Signal R reconnect seems to create a new thread - c#

We have a siglnalR hub hosted in IIS, and a WPF .net core application that connects. Everything is working perfectly on first run. However, when IIS recycles the application pool, the WPF client re-reconnects successfully, but, (so it seems) on another thread, as when the user attempts to perform an action (open a new WPF window) - the following error is thrown when creating a new instance of the window to open :-
"The calling thread must be STA, because many UI components require this"
This is how we connect to the hub :-
private async void Connect()
{
try
{
_signalRConnection.On<Notification>(NotificationMessageStr, (message) =>
{
if (message != null && _signalRConnection != null)
{
OnProcessMessage(message);
}
}
);
_signalRConnection.Reconnecting += error =>
{
OnReconnecting("Connection lost - Attempting to reconnect.");
return Task.CompletedTask;
};
_signalRConnection.Reconnected += connectionId =>
{
OnReconnected("Reconnected");
return Task.CompletedTask;
};
_signalRConnection.Closed += error =>
{
OnLostConnection("Failed to connect");
// Notify users the connection has been closed or manually try to restart the connection.
return Task.CompletedTask;
};
try
{
//Connect to the server
await _signalRConnection.StartAsync();
}
catch (Exception ex)
{
}
}
catch (Exception ex)
{
}
}
When a message is received from the hub, we call :-
private void SubscriveToNewNotification()
{
vm.NewNotification += (sender, e) => {
ShowNotificationAlert(e.NotificationMessage); };
}
private void ShowNotificationAlert(Notification notification) {
NotificationAlert notificationAlert = new NotificationAlert();
notificationAlert.notification = notification;
notificationAlert.Show();
}
And it is this:-
NotificationAlert notificationAlert = new NotificationAlert();
That is failing.
This is how the connection is built up :-
private void InitializeViewModel()
{
try
{
string serviceAddress = "xxxx/notificationHub";
connectHub = NotificationHubManager.CreateNotificationHub(serviceAddress, userInfo);
}
catch (System.Exception ex)
{
System.Windows.MessageBox.Show(ex.Message + "--");
}
connectHub.ProcessMessage += (sender, e) =>
{
// THIS IS WHERE IT FALLS OVER
NotificationAlert n = new NotificationAlert();
OnNotificationReceived(e.NotificationMessage);
};
-- This is the notification hub
public static NotificationHubConnect CreateNotificationHub(string address, ISwiftUser userInfo = null)
{
HubConnection hubConnection = new HubConnectionBuilder()
.WithUrl(address)
.WithAutomaticReconnect()
.Build();
try
{
var result = new NotificationHubConnect(hubConnection, userInfo);
return result;
}
catch (Exception ex)
{
throw ex;
}
}
Is there a way to have the reconnect run on the same thread?

Related

Async function freezes UI thread

I have an async function which still freezes / lags the UI thread for me when I execute it. This is my function calling it.
private void TcpListenerLogic(object sender, string e)
{
Application.Current.Dispatcher.BeginInvoke((Action)async delegate {
try
{
dynamic results = JsonConvert.DeserializeObject<dynamic>(e);
if (results.test_id != null)
{
// Get properties for new anchor
string testInformation = await CommunicationCommands.getJsonFromURL(
"http://" + ServerIP + ":" + ServerPort + "/api/" + results.test_id);
}
}
catch (Exception exception)
{
// Writing some Trace.WriteLine()'s
}
});
}
And this is the async function that freezes my UI Thread
public static async Task<string> getJsonFromURL(string url)
{
try
{
string returnString = null;
using (System.Net.WebClient client = new System.Net.WebClient())
{
returnString = await client.DownloadStringTaskAsync(url);
}
return returnString;
}
catch (Exception ex)
{
Debug.WriteLine(ex.ToString());
return null;
}
}
I already tried to make everything in TcpListenerLogic run in a new Thread:
new Thread(() =>
{
Thread.CurrentThread.IsBackground = true;
}).Start();
Which resulted in the whole UI completely freezing. And I tried to make TcpListenerLogic async and await the dispatcher, which also made everything freeze permanently. I also tried to make TcpListenerLogic async and leave the dispatcher. The dispatcher is only there because I normally have some UI code in there, which I left out for my tests.
