(connId, out int connectionId);
string prefix = header.Substring(0, 2);
if (prefix != "1x")
{
Console.WriteLine("Unknown packet: " + data + "\n");
}
else
{
string HeaderPacket = header.Substring(2);
switch (HeaderPacket)
{
default:
Console.WriteLine("Unknown packet: " + data + "\n");
break;
case "004":
int accountId = json.data["accountId"];
SelectAccountCharacters(accountId, connectionId);
break;
case "005":
int characterId = json.data["characterId"];
getCharacterDetails(characterId, connectionId);
break;
case "006":
int charId = json.data["characterId"];
SendDataForSpawningOnlinePlayers(charId, connectionId);
break;
case "008":
Dictionary<string, string> dictObj = json.data.ToObject<Dictionary<string, string>>();
UpdateCharacterPosition(dictObj, connectionId);
break;
}
}
private bool IsConnected(TcpClient c)
{
try
{
if (c != null && c.Client != null && c.Client.Connected)
{
if (c.Client.Poll(0, SelectMode.SelectRead))
{
return !(c.Client.Receive(new byte[1], SocketFlags.Peek) == 0);
}
return true;
}
else
{
return false;
}
}
catch
{
return false;
}
}
private void StartListening()
{
server.BeginAcceptTcpClient(OnConnection, server);
}
private void OnConnection(IAsyncResult ar)
{
connectionIncrementor++;
TcpListener listener = (TcpListener)ar.AsyncState;
clients.Add(new ServerClient(listener.EndAcceptTcpClient(ar)));
clients[clients.Count - 1].connectionId = connectionIncrementor;
StartListening();
//Send a message to everyone, say someone has connected!
Dictionary<string, string> SendDataBroadcast = new Dictionary<string, string>();
SendDataBroadcast.Add("connectionId", clients[clients.Count - 1].connectionId.ToString());
Broadcast("001", SendDataBroadcast, clients, clients[clients.Count - 1].connectionId);
Console.WriteLine(clients[clients.Count - 1].connectionId + " has connected.");
}
And this is how the server send back data to the client:
private void Send(string header, Dictionary<string, string> data, int cnnId)
{
foreach (ServerClient c in clients.ToList())
{
if (c.connectionId == cnnId)
{
try
{
//Console.WriteLine("Sending...");
StreamWriter writer = new StreamWriter(c.tcp.GetStream());
if (header == null)
{
header = "000";
}
JsonData SendData = new JsonData();
SendData.header = "0x" + header;
foreach (var item in data)
{
SendData.data.Add(item.Key.ToString(), item.Value.ToString());
}
SendData.connectionId = cnnId;
string JSonData = JsonConvert.SerializeObject(SendData);
writer.WriteLine(JSonData);
writer.Flush();
//Console.WriteLine("Trying to send data to connection id: " + cnnId + " data:" + sendData);
}
catch (Exception e)
{
Console.WriteLine("Write error : " + e.Message + " to client " + c.connectionId);
}
}
}
}
Here is my ServerClient class:
public class ServerClient
{
public TcpClient tcp;
public int accountId;
public int connectionId;
public ServerClient(TcpClient clientSocket)
{
tcp = clientSocket;
}
}
Can you please show me how i should modify my Send function on the client to send the data as byte array so i can create "TCP Message Framing" and how should i change my the following part on the server:
foreach (ServerClient c in clients.ToList())
{
// Is the client still connected?
if (!IsConnected(c.tcp))
{
c.tcp.Close();
disconnectList.Add(c);
Console.WriteLine(c.connectionId + " has disconnected.");
CharacterLogout(c.connectionId);
continue;
//Console.WriteLine("Check for connection?\n");
}
else
{
// Check for message from Client.
NetworkStream s = c.tcp.GetStream();
if (s.DataAvailable)
{
StreamReader reader = new StreamReader(s, true);
string data = reader.ReadLine();
if (data != null)
{
OnIncomingData(c, data);
}
}
//continue;
}
}
which is responsible for receving data on the server ?
Is it possible to change only these parts from the Client and on the Server and make it continue to work but this time properly with TCP Message Framing ?
Of course the listener on the client and the Send function of the server i'll remake once i understand how this framing should look like.
