Below is the code responsible for creating the connection:
IConnection connectionMQ;
factoryFactory = XMSFactoryFactory.GetInstance(XMSC.CT_WMQ);
IConnectionFactory cf = factoryFactory.CreateConnectionFactory();
cf.SetStringProperty(XMSC.WMQ_HOST_NAME, "host");
cf.SetIntProperty(XMSC.WMQ_PORT, port);
cf.SetStringProperty(XMSC.WMQ_CHANNEL, "channel");
cf.SetIntProperty(XMSC.WMQ_CONNECTION_MODE, XMSC.WMQ_CM_CLIENT);
cf.SetStringProperty(XMSC.WMQ_QUEUE_MANAGER, "queueManager");
cf.SetStringProperty(XMSC.WMQ_SSL_PEER_NAME, "sslPeerName");
cf.SetStringProperty(XMSC.WMQ_SSL_CIPHER_SPEC, "TLS_RSA_WITH_AES_256_CBC_SHA256");
cf.SetStringProperty(XMSC.WMQ_CCSID, "ccSid");
cf.SetStringProperty(XMSC.WMQ_SSL_KEY_REPOSITORY, "*USER");
cf.SetStringProperty(XMSC.WMQ_SSL_CLIENT_CERT_LABEL, "clientCertLabel");
connectionMQ = cf.CreateConnection();
Consumer :
using (sessionWMQ = connectionWMQ.CreateSession(true, AcknowledgeMode.AutoAcknowledge))
{
var destination = sessionWMQ.CreateQueue("queueName");
consumerAsync = sessionWMQ.CreateConsumer(destination);
var messageListener = new MessageListener(OnMessageCallback);
consumerAsync.MessageListener = messageListener;
connectionWMQ.Start();
}
OnMessageCallback:
public void OnMessageCallback(IMessage message)
{
if (message != null)
{
numMessage++;
sessionWMQ.Commit();
}
}
This implementation causes me to download exactly one message and not the next ones.
What should I change to download all messages and even if the queue is empty it will wait for the message?
I will add that there is no error and this message is correctly taken from the queue and the next time I connect this message is gone.
Related
I am unable to construct a MessageQueue object to access a target journal queue used by one of my applications.
When I execute
MessageQueue journalQ = new MessageQueue("my_computer\\private$\\test queue")
I can construct a messagequeue.
I have verified that test queue exists and it has a journal queue that is enabled and has a message.
When I execute
MessageQueue journalQ = new MessageQueue("my_computer\\private$\\test queue\\Journal$")
I cannot construct the queue, when looking at my locals I get MessageQueueException exceptions thrown saying The specified format name does not support the requested operation. For example, a direct queue format name cannot be deleted.
I have tried multiple different path fomrat combinations, both the full "Format=OS" and more dissected strings, and ";journal" rather than "\journal"
string journalPath = (messageQueueList[choiceInt].Path.Split(':')[2].Split('$')[0]
+ "$"
+ messageQueueList[choiceInt].Path.Split('$')[1]
+ "\\Journal$"
);
journalQ = new MessageQueue(journalPath);
You cannot directly send messages to a journal queue, you can only receive from those. Accessing sending-related members of a journal's MessageQueue object will throw the exception you cited in your question. Take the following example code:
static void Main(string[] args)
{
// Create queue
string queueName = "computer_name\\private$\\test queue";
MessageQueue.Create(queueName);
// Create MessageQueue object and enable journal
MessageQueue queue = new MessageQueue(queueName);
queue.Formatter = new XmlMessageFormatter(new Type[] { typeof(string) });
queue.UseJournalQueue = true;
Console.WriteLine($"queue.CanRead = {queue.CanRead}");
Console.WriteLine($"queue.CanWrite = {queue.CanWrite}");
// Send message
queue.Send("test message");
// Receive message from queue
// The message is copied to the journal now
Console.WriteLine($"queue.Receive(): {(string)queue.Receive().Body}");
// Receive message again from journal
MessageQueue journal = new MessageQueue(queueName + "\\Journal$");
journal.Formatter = new XmlMessageFormatter(new Type[] { typeof(string) });
Console.WriteLine($"journal.CanRead = {journal.CanRead}");
Console.WriteLine($"journal.CanWrite = {journal.CanWrite}");
Console.WriteLine($"journal.Receive(): {(string)journal.Receive().Body}");
}
This will create a new message queue and enable the matching journal queue. A sent message is stored in the message queue; after receiving it, it is moved to the journal queue. You can then receive this message a second time from the journal queue.