I have ventured far through the internet, but no BackgroundWorker, ThreadPool or other methods helped me in my endeavour.
If anyone has help for this particular problem, or a resource that would improve my understanding of async functions in C#, I would much appreciate it.
Edit
As requested a deeper insight in how this event handler is called.
I have System.Net.Websocket, which is connected to the Backend API I am working with and triggers an event, everytime he receives new Data. To guarantee the socket listens as longs as it is open, there is a while loop which checks for the client state:
public event EventHandler<string> TcpReceived;
public async void StartListener(string ip, int port, string path)
{
try
{
using (client = new ClientWebSocket())
{
try
{ // Connect to backend
Uri serverUri = new Uri("ws://" + ip + ":" + port.ToString() + path );
await client.ConnectAsync(serverUri, CancellationToken.None);
}
catch (Exception ex)
{
BackendSettings.IsConnected = false;
Debug.WriteLine("Error connecting TCP Socket: " + ex.ToString());
}
state = client.State;
// Grab packages send in backend
while (client.State == WebSocketState.Open || client.State == WebSocketState.CloseSent)
{
try
{
// **Just formatting the received data until here and writing it into the "message" variable**//
TcpReceived(this, message);
// Close connection on command
if (result.MessageType == WebSocketMessageType.Close)
{
Debug.WriteLine("Closing TCP Socket.");
shouldstayclosed = true;
await client.CloseAsync(WebSocketCloseStatus.NormalClosure, string.Empty, CancellationToken.None);
break;
}
state = client.State;
}
catch
{
BackendSettings.IsConnected = false;
state = client.State;
}
}
state = client.State;
}
}
catch (Exception ex)
{
// Some error messages and settings handling
}
}
The Event has a handler attached:
TcpReceived += TcpListener_TcpReceived;
And this is the Handler, which calls the previously seen "TcpListenereLogic".
private void TcpListener_TcpReceived(object sender, string e)
{
TcpListenerLogic(sender, e);
//App.Current.Dispatcher.BeginInvoke(new Action(() => {
// TcpListenerLogic(sender, e);
//}));
//new Thread(() =>
//{
// Thread.CurrentThread.IsBackground = true;
// TcpListenerLogic(sender, e);
//}).Start();
}
I previously had the "TcpListenereLogic" as the handler, but I wanted to try different methods to call it. I also left in the commented out part, to show how the call of "TcpListenereLogic" looked already. All my attempts were with all mentioned setups and sadly lead to nothing.
Thank you very much #TheodorZoulias for helping me to find the solution to my problem.
It turns out it wasn't the async function itself, but rather how often it gets called. It got called roughly ~120 times every second.
My solution starts by calling the Listener method over a new Thread:
new Thread(() =>
{
Thread.CurrentThread.IsBackground = true;
MainWindow.tcpListener.StartListener(ip, portNumber, "/api/");
}).Start();
To limit the amount of calls that happen every second I added a dispatcher timer, that resets a bool after it has been used for a call, by my Event.
readonly System.Windows.Threading.DispatcherTimer packageIntervallTimer =
new System.Windows.Threading.DispatcherTimer();
bool readyForNewPackage = true;
private void ReadyForPackage(object sender, EventArgs e)
{
readyForNewPackage = true;
}
public async void StartListener(string ip, int port, string path)
{
packageIntervallTimer.Interval = TimeSpan.FromMilliseconds(50);
packageIntervallTimer.Tick += (s, e) => { Task.Run(() => ReadyForPackage(s, e)); };
packageIntervallTimer.Start();
Then I wrapped everything inside the while loop into an if condition based on the bool, the most important part was to have my "event EventHandler TcpReceived" in there:
// Grab packages sent in backend
while (client.State == WebSocketState.Open || client.State == WebSocketState.CloseSent)
{
if (readyForNewPackage == true)
{
readyForNewPackage = false;
try
{
....
TcpReceived(this, message);
....
}
catch
{
...