Your frames are already defined by cr/lf - so that much already exists; what you need to do is to keep a back buffer per stream - something like a MemoryStream might be sufficient, depending on how big you need to scale; then essentially what you're looking to do is something like:
while (s.DataAvailable)
{
// try to read a chunk of data from the inbound stream
int bytesRead = s.Read(someBuffer, 0, someBuffer.Length);
if(bytesRead > 0) {
// append to our per-socket back-buffer
perSocketStream.Position = perSocketStream.Length;
perSocketStream.Write(someBuffer, 0, bytesRead);
int frameSize; // detect any complete frame(s)
while((frameSize = DetectFirstCRLF(perSocketStream)) >= 0) {
// decode it as text
var backBuffer = perSocketStream.GetBuffer();
string message = encoding.GetString(
backBuffer, 0, frameSize);
// remove the frame from the start by copying down and resizing
Buffer.BlockCopy(backBuffer, frameSize, backBuffer, 0,
(int)(backBuffer.Length - frameSize));
perSocketStream.SetLength(backBuffer.Length - frameSize);
// process it
ProcessMessage(message);
}
}
}
There are two programs that I made that didn't work. There are the server and the client. The server accepts many client by giving a user an ID (starting from 0). The server sends out the command to the specific client based up the server's id. (Example: 200 client are connected to 1 server. The server's selected id is '5', so the server will send the command to all of the client, and the client will ask the server what ID he wants to execute his command on, and if it's '5', that client will execute and send data to the server). The client has many commands, but to create the smallest code with the same error, I only use 1 command (dir). Basically, the server sends the command to the client and if it matches with the client current id and the server current id, it will process the command. By default, the server's current ID is 10. Here are the list of the commands to help the people who wants to answer:
Server Command:
list (Shows all of the users ID connected and the server's current ID) --> Happens on server
dir (request the client to send its dir listing) --> Sent by the client, read by the Server
set (set the server's current id to any number) (example: 'set 4')
Client:
using System;
using System.Speech.Synthesis;
using System.Windows.Forms;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading;
using System.Net.Sockets;
using System.Net;
namespace clientControl
{
class Program
{
public static string directory = #"C:\";
public static int id = -10;
public static Socket sck = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
static void Main(string[] args)
{
Connect();
getSession();
ReadResponse(sck);
}
static byte[] readResponseFunc()
{
long fileSize = 0;
string fileSizeInString = null;
byte[] fileSizeInByteArray = new byte[1024];
int fileSizeLength = sck.Receive(fileSizeInByteArray);
for (int i = 0; i < fileSizeLength; i++)
{
fileSizeInString = fileSizeInString + (char)fileSizeInByteArray[i];
}
try
{
fileSize = Convert.ToInt64(fileSizeInString);
}
catch { Console.WriteLine(fileSizeInString); }
sck.Send(Encoding.ASCII.GetBytes("a"));
byte[] responseUnknown = new byte[1];
sck.Receive(responseUnknown);
if (Encoding.ASCII.GetString(responseUnknown) == "b")
{
byte[] dataInByteArray = new byte[fileSize];
int dataLength = sck.Receive(dataInByteArray);
return dataInByteArray;
}
return Encoding.ASCII.GetBytes("ERROR RESPONSE FUNC");
}
static void getSession()
{
byte[] message_1 = Encoding.ASCII.GetBytes("make_id");
sck.Send(Encoding.ASCII.GetBytes(message_1.Length.ToString()));
byte[] responseUnknown = new byte[1];
if (Encoding.ASCII.GetString(responseUnknown) == "a")
{
sck.Send(Encoding.ASCII.GetBytes("b"));
sck.Send(message_1);
}
byte[] receivedID = readResponseFunc();
id = Convert.ToInt32(Encoding.ASCII.GetString(receivedID));
}
static bool SocketConnected(Socket s)
{
bool part1 = s.Poll(1000, SelectMode.SelectRead);
bool part2 = (s.Available == 0);
if (part1 && part2)
return false;
else
return true;
}
static void ReadResponse(Socket sck)
{
while (true)
{
if (SocketConnected(sck) == true)
{
try
{
string response = Encoding.ASCII.GetString(readResponseFunc());
byte[] message_1 = Encoding.ASCII.GetBytes("get_id");