The program's output is:
queue.CanRead = True
queue.CanWrite = True
queue.Receive(): test message
journal.CanRead = True
journal.CanWrite = False
journal.Receive(): test message
I have a Message Publishing Server class which creates a PUB socket at construction, with the following code:
this.context = NetMQContext.Create();
this.pubSocket = this.context.CreatePublisherSocket();
var portNumber = this.installerSettings.PublisherPort;
this.pubSocket.Bind("tcp://127.0.0.1:" + portNumber);
Sending a message using messagePublishingServer.Publish(message) executes:
this.pubSocket.SendMoreFrame(string.Empty).SendFrame(message);
The following xBehave test...
[Scenario]
public void PublishMessageScenario()
{
MessagePublishingServer messagePublishingServer = null;
NetMQContext context;
NetMQ.Sockets.SubscriberSocket subSocket = null;
string receivedMessage = null;
"Given a running message publishing server"._(() =>
{
var installerSettingsManager = A.Fake<IInstallerSettingsManager>();
var settings = new InstallerSettings { PublisherPort = "5348" };
A.CallTo(() => installerSettingsManager.Settings).Returns(settings);
messagePublishingServer = new MessagePublishingServer(installerSettingsManager);
});
"And a subscriber connected to the publishing server"._(() =>
{
context = NetMQContext.Create();
subSocket = context.CreateSubscriberSocket();
subSocket.Options.ReceiveHighWatermark = 1000;
subSocket.Connect("tcp://127.0.0.1:5348");
subSocket.Subscribe(string.Empty);
});
"When publishing a message"._(() =>
{
messagePublishingServer.Publish("test message");
// Receive the topic
subSocket.ReceiveFrameString();
// and the message
receivedMessage = subSocket.ReceiveFrameString();
});
"Then the subscriber must have received it"._(() =>
{
receivedMessage.Should().NotBeNullOrEmpty();
receivedMessage.Should().Be("test message");
});
}
... blocks in the first subSocket.ReceiveFrameString() which I find unexpected. Shouldn't the subscriber socket have queued the published message until the receive is called?
Publisher is like radio, if you was not connected and subscribed when the publisher published you miss the message. My tip is to put 100ms sleep after subscriber connect (only for testing).
From the source (ReceivingSocketExtensions.cs
):
/// Receive a single frame from socket, blocking until one arrives, and decode as a string using ...
public static string ReceiveFrameString([NotNull] this IReceivingSocket socket)
and
/// If no message is immediately available, return <c>false</c>.
public static bool TryReceiveFrameString([NotNull] this IReceivingSocket socket, out string frameString)
We have an issue with RabbitMQ on both the producer and the consumer side where over time tons of channels are created and never closed.
We have our IConnection Ninjected with InSingletonScope and we have a single producer that disposes the model immediately.
Any insight into why this may be happening?
Connection Code:
Bind<IConnection>()
.ToMethod(ctx =>
{
var factory = new ConnectionFactory
{
Uri = ConnectionString,
RequestedHeartbeat = 15,
//every N seconds the server will send a heartbeat. If the connection does not receive a heartbeat within
//N*2 then the connection is considered dead.
//suggested from http://public.hudl.com/bits/archives/2013/11/11/c-rabbitmq-happy-servers/
AutomaticRecoveryEnabled = true
};
return factory.CreateConnection();
})
.InSingletonScope();
Publisher code:
public void Publish(string exchangeName, string routingKey, IBasicProperties basicProperties, byte[] messageBytes)
{
using (var model = _rabbitConnection.CreateModel())
{
model.BasicPublish(exchangeName, routingKey, basicProperties, messageBytes);
}
}
Rabbit Version: 3.5.1
C# RabbitMQ.Client: 3.5.2
This appears to be fixed on C# RabbitMQ.Client 3.5.4
https://github.com/rabbitmq/rabbitmq-dotnet-client/issues/109
I have built a peer to peer C# video conferencing application that uses a specific TCP port(17500) for audio communication. Currently, on my application interface, I enter the other IP address which has the program opened in order to communicate. What I want to do is to find the IP addresses automatically.