}
}
}
I added my TcpListenerLogic to the Eventhandler:
TcpReceived += TcpListenerLogic;
And my TcpListenerLogic now looked like this (names have been changed):
private async void TcpListenerLogic(object sender, string e)
{
try
{
dynamic results = JsonConvert.DeserializeObject<dynamic>(e);
if (results.test_id != null)
{
string testID = "";
if (results.test_id is JValue jValueTestId)
{
testID = jValueTestId.Value.ToString();
}
else if (results.test_id is string)
{
testID = results.test_id;
}
// Get properties for new object
string information = await CommunicationCommands.getJsonFromURL(
"http://" + ServerIP + ":" + ServerPort + "/api/" + testID );
if (information != null)
{
await App.Current.Dispatcher.BeginInvoke(new Action(() =>
{
// Create object out of the json string
TestStatus testStatus = new TestStatus();
testStatus.Deserialize(information);
if (CommunicationCommands.isNameAlreadyInCollection(testStatus.name) == false)
{
// Add new object to the list
CommunicationCommands.allFoundTests.Add(testStatus);
}
}));
{
}
catch (Exception exception)
{
....
}
}
Adding a new Thread to execute any step results in problems, so keep in mind that all this uses the thread created at the beginning for "StartListener"

Windows Service memory usage steady increase

I have simple Windows service which sends HTTP requests on few timer's. I installed Release version of this service and after few days running of it I noticed memory usage increase from ~5MB to ~32MB. This made me worried, I rarely do anything for desktop so I really lack knowledge to figure out where leak is happening...
Maybe log4net object is growing?
Here I initialize my service and it's configuration:
private static readonly log4net.ILog logger = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private Historian historian;
private EndpointsConfiguration endpointsConfiguration;
private readonly string endpointsJson;
public Service()
{
InitializeComponent();
historian = new Historian(ConfigurationManager.ConnectionStrings["Historian"].ConnectionString);
try
{
string path = Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().GetName().CodeBase).Substring(6);
endpointsJson = File.ReadAllText($#"{path}\EndpointsConfiguration.json");
var jsonOptions = new JsonSerializerOptions
{
Converters =
{
new JsonStringEnumConverter(JsonNamingPolicy.CamelCase)
}
};
endpointsConfiguration = JsonSerializer.Deserialize<EndpointsConfiguration>(endpointsJson, jsonOptions);
}
catch (Exception ex)
{
logger.Fatal("Nepavyko nuskaityti konfigūracijos", ex);
return;
}
}
OnStart method:
protected override void OnStart(string[] args)
{
logger.Info("Servisas startavo");
try
{
historian.Ping();
logger.Info("Pavyko prisijungti prie Historian duomenų bazės");
foreach (var endpoint in endpointsConfiguration.Endpoints)
{
var timer = new TimerWithContext(endpoint, endpoint.Interval)
{
Enabled = true
};
timer.Elapsed += async (sender, e) => await Timer_Elapsed(sender, e);
}
logger.Info("Suformuotos užduočių gijos");
}
catch (Exception ex)
{
logger.Fatal("Nepavyko prisijungti prie Historian duomenų bazės", ex);
OnStop();
}
}
Timer Elapsed (primary work of this service):
private async Task Timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
Endpoint endpoint = ((TimerWithContext)sender).Endpoint;
var endpointTags = endpoint.Tags;
try
{
historian.RetrieveLiveValues(ref endpointTags);
}
catch (Exception ex)
{
logger.Fatal($"Nepavyko nuskaityti naujausių tag'o reikšmių, Gavėjas:${endpoint.UrlAddress}", ex);
}
finally
{
using (HttpClient httpClient = new HttpClient())
{
if (endpoint.AuthScheme != null && endpoint.AuthKey != null)
{
httpClient.DefaultRequestHeaders.Authorization = new System.Net.Http.Headers.AuthenticationHeaderValue(endpoint.AuthScheme, endpoint.AuthKey);
}
object data = new { };
switch (endpoint.SerializationOption)
{
case SerializationOption.PECustom:
data = new DeviceComponents
{
SerialNr = endpoint.SerialNr,
MeterCode = endpoint.MeterCode,
ReadDate = $"{DateTime.Now:yyyy-MM-dd HH:mm:ss}",
DevCompValues = endpointTags.ToDictionary(tag => tag.DestinationName, tag => tag.Value.ToString())
};
break;
default:
data = endpointTags.ToDictionary(tag => tag.DestinationName, tag => tag.Value.ToString());
break;
}
var content = new StringContent(JsonSerializer.Serialize(data), Encoding.UTF8, "application/json");
try
{
var response = await httpClient.PostAsync(endpoint.UrlAddress, content);
response.EnsureSuccessStatusCode();
logger.Info($"Duomenys perduoti gavėjui:{endpoint.Name}");
}
catch (Exception ex)
{
logger.Warn($"Nepavyko perduoti duomenų šaltiniui: {endpoint.Name}; Adresas{endpoint.UrlAddress}; Duomenų kiekis:{endpoint.Tags.Count}", ex);
}
}
}
}

C# - Signalr client connection is causing performance issue Windows Service

Signalr client code is causing performance issue is Windows Service. Windows service is acting as signalr client.