sck.Send(Encoding.ASCII.GetBytes(message_1.Length.ToString()));
byte[] responseUnknown = new byte[1];
if (Encoding.ASCII.GetString(responseUnknown) == "a")
{
sck.Send(Encoding.ASCII.GetBytes("b"));
sck.Send(message_1);
}
byte[] response_2InByteArray = readResponseFunc();
string response_2 = Encoding.ASCII.GetString(response_2InByteArray);
if (Convert.ToInt32(response_2) == id)
{
if (response == "dir")
{
string resultOfDirring = "Current Directory: " + directory + "\n\n";
string[] folderListingArray = Directory.GetDirectories(directory);
foreach (string dir in folderListingArray)
{
string formed = "DIRECTORY: " + Path.GetFileName(dir);
resultOfDirring = resultOfDirring + formed + Environment.NewLine;
}
string[] fileListingArray = Directory.GetFiles(directory);
foreach (var file in fileListingArray)
{
FileInfo fileInfo = new FileInfo(file);
string formed = "FILE: " + Path.GetFileName(file) + " - FILE SIZE: " + fileInfo.Length + " BYTES";
resultOfDirring = resultOfDirring + formed + Environment.NewLine;
}
byte[] message_11 = Encoding.ASCII.GetBytes(resultOfDirring);
sck.Send(Encoding.ASCII.GetBytes(message_11.Length.ToString()));
byte[] responseUnknown_11 = new byte[1];
if (Encoding.ASCII.GetString(responseUnknown_11) == "a")
{
sck.Send(Encoding.ASCII.GetBytes("b"));
sck.Send(message_11);
}
}
}
else { }
}
catch { if (SocketConnected(sck) == false) { Console.WriteLine("Client Disconnected: " + sck.RemoteEndPoint); break; }; }
}
else if (SocketConnected(sck) == false) { Console.WriteLine("Client Disconnected: " + sck.RemoteEndPoint); break; }
}
}
static void Connect()
{
while (true)
{
try
{
sck.Connect(IPAddress.Parse("127.0.0.1"), 80);
break;
}
catch { }
}
}
}
}
Server:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.IO;
using System.Text;
using System.Threading;
namespace serverControl
{
class Program
{
public static int ftpNum = 1;
public static List<int> listOfClient = new List<int>();
public static TcpListener server = new TcpListener(IPAddress.Parse("127.0.0.1"), 80);
public static string message = null;
public static int id = 0;
public static int selected_id = 10;
static void Main(string[] args)
{
server.Start();
Thread startHandlingClientThread = new Thread(startHandlingClient);
startHandlingClientThread.Start();
while (true)
{
Console.Write(":> ");
string rawmessage = Console.ReadLine();
if (rawmessage == "list")
{
Console.WriteLine("SELECTED ID: " + selected_id);
Console.WriteLine("List of Clients ID:");
for (int i = 0; i < listOfClient.Count; i++)
{
Console.WriteLine(listOfClient[i]);
}
message = rawmessage+"PREVENT_REPETITION_IN_COMMAND";
}
else if (rawmessage.Contains("set ")) { int wantedChangeId = Convert.ToInt32(rawmessage.Replace("set ", "")); selected_id = wantedChangeId; message = rawmessage+ "PREVENT_REPETITION_IN_COMMAND"; }
else
{
message = rawmessage;
}
}
}
static byte[] readResponseFunc(Socket sck)
{
long fileSize = 0;
string fileSizeInString = null;
byte[] fileSizeInByteArray = new byte[1024];
int fileSizeLength = sck.Receive(fileSizeInByteArray);
for (int i = 0; i < fileSizeLength; i++)
{
fileSizeInString = fileSizeInString + (char)fileSizeInByteArray[i];
}
fileSize = Convert.ToInt64(fileSizeInString);
sck.Send(Encoding.ASCII.GetBytes("a"));
byte[] responseUnknown = new byte[1];
sck.Receive(responseUnknown);
if (Encoding.ASCII.GetString(responseUnknown) == "b")
{
byte[] dataInByteArray = new byte[fileSize];
int dataLength = sck.Receive(dataInByteArray);
return dataInByteArray;
}
return Encoding.ASCII.GetBytes("ERROR RESPONSE FUNC");
}
static void startHandlingClient()
{
while (true)
{
handleClient(server);
}
}
static void handleClient(TcpListener clientToAccept)
{
Socket sck = clientToAccept.AcceptSocket();
Thread myNewThread = new Thread(() => ReadResponse(sck));
myNewThread.Start();
}
static bool SocketConnected(Socket s)
{
bool part1 = s.Poll(1000, SelectMode.SelectRead);
bool part2 = (s.Available == 0);
if (part1 && part2)
return false;
else
return true;
}
static void ReadResponse(Socket sck)
{
Thread myNewThread = new Thread(() => SendtoClient(sck));
myNewThread.Start();
Thread.Sleep(2000);
while (true)
{
if (SocketConnected(sck) == true)
{
try
{
byte[] dataInByteArray = readResponseFunc(sck);
string response = Encoding.ASCII.GetString(dataInByteArray);
Console.WriteLine("res: " + response);