So, I though the best way to achieve this is to obtain the local IP addresses that are using the same TCP port number, 17500. How can I do that ? or is there any other methods getting IP addresses using the same application ?
As mentioned in comments, you need some kind of peer-discovery protocol.
As many multimedia devices, routers etc. use multicast based discovery protocols like SSDP, I created a similar discovery service sample .
Usage is simple. Just use
Discoverer.PeerJoined = ip => Console.WriteLine("JOINED:" + ip);
Discoverer.PeerLeft= ip => Console.WriteLine("LEFT:" + ip);
Discoverer.Start();
All your clients will use the same code.
using System;
using System.Net;
using System.Net.Sockets;
using System.Runtime.Caching; // add this library from the reference tab
using System.Text;
using System.Threading.Tasks;
namespace SO
{
public class Discoverer
{
static string MULTICAST_IP = "238.212.223.50"; //Random between 224.X.X.X - 239.X.X.X
static int MULTICAST_PORT = 2015; //Random
static UdpClient _UdpClient;
static MemoryCache _Peers = new MemoryCache("_PEERS_");
public static Action<string> PeerJoined = null;
public static Action<string> PeerLeft = null;
public static void Start()
{
_UdpClient = new UdpClient();
_UdpClient.Client.Bind(new IPEndPoint(IPAddress.Any, MULTICAST_PORT));
_UdpClient.JoinMulticastGroup(IPAddress.Parse(MULTICAST_IP));
Task.Run(() => Receiver());
Task.Run(() => Sender());
}
static void Sender()
{
var IamHere = Encoding.UTF8.GetBytes("I AM ALIVE");
IPEndPoint mcastEndPoint = new IPEndPoint(IPAddress.Parse(MULTICAST_IP), MULTICAST_PORT);
while (true)
{
_UdpClient.Send(IamHere, IamHere.Length, mcastEndPoint);
Task.Delay(1000).Wait();
}
}
static void Receiver()
{
var from = new IPEndPoint(0, 0);
while (true)
{
_UdpClient.Receive(ref from);
if (_Peers.Add(new CacheItem(from.Address.ToString(), from),
new CacheItemPolicy() {
SlidingExpiration = TimeSpan.FromSeconds(20),
RemovedCallback = (x) => { if (PeerLeft != null) PeerLeft(x.CacheItem.Key); }
}
)
)
{
if (PeerJoined != null) PeerJoined(from.Address.ToString());
}
Console.WriteLine(from.Address.ToString());
}
}
}
}
Now a little bit about the algorithm:
Every client multicasts a packet every seconds.
if the receiver(every client has it) gets a packet from an IP that isn't in its cache, it will fire PeerJoined method.
Cache will expire in 20 seconds. If a client doesn't receive a packet within that duration from another client in cache, it will fire PeerLeft method.
I believe if you are using a peer to peer application to exchange packets, when you need to know if someone "Is Online and Ready for connection", you need to send a broadcast. We can do it easily using an UDP connection.
I'll post an example where you use two methods: one to ask the entire network for ready clients in a broadcast message, and the other will start a listener to answer back broadcast asking message, or start a connection if a response of type "i am here" comes.
Hope it helps!
public sealed class UdpUtility
{
// Our UDP Port
private const int broadcastPort = 11000;
// Our message to ask if anyone is ready for connection
private const string askMessage = "ARE ANYONE OUT THERE?";
// Our answer message
private const string responseMessage = "I AM HERE!";
// We use this method to look for a client to connect with us.
// It will send a broadcast to the network, asking if any client is ready for connection.
public void SendBroadcastMessage()
{
var udp = new UdpClient(broadcastPort);
var endpoint = new IPEndPoint(IPAddress.Broadcast, broadcastPort);
try
{
var bytes = Encoding.ASCII.GetBytes(askMessage);
udp.Send(bytes, bytes.Length, endpoint);
}
catch (Exception ex)
{
// Treat your connection exceptions here!
}
}
// This method will start a listener on the port.
// The client will listen for the ask message and the ready message.
// It can then, answer back with a ready response, or start the TCP connection.
public void ListenBroadcastMessage()
{
var udp = new UdpClient(broadcastPort);
var endpoint = new IPEndPoint(IPAddress.Broadcast, broadcastPort);
bool received = false;
try
{
while (!received)
{
// We start listening broadcast messages on the broadcast IP Address interface.