What we are trying to do:
Windows service is having one timer, which executes the method(ConnectToSignalRServer). If somehow the connection gets closed, there is one event (Connection.Closed += Connection_Closed), which will again try to establish the connection by calling the method(ConnectToSignalRServer). A while loop is being used in the event (Connection.Closed += Connection_Closed) to try reconnecting.
Please find the sample code below and let me know if any issues with the code.
private static HubConnection Connection = null;
//When the service starts, this method would be called.
public static bool ConnectToSignalRServer()
{
try
{
string Url = "http://www.samplesignalrserver.com";
Connection = new HubConnection(Url);
var myHub = Connection.CreateHubProxy("SignalHub");
Connection.Start().ContinueWith(task =>
{
if (task.IsFaulted)
{
}
else
{
Connection.Closed += Connection_Closed;
}
}).Wait();
//Method(RequestData) would be called upon receiveng message from server
myHub.On<string>("GetMessgeFromServer", type =>
{
Task.Run(() => RequestData(type));
});
//Method(GetHostName) would be called in server
myHub.Invoke<string>("GetHostName", BLConstants.strHostName);
return true;
}
catch (Exception ex)
{
//capturing Stacktrace and Message from ex object
}
return false;
}
//Establish the connection, if the the connection would be closed
private static void Connection_Closed()
{
try
{
while (true)
{
Thread.Sleep(10000);
bool connected = ConnectToSignalRServer();
if (connected)
{
break;
}
}
}
catch (Exception ex)
{
//capturing Stacktrace and Message from ex object
}
}

Issue with local connection between 2 programs over TCP

So I have a really really weird issue. This is going to take a tiny bit of a wall to explain fully..
I'm running some game servers for a Unity game called SCP: Secret Laboratory, and have a custom-made C# Discord Bot that helps my staff moderate both in-game and on Discord, by controlling bans, logging player warnings, etc, etc.
I'm trying to make the two platforms communicate with each other over a TCP port over the local machine address (127.0.0.1).
I've setup the listener on the bot, to whom the individual servers (there are 7) will connect to when they are ready.
I've also set it up so that if the connection is broken from either side, the servers will close the TcpClient, start a new one, and attempt to connect, while the listener just resumes listening on that port for a connection again, after closing the client on it's side.
I've tested it several times by closing the client, the socket, or just rebooting the program on either end, and they seem to without fail reconnect flawlessly.
Here's my issue..
While the game servers remain empty, everything is fine. After players start to connect, anywhere from 5mins to an hour will go by, then suddenly, seemingly at random, the server no longer 'hears' the bot when it talks across the connection, however, the bot itself does not hit an error when trying to send data, the server just never receives any. What's stranger, is the server will continue to send it's own data over the connection, and the bot does receive that data.
To attempt to 'reset' the connection with a new client when this happens, I make the servers send an initial heartbeat to the bot when they first connect. This tells the bot that the connection is established on the server's end, and begins a looping thread that will send an AYT message to the server every 10s, to which the server must reply.
If the bot sends 3 AYT messages without getting a response back, it will close the TcpClient, and start listening for a new one.