if (response != "make_id" && response != "get_id") { Console.WriteLine(response); }
if (response == "make_id")
{
Console.WriteLine("Someone wants an ID");
byte[] message_1 = Encoding.ASCII.GetBytes(id.ToString());
listOfClient.Add(id);
// START
sck.Send(Encoding.ASCII.GetBytes(message_1.Length.ToString()));
byte[] responseUnknown = new byte[1];
if (Encoding.ASCII.GetString(responseUnknown) == "a")
{
sck.Send(Encoding.ASCII.GetBytes("b"));
sck.Send(message_1);
}
id++;
}
if (response == "get_id")
{
byte[] message_1 = Encoding.ASCII.GetBytes(selected_id.ToString());
sck.Send(Encoding.ASCII.GetBytes(message_1.Length.ToString()));
byte[] responseUnknown = new byte[1];
if (Encoding.ASCII.GetString(responseUnknown) == "a")
{
sck.Send(Encoding.ASCII.GetBytes("b"));
sck.Send(message_1);
}
}
}
catch { if (SocketConnected(sck) == false) { Console.WriteLine("Client Disconnected: " + sck.RemoteEndPoint); break; }; }
}
else if (SocketConnected(sck) == false) { Console.WriteLine("Client Disconnected: " + sck.RemoteEndPoint); break; }
}
}
static void SendtoClient(Socket sck)
{
string tempmessage = null;
while (true)
{
if (SocketConnected(sck) == true)
{
if (tempmessage != message)
{
if (!message.Contains("PREVENT_REPETITION_IN_COMMAND"))
{
byte[] message_1 = Encoding.ASCII.GetBytes(message);
sck.Send(Encoding.ASCII.GetBytes(message_1.Length.ToString()));
byte[] responseUnknown = new byte[1];
if (Encoding.ASCII.GetString(responseUnknown) == "a")
{
sck.Send(Encoding.ASCII.GetBytes("b"));
sck.Send(message_1);
}
}
tempmessage = message;
}
}
else if (SocketConnected(sck) == false)
{ Console.WriteLine("Client Disconnected: " + sck.RemoteEndPoint); break; }
}
}
}
}
Problem:
The problem is within the GetSession or the ReadResponseFunc function. The client thinks that his ID received by the server is 'a' (it's suppose to be an integer). I don't want a solution that suggest me to use other libs or
the TcpClient class
Bounty:
I'll put up a bounty with no expiry time to those who solve the problem.
The logic in your code is very confusing. My question to you: Why are you sending 'a' and 'b' back and forth between the server and client? Is it some sort of confirmation that the message has been received?
Anyways, throughout the quick tests I've done just now, it seems that the problem is Line 59 of your server:
sck.Send(Encoding.ASCII.GetBytes("a"));
Here's what I figured out during testing:
Server executes.
Client executes.
Client sends server the length of "make_id" (Line 51 of client)
Client waits for a response to return.
Server reads the value and sends back 'a' (Line 59 of server)
You may want to spend some time to straighten out your protocol so it's less confusing and more organized. That would help people like me and you spot bugs much more easily.
The user 'Bobby' has already found your problem. Credits go to him.
I further suggest that you use less threads, as thread synchronisation needs some effort when doing it right: all data that is accessed from different threads must be secured by locks, so that no outdated values remain in the CPU caches. Use .net Monitor from the "threading synchronisation primitives" for that job.
About the threads themselves:
You should have only one thread in the server. This thread takes all clients from a list (secured by Monitor), in which they were added when connection attempts were received. On each client it checks for incoming messages, evaluates them and replies with own messages if needed.
The client also has just one thread, that will loop (dont forget a sleep in the loop or you will have 100% usage of the used CPU core), send messages when desired and wait for replies when messages were sent.
About the messages:
I already gave some proposals in a comment to Bobby's answer. I suggest you create a CMessage class that has a Serialize() and Deserialze() to create a byte array to send from the CMessage members (serializing the content) or vice versa filling the members from the received bytes. You then may use this class in both programs and you'll have common solution.
I've created a unix socket in .NET Core on Linux (Ubuntu 16.04):
var unixSocket = "/var/run/mysqld/mysqld.sock";
var socket = new Socket(AddressFamily.Unix, SocketType.Stream, ProtocolType.IP);
Now how do I connect the socket?