// When a message comes, the endpoing IP Address will be updated with the sender IP Address.
// Then we can answer back the response telling that we are here, ready for connection.
var bytes = udp.Receive(ref endpoint);
var message = Encoding.ASCII.GetString(bytes);
if (message == askMessage)
{
// Our client received the ask message. We must answer back!
// When the client receives our response, his endpoint will be updated with our IP Address.
// The other client can, then, start the TCP connection and do the desired stuff.
var responseBytes = Encoding.ASCII.GetBytes(responseMessage);
udp.Send(responseBytes, responseBytes.Length, endpoint);
}
else if (message == responseMessage)
{
// We received a connection ready message! We can stop listening.
received = true;
// We received a response message!
// We can start our TCP connection here and do the desired stuff.
// Remember: The other client IP Address (the thing you want) will be on the
// endpoint object at this point. Just use it and start your TCP connection!
}
}
}
catch (Exception ex)
{
// Treat your connection exceptions here!
}
}
}
Invoke your command prompt to do "netstat -n" and extract the output.
Here is a piece of code taken from a program that I have wrote modified to fit your requirements. You will still need to further process the data to get the IP addresses
Process netP = new Process();
ProcessStartInfo netPI = new ProcessStartInfo();
netPI.FileName = "cmd";
netPI.UseShellExecute = false;
netPI.RedirectStandardOutput = true;
netPI.RedirectStandardInput = true;
netPI.RedirectStandardError = true;
netPI.CreateNoWindow = true;
netP.StartInfo = NetPI;
netP.Start();
while (!netP.Start())
Thread.Sleep(100);
StreamWriter sW = netP.StandardInput;
StreamReader sR = netP.StandardOutput;
sW.WriteLine("netstat -n")
sW.Close();
string data = sR.ReadToEnd();
sR.Close();
//Do some further processing to filter out the addresses and extract
I've written a little apllication that creates a named pipe server and a client that connects to it. You can send data to the server, and the server reads it successfully.
The next thing I need to do is receive messages from the server, so I've got another thread that spawns and sits and waits for incoming data.
The problem is that whilst the thread is sat waiting for incoming data, you can no longer send messages to the server as it hangs on the WriteLine call as I assume the pipe is now tied up checking for data.
So is it just that I'm not approaching this properly? Or are named pipes not meant to be used like this? The examples I've seen on named pipes seem to only go one way, a client sends and a server receives, although you can specify the direction of a pipe as In, Out or both.
Any help, pointers or suggestions would be appreciated!
Heres' the code so far:
// Variable declarations
NamedPipeClientStream pipeClient;
StreamWriter swClient;
Thread messageReadThread;
bool listeningStopRequested = false;
// Client connect
public void Connect(string pipeName, string serverName = ".")
{
if (pipeClient == null)
{
pipeClient = new NamedPipeClientStream(serverName, pipeName, PipeDirection.InOut);
pipeClient.Connect();
swClient = new StreamWriter(pipeClient);
swClient.AutoFlush = true;
}
StartServerThread();
}
// Client send message
public void SendMessage(string msg)
{
if (swClient != null && pipeClient != null && pipeClient.IsConnected)
{
swClient.WriteLine(msg);
BeginListening();
}
}
// Client wait for incoming data
public void StartServerThread()
{
listeningStopRequested = false;
messageReadThread = new Thread(new ThreadStart(BeginListening));
messageReadThread.IsBackground = true;
messageReadThread.Start();
}
public void BeginListening()
{
string currentAction = "waiting for incoming messages";
try
{
using (StreamReader sr = new StreamReader(pipeClient))
{
while (!listeningStopRequested && pipeClient.IsConnected)
{
string line;
while ((line = sr.ReadLine()) != null)
{
RaiseNewMessageEvent(line);
LogInfo("Message received: {0}", line);
}
}
}
LogInfo("Client disconnected");
RaiseDisconnectedEvent("Manual disconnection");
}
// Catch the IOException that is raised if the pipe is
// broken or disconnected.
catch (IOException e)
{
string error = "Connection terminated unexpectedly: " + e.Message;
LogError(currentAction, error);
RaiseDisconnectedEvent(error);
}
}
You cannot read from one thread and write on another thread to the same pipe object. So while you could create a protocol where the listening position changes depending on the data you're sending, you cannot do both at the same time. You will need a client and server pipe on both sides to do this.