At this time, the server detects the connection was closed, disposes of it's client, instantiates a new one, and tries to connect successfully. The bot then receives it's initial heartbeat, and starts the AYT timer for that client again, but the server continues to not receive them. Or any data whatsoever sent from the bot, even though the bot still receives data from the server during this time.
The only solution to fix the problem at that point, is to fully restart the game server, after which it will connect to the bot and work perfectly fine, until it.. just doesn't anymore.
For reference, pastebins of the code used are below.
The bot "listener" side
public class ProcessSTT
{
private static ConcurrentDictionary<int, TcpClient> bag = new ConcurrentDictionary<int, TcpClient>();
private static ConcurrentDictionary<int, int> heartbeats = new ConcurrentDictionary<int, int>();
public static void SendData(string data, int port, ulong channel = 0)
{
try
{
BinaryFormatter formatter = new BinaryFormatter();
SerializedData.SerializedData serializedData =
new SerializedData.SerializedData { Data = data, Port = port, Channel = channel };
//Console.WriteLine($"Sending {serializedData.Data}");
if (!bag.ContainsKey(port))
{
Console.WriteLine($"STT: Bag does not contain {port}");
return;
}
if (bag[port] != null && bag[port].Connected)
formatter.Serialize(bag[port].GetStream(), serializedData);
else
{
Console.WriteLine($"Error - Bag {port} is null or not connected.");
if (bag.TryRemove(port, out TcpClient client))
client.Dispose();
}
}
catch (IOException s)
{
Console.WriteLine($"STT: Socket exception, removing..");
KeyValuePair<int, TcpClient> thingything = default;
foreach (var thing in bag)
if (thing.Key == port)
thingything = thing;
if (bag.TryRemove(thingything.Key, out TcpClient _client))
{
_client.Close();
}
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
private static List<TcpListener> listener = new List<TcpListener>();
public static void Init()
{
for (int i = 1; i < 8; i++)
{
TcpListener list = new TcpListener(IPAddress.Loopback, 11900 + i);
Console.WriteLine($"STT: Listener started for port {11900 + i}");
listener.Add(list);
list.Start();
ThreadPool.QueueUserWorkItem(ListenForConn, list);
}
}
public static async Task Heartbeat(int port)
{
await Task.Delay(10000);
for (;;)
{
Console.WriteLine("STT: Starting Heartbeat");
if (heartbeats[port] > 3)
{
Console.WriteLine($"STT: Removing {port} due to heartbeat timeout.");
if (bag.TryRemove(port, out TcpClient client))
client.Close();
heartbeats.TryRemove(port, out int _);
return;
}
heartbeats[port]++;
Console.WriteLine($"STT: Sending heartbeat to: {port}");
if (!bag[port].Connected)
{
Console.WriteLine($"STT: {port} is null, removing.");
if (bag.TryRemove(port, out TcpClient client))
client.Close();
return;
}
SendData("ping", port, 653737934150959115);
await Task.Delay(10000);
}
}
public static void ListenForConn(object token)
{
Console.WriteLine("STT: Listener started.");
TcpListener listen = token as TcpListener;
for (;;)
{
try
{
TcpClient thing = listen.AcceptTcpClient();
ThreadPool.QueueUserWorkItem(ListenOn, thing);
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
}
public static async Task ReceiveData(SerializedData.SerializedData data, TcpClient client)
{
try
{
if (data == null)
{
Console.WriteLine("STT: Received data null");
return;
}
if (data.Data == "ping")
{
if (!bag.ContainsKey(data.Port))
{
Console.WriteLine($"STT: Adding {data.Port}");
bag.TryAdd(data.Port, client);
}
if (!bag[data.Port].Connected || bag[data.Port] == null)
{
Console.WriteLine($"STT: Bag {data.Port} not connected or null, removing.");
if (bag.TryRemove(data.Port, out TcpClient cli))
{
cli?.Close();
}
}
Console.WriteLine($"STT: Received heartbeat for: {data.Port}");
if (!heartbeats.ContainsKey(data.Port))