The .NET Core API lists various Socket.Connect options, but all except for the first one deal with IP Addresses:
public void Connect(EndPoint remoteEP)
public void Connect(IPAddress address, int port)
public void Connect(IPAddress[] addresses, int port)
public void Connect(string host, int port)
The System.Net API defines a DNSEndpoint and an IPEndpoint, but I can't seem to find a UnixEndpoint or similar class to pass to Socket.Connect(EndPoint remoteEP)
Update: .NET Standard 2.1 / .NET Core 2.1 contains a UnixDomainSocketEndPoint Class
Original answer, applies to versions of .NET Standard / .NET Core prior to 2.1:
There does not seem to be a built-in UnixEndPoint class for .NET Core or a library that implements one at the time of this writing. The UnixEndPoint class from the Mono.Posix project can be easily adapted to work with .NET Core, however:
// copied from https://github.com/mono/mono/blob/master/mcs/class/Mono.Posix/Mono.Unix/UnixEndPoint.cs
//
// Mono.Unix.UnixEndPoint: EndPoint derived class for AF_UNIX family sockets.
//
// Authors:
// Gonzalo Paniagua Javier (gonzalo#ximian.com)
//
// (C) 2003 Ximian, Inc (http://www.ximian.com)
//
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using System.Net.Sockets;
using System.Text;
namespace System.Net
{
public class UnixEndPoint : EndPoint
{
string filename;
public UnixEndPoint (string filename)
{
if (filename == null)
throw new ArgumentNullException ("filename");
if (filename == "")
throw new ArgumentException ("Cannot be empty.", "filename");
this.filename = filename;
}
public string Filename {
get {
return(filename);
}
set {
filename=value;
}
}
public override AddressFamily AddressFamily {
get { return AddressFamily.Unix; }
}
public override EndPoint Create (SocketAddress socketAddress)
{
/*
* Should also check this
*
int addr = (int) AddressFamily.Unix;
if (socketAddress [0] != (addr & 0xFF))
throw new ArgumentException ("socketAddress is not a unix socket address.");
if (socketAddress [1] != ((addr & 0xFF00) >> 8))
throw new ArgumentException ("socketAddress is not a unix socket address.");
*/
if (socketAddress.Size == 2) {
// Empty filename.
// Probably from RemoteEndPoint which on linux does not return the file name.
UnixEndPoint uep = new UnixEndPoint ("a");
uep.filename = "";
return uep;
}
int size = socketAddress.Size - 2;
byte [] bytes = new byte [size];
for (int i = 0; i < bytes.Length; i++) {
bytes [i] = socketAddress [i + 2];
// There may be junk after the null terminator, so ignore it all.
if (bytes [i] == 0) {
size = i;
break;
}
}
string name = Encoding.UTF8.GetString (bytes, 0, size);
return new UnixEndPoint (name);
}
public override SocketAddress Serialize ()
{
byte [] bytes = Encoding.UTF8.GetBytes (filename);
SocketAddress sa = new SocketAddress (AddressFamily, 2 + bytes.Length + 1);
// sa [0] -> family low byte, sa [1] -> family high byte
for (int i = 0; i < bytes.Length; i++)
sa [2 + i] = bytes [i];
//NULL suffix for non-abstract path
sa[2 + bytes.Length] = 0;
return sa;
}
public override string ToString() {
return(filename);
}
public override int GetHashCode ()
{
return filename.GetHashCode ();
}
public override bool Equals (object o)
{
UnixEndPoint other = o as UnixEndPoint;
if (other == null)
return false;
return (other.filename == filename);
}
}
}
With this class in your project, the socket can be connected like so:
var unixSocket = "/var/run/mysqld/mysqld.sock";
var socket = new Socket(AddressFamily.Unix, SocketType.Stream, ProtocolType.IP);
var unixEp = new UnixEndPoint(unixSocket);
socket.Connect(unixEp);
using System.Net.Sockets;
var unixSocketName = "/var/run/mysqld/mysqld.sock";
var unixSocket = new Socket(AddressFamily.Unix, SocketType.Stream, ProtocolType.IP);
unixSocket.Connect(new UnixDomainSocketEndPoint(unixSocketName));
Because I couldn't find a good example for unix sockets I designed my own.
Its very rudementary and has not many errorcatching, but it works.