{
Heartbeat(data.Port);
heartbeats.TryAdd(data.Port, 0);
}
else
heartbeats[data.Port]--;
return;
}
Console.WriteLine(data.Data);
data.Data = data.Data.Substring(data.Data.IndexOf('#') + 1);
//Console.WriteLine("Getting guild.");
SocketGuild guild = Bot.Discord.GetGuild(478381106798788639);
//Console.WriteLine("Getting channel");
SocketTextChannel chan = guild.GetTextChannel(data.Channel);
//Console.WriteLine("Sending message.");
await chan.SendMessageAsync($"Server {data.Port -= 7770}: {data.Data}");
if (data.Port == 7771)
{
DiscordWebhookClient webhook = new DiscordWebhookClient(
"");
await webhook.SendMessageAsync($"{data.Data}");
}
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
public static void ListenOn(object token)
{
TcpClient client = token as TcpClient;
try
{
BinaryFormatter formatter = new BinaryFormatter();
for (;;)
{
SerializedData.SerializedData serializedData;
if (!client.Connected)
{
Console.WriteLine($"Client not connected..");
client.Close();
continue;
}
serializedData = formatter.Deserialize(client.GetStream()) as SerializedData.SerializedData;
new Thread(() => ReceiveData(serializedData, client)).Start()
}
}
catch (SerializationException s)
{
Console.WriteLine($"STT: Serialization exception, removing..");
KeyValuePair<int, TcpClient> thingything = default;
foreach (var thing in bag)
if (thing.Value == client)
thingything = thing;
if (bag.TryRemove(thingything.Key, out TcpClient _client))
{
_client.Close();
}
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
}
The server "speaker" side
public class ProcessSTT
{
private static TcpClient tcpClient;
public static readonly ConcurrentQueue<SerializedData.SerializedData> dataQueue = new ConcurrentQueue<SerializedData.SerializedData>();
private static Thread _init;
private static bool _locked;
public static void Init()
{
if (_locked)
return;
_locked = true;
Thread.Sleep(1000);
try
{
Plugin.Log($"STT: Starting INIT.");
tcpClient?.Close();
tcpClient = new TcpClient();
while (!tcpClient.Connected)
{
Plugin.Log($"STT: While loop start");
Thread.Sleep(2000);
try
{
tcpClient.Connect("127.0.0.1", ServerConsole.Port + 4130);
}
catch (SocketException)
{
tcpClient.Client.Disconnect(false);
}
catch (Exception e)
{
Plugin.Log($"STT: {e}");
}
}
Thread thread = new Thread(ReceiveData);
thread.Start();
SendData("ping", 0);
_locked = false;
}
catch (IOException i)
{
_init = new Thread(Init);
_init.Start();
}
catch (Exception e)
{
ServerConsole.AddLog(e.ToString());
}
}
public static void SendData(string data, ulong channel)
{
try
{
if (!tcpClient.Connected)
throw new InvalidOperationException("Tcp Client not connected!");
SerializedData.SerializedData serializedData = new SerializedData.SerializedData
{
Data = data, Port = ServerConsole.Port, Channel = channel
};
BinaryFormatter formatter = new BinaryFormatter();
formatter.Serialize(tcpClient.GetStream(), serializedData);
ServerConsole.AddLog($"Sent {data}");
}
catch (IOException i)
{
_init = new Thread(Init);
_init.Start();
}
catch (Exception e)
{
ServerConsole.AddLog(e.ToString());
}
}
public static void ReceiveData()
{
try
{
if (!tcpClient.Connected)
throw new InvalidOperationException("Tcp Client not connected!");
BinaryFormatter formatter = new BinaryFormatter();
for (;;)
{
SerializedData.SerializedData deserialize =
formatter.Deserialize(tcpClient.GetStream()) as SerializedData.SerializedData;
if (deserialize == null)
continue;
dataQueue.Enqueue(deserialize);
}
}
catch (SerializationException s)
{
_init = new Thread(Init);
_init.Start();
}
catch (IOException e)
{
_init = new Thread(Init);
_init.Start();
}
catch (Exception e)
{
ServerConsole.AddLog(e.ToString());
}
}
}
public class HandleQueue
{
public static ulong channelid;
public static void HandleQueuedItems()
{
while (ProcessSTT.dataQueue.TryDequeue(out SerializedData.SerializedData result))
{
string command = result.Data;
Plugin.Log($"STT: Received {result.Data} for {result.Port}");
if (result.Port != ServerConsole.Port)
return;
if (result.Data == "ping")
{
Plugin.Log("STT: BLART Heartbeat received.");
ProcessSTT.SendData("ping", 0);
return;
}
channelid = result.Channel;
try
{
GameCore.Console.singleton.TypeCommand($"/{command}", new BlartSender());
}
catch (Exception e)
{
ServerConsole.AddLog(e.ToString());
}
}
}
public static IEnumerator<float> Handle()
{
for (;;)
{
HandleQueuedItems();
yield return Timing.WaitForSeconds(1f);
}
}
}
public class BlartSender : CommandSender
{
public override void RaReply(string text, bool success, bool logToConsole, string overrideDisplay)
{
ProcessSTT.SendData($"{text}", HandleQueue.channelid);
}
public override void Print(string text)
{
ProcessSTT.SendData($"{text}", HandleQueue.channelid);
}
public override string SenderId => "BLART";
public override string Nickname => "BLART";
public override ulong Permissions => ServerStatic.GetPermissionsHandler().FullPerm;
public override byte KickPower => Byte.MaxValue;
public override bool FullPermissions => true;
}`

UI suppression - client stuck at SigningIn state

I try to sign in to Skype For Business via my application.
When I'm with UI on, I can sign in.
When I set UI Suppression, my client is stuck at the signing in the state. Neither credentials event nor SigninCallback event nor SignInDelayed event is fired.
Can you help me?
Here is my code:
public void StartUpSkype()
{
try
{
_LyncClient = LyncClient.GetClient();
if (_LyncClient == null)
{
throw new Exception("Unable to obtain client interface");
}
if (_LyncClient.InSuppressedMode == true)
{
if (_LyncClient.State == ClientState.Uninitialized)
{
Object[] _asyncState = { _LyncClient };
_LyncClient.BeginInitialize(InitializeCallback, _asyncState);
}
}
_LyncClient.SignInDelayed += _LyncClient_SignInDelayed;
_LyncClient.StateChanged += _Client_ClientStateChanged;
_LyncClient.CredentialRequested += _LyncClient_CredentialRequested;
}
catch (NotStartedByUserException h)
{
DisplayErrorMessage("Lync is not running");
}
catch (Exception ex)
{
DisplayErrorMessage("General Exception");
}
}
void _Client_ClientStateChanged(Object source, ClientStateChangedEventArgs data)
{
if (data != null)
{
if (data.NewState == ClientState.SignedIn)
{
DisplayErrorMessage("Signed in");
UserIsSignedIn?.Invoke(_LyncClient);
}
if (data.NewState == ClientState.SignedOut)
{
string login = ConfigurationManager.AppSettings["loginSkypeClient"];
string password = ConfigurationManager.AppSettings["pwdSkypeClient"];
_LyncClient.SignInConfiguration.ForgetMe(login);
try
{
// starts the sign in process asynchronously
IAsyncResult asyncResult = _LyncClient.BeginSignIn(login, login, password, SigninCallback, _LyncClient);
// But wait for the results because the events cannot be registered within a worker thread.
asyncResult.AsyncWaitHandle.WaitOne();
}
catch (Exception e)
{
throw e;
}
}
}
}
void _LyncClient_CredentialRequested(object sender, CredentialRequestedEventArgs e)
{
string login = ConfigurationManager.AppSettings["loginSkypeClient"];
string password = ConfigurationManager.AppSettings["pwdSkypeClient"];
if (e.Type == CredentialRequestedType.SignIn)
{
e.Submit(login, password, false);
}
}
private void SigninCallback(IAsyncResult ar)
{
if (ar.IsCompleted == true)
{
try
{
((LyncClient)ar.AsyncState).EndSignIn(ar);
}
catch (RequestCanceledException re)
{
throw re;
}
}
}
private void InitializeCallback(IAsyncResult ar)
{
if (ar.IsCompleted == true)
{
object[] asyncState = (object[])ar.AsyncState;
((LyncClient)asyncState[0]).EndInitialize(ar);
//_ThisInitializedLync is part of application state and is
//a class Boolean field that is set to true if this process
//initialized