Here it is:
using System;
using System.Net.Sockets;
using System.Threading;
namespace mps.unix.socket
{
public class UnixSocket
{
private Socket recvSocket;
private string unixSocketpath; // needed for cleanup
private bool running = true;
private byte[] data = new byte[0];
public UnixSocket(string unixSocket)
{
this.unixSocketpath = unixSocket;
this.recvSocket = new Socket(AddressFamily.Unix, SocketType.Stream, ProtocolType.Unspecified);
System.IO.File.Delete(unixSocketpath);
var ep = new UnixDomainSocketEndPoint(unixSocketpath);
recvSocket.Bind(ep);
recvSocket.Listen();
Thread w = new Thread(worker);
w.Start();
}
private void worker()
{
while (this.running)
{
try
{
var clientSocket = this.recvSocket.Accept(); // waits for 'client' to 'connect'
Thread t = new Thread(delegate () { clientWorker(clientSocket); });
t.Start();
}
catch (Exception) { }
}
}
private void clientWorker(Socket s)
{
while (running)
{
byte[] d = new byte[s.ReceiveBufferSize];
int length = s.Receive(d);
lock (this.data)
{
byte[] newData = new byte[this.data.Length + length];
Buffer.BlockCopy(this.data, 0, newData, 0, this.data.Length);
Buffer.BlockCopy(d, 0, newData, this.data.Length, length);
this.data = newData;
}
}
s.Close();
}
public bool isRunning()
{
return this.running;
}
public void Stop()
{
this.running = false;
Thread.Sleep(10);
this.recvSocket.Close();
System.IO.File.Delete(this.unixSocketpath);
}
public bool hasData()
{
return this.data.Length > 0;
}
public int dataLength()
{
lock (this.data)
return this.data.Length;
}
public byte[] getData()
{
lock (this.data)
{
var d = this.data;
this.data = new byte[0];
return d;
}
}
public byte[] getData(int length)
{
lock (this.data)
{
if (this.data.Length < length)
return this.getData();
//var d = this.data.Take(length).ToArray();
//var rest = new byte[0];
byte[] taken = new byte[length];
byte[] rest = new byte[this.data.Length - length];
Buffer.BlockCopy(this.data, 0, taken, 0, length);
Buffer.BlockCopy(this.data, length, rest, 0, rest.Length);
this.data = rest;
return taken;
}
}
}
}
Here is a litte program where you can see how to use the class:
using System;
using System.Threading;
using mps.unix.socket;
namespace TEST_mps.unix.socket
{
class Program { static void Main(string[] args) { var P = new TEST(); } }
class TEST
{
public TEST()
{
var v = new UnixSocket("/tmp/test.mps.unix.sock");
Thread t = new Thread(delegate () { runner(v); });
t.Start();
}
private void runner(UnixSocket s)
{
while (s.isRunning())
{
Thread.Sleep(5);
if (s.hasData())
{
string responseData = System.Text.Encoding.ASCII.GetString(s.getData());
Console.WriteLine("Message received: {0}", responseData);
if (responseData == "END")
s.Stop();
}
}
}
}
}
I compiled this with .Net 6.0 for linux-x64.
For testing run the software and then send something to the socket:
On server:
root#server:# ./test.mps.unix.socket
Message received: this is a message for the socket!
Message received: here is another one..
Message received: END
root#server:#
From another shell:
root#server:# echo -n 'this is a message for the socket!' | socat UNIX-CONNECT:/tmp/test.mps.unix.sock STDIO
root#server:# echo -n 'here is another one..' | socat UNIX-CONNECT:/tmp/test.mps.unix.sock STDIO
root#server:# echo -n 'END' | socat UNIX-CONNECT:/tmp/test.mps.unix.sock STDIO
If you found bugs or can make improvements tell me and I will see if we can add it to the example :)
Using .NET 4, wpf c#, I am passing method return values and parameters between two processes.
As I need the connection open and active a all times, I have tried my best to minimize the code that is recurring (within the loop) but unless I put this whole code inside the loop it did not succeed (after the first transfer the connection to server was closed), so as it is here, it does work repeatedly.
I was wondering first is this the way it should be coded, all the process including the new instance, dispose, close... within the loop?
Is the only available datatype for inter-process communication to pass as a string (inefficient)?
public void client()
{
for (int i = 0; i < 2; i++)
{
System.IO.Pipes.NamedPipeClientStream pipeClient =
new System.IO.Pipes.NamedPipeClientStream(".", "testpipe",
System.IO.Pipes.PipeDirection.InOut, System.IO.Pipes.PipeOptions.None);
if (pipeClient.IsConnected != true)
{
pipeClient.Connect(550);
}
System.IO.StreamReader sr = new System.IO.StreamReader(pipeClient);
System.IO.StreamWriter sw = new System.IO.StreamWriter(pipeClient);
string status;
status = sr.ReadLine();
if (status == "Waiting")
{
try
{
sw.WriteLine("param1fileName.cs,33" + i);
sw.Flush();
pipeClient.Close();
}
catch (Exception ex) { throw ex; }
}
}
}
public string server()
{
NamedPipeServerStream pipeServer = null;
do
{
try
{
pipeServer = new NamedPipeServerStream("testpipe", PipeDirection.InOut, 4);
StreamReader sr = new StreamReader(pipeServer);
StreamWriter sw = new StreamWriter(pipeServer);
System.Threading.Thread.Sleep(100);
pipeServer.WaitForConnection();
string test;
sw.WriteLine("Waiting");
sw.Flush();
pipeServer.WaitForPipeDrain();
test = sr.ReadLine();
if (!string.IsNullOrEmpty(test))
try
{
System.Windows.Application.Current.Dispatcher.Invoke(new Action(() => MbxTw.Show(Convert.ToInt32(test.Split(',')[1]), test.Split(',')[0], "method()", "Warning!! - " + "content")), System.Windows.Threading.DispatcherPriority.Normal);
}
catch (Exception e)
{
}
}
catch (Exception ex) {
throw ex; }
finally
{
pipeServer.WaitForPipeDrain();
if (pipeServer.IsConnected) { pipeServer.Disconnect(); }
}
} while (true);
}
after a thorough research on inter process communication I have changed the approach from using Named pipes to Memory mapped files,
as it is all rounds winner, no need to recreate it and faster
I present the ultimate partitioned-global-app-inter-process communication
any thoughts on the code will be greatly appreciated!
public class MMFinterComT
{
public EventWaitHandle flagCaller1, flagCaller2, flagReciver1, flagReciver2;
private System.IO.MemoryMappedFiles.MemoryMappedFile mmf;
private System.IO.MemoryMappedFiles.MemoryMappedViewAccessor accessor;
public virtual string DepositChlName { get; set; }
public virtual string DepositThrdName { get; set; }
public virtual int DepositSize { get; set; }
private System.Threading.Thread writerThread;
private bool writerThreadRunning;
public int ReadPosition { get; set; }
public List<string> statusSet;
private int writePosition;
public int WritePosition
{
get { return writePosition; }
set
{
if (value != writePosition)
{
this.writePosition = value;
this.accessor.Write(WritePosition + READ_CONFIRM_OFFSET, true);
}
}
}
private List<byte[]> dataToSend;
private const int DATA_AVAILABLE_OFFSET = 0;
private const int READ_CONFIRM_OFFSET = DATA_AVAILABLE_OFFSET + 1;
private const int DATA_LENGTH_OFFSET = READ_CONFIRM_OFFSET + 1;
private const int DATA_OFFSET = DATA_LENGTH_OFFSET + 10;
public IpcMMFinterComSF.MMFinterComTStatus IntercomStatus;
public MMFinterComT(string ctrIpcChannelNameStr, string ctrIpcThreadName, int ctrMMFSize)
{
this.DepositChlName = ctrIpcChannelNameStr;
this.Deposit Size = ctrMMFSize;
this.DepositThrdName = ctrIpcThreadName;
mmf = MemoryMappedFile.CreateOrOpen(DepositChlName, DepositSize);
accessor = mmf.CreateViewAccessor(0, DepositSize, System.IO.MemoryMappedFiles.MemoryMappedFileAccess.ReadWrite);//if (started)
//smLock = new System.Threading.Mutex(true, IpcMutxName, out locked);
ReadPosition = -1;
writePosition = -1;
this.dataToSend = new List<byte[]>();
this.statusSet = new List<string>();
}
public bool reading;
public byte[] ReadData;
public void StartReader()
{
if (this.IntercomStatus != IpcMMFinterComSF.MMFinterComTStatus._Null || ReadPosition < 0 || writePosition < 0)
return;
this.IntercomStatus = IpcMMFinterComSF.MMFinterComTStatus.PreparingReader;
System.Threading.Thread t = new System.Threading.Thread(ReaderThread);
t.IsBackground = true;
t.Start();
}
private void ReaderThread(object stateInfo)
{
// Checks if there is something to read.
this.IntercomStatus = IpcMMFinterComSF.MMFinterComTStatus.TryingToRead;
this.reading = accessor.ReadBoolean(ReadPosition + DATA_AVAILABLE_OFFSET);
if (this.reading)
{
this.IntercomStatus = IpcMMFinterComSF.MMFinterComTStatus.ReadingData;
// Checks how many bytes to read.
int availableBytes = accessor.ReadInt32(ReadPosition + DATA_LENGTH_OFFSET);
this.ReadData = new byte[availableBytes];
// Reads the byte array.
int read = accessor.ReadArray<byte>(ReadPosition + DATA_OFFSET, this.ReadData, 0, availableBytes);
// Sets the flag used to signal that there aren't available data anymore.
accessor.Write(ReadPosition + DATA_AVAILABLE_OFFSET, false);
// Sets the flag used to signal that data has been read.
accessor.Write(ReadPosition + READ_CONFIRM_OFFSET, true);
this.IntercomStatus = IpcMMFinterComSF.MMFinterComTStatus.FinishedReading;
}
else this.IntercomStatus = IpcMMFinterComSF.MMFinterComTStatus._Null;
}
public void Write(byte[] data)
{
if (ReadPosition < 0 || writePosition < 0)
throw new ArgumentException();
this.statusSet.Add("ReadWrite:-> " + ReadPosition + "-" + writePosition);
lock (this.dataToSend)
this.dataToSend.Add(data);
if (!writerThreadRunning)
{
writerThreadRunning = true;
writerThread = new System.Threading.Thread(WriterThread);
writerThread.IsBackground = true;
writerThread.Name = this.DepositThrdName;
writerThread.Start();
}
}
public void WriterThread(object stateInfo)
{
while (dataToSend.Count > 0 && !this.disposed)
{
byte[] data = null;
lock (dataToSend)
{
data = dataToSend[0];
dataToSend.RemoveAt(0);
}
while (!this.accessor.ReadBoolean(WritePosition + READ_CONFIRM_OFFSET))
System.Threading.Thread.Sleep(133);
// Sets length and write data.
this.accessor.Write(writePosition + DATA_LENGTH_OFFSET, data.Length);
this.accessor.WriteArray<byte>(writePosition + DATA_OFFSET, data, 0, data.Length);
// Resets the flag used to signal that data has been read.
this.accessor.Write(writePosition + READ_CONFIRM_OFFSET, false);
// Sets the flag used to signal that there are data avaibla.
this.accessor.Write(writePosition + DATA_AVAILABLE_OFFSET, true);
}
writerThreadRunning = false;
}
public virtual void Close()
{
if (accessor != null)
{
try
{
accessor.Dispose();
accessor = null;
}
catch { }
}
if (this.mmf != null)
{
try
{
mmf.Dispose();
mmf = null;
}
catch { }
}
disposed = true;
GC.SuppressFinalize(this);
}
private bool disposed;
}
and usage
instaciant once !
public static bool StartCurProjInterCom(IpcAccessorSetting curSrv, int DepoSize)
{
if(CurProjMMF ==null)
CurProjMMF = new MMFinterComT(curSrv.Channel.ToString(), curSrv.AccThreadName.ToString(), DepoSize);
CurProjMMF.flagCaller1 = new EventWaitHandle(false, EventResetMode.ManualReset, CurProjMMF.DepositThrdName);
CurProjMMF.flagCaller2 = new EventWaitHandle(false, EventResetMode.ManualReset, CurProjMMF.DepositThrdName);
CurProjMMF.flagReciver1 = new EventWaitHandle(false, EventResetMode.ManualReset, IpcAccessorThreadNameS.DebuggerThrd.ToString());
CurProjMMF.ReadPosition = curSrv.AccessorSectorsSets.DepoSects.Setter.Read;
CurProjMMF.WritePosition = curSrv.AccessorSectorsSets.DepoSects.Setter.Write;
Console.WriteLine("MMFInterComSetter.ReadPosition " + CurProjMMF.ReadPosition);
Console.WriteLine("MMFInterComSetter.WritePosition " + CurProjMMF.WritePosition);
CurProjMMF.StartReader();
return true;
}
use many
public static void StartADebugerInterComCall(IpcCarier SetterDataObj)
{
IpcAccessorSetting curSrv = new IpcAccessorSetting(IpcMMf.IPChannelS.Debugger, IpcAccessorThreadNameS.DebuggerThrdCurProj, 0, 5000);
StartCurProjInterCom(curSrv, 10000);
var dataW = SetterDataObj.IpcCarierToByteArray();//System.Text.Encoding.UTF8.GetBytes(msg);
CurProjMMF.Write(dataW);
CurProjMMF.flagReciver1.Set();
CurProjMMF.flagCaller1.WaitOne();
CurProjMMF.flagCaller1.Reset();
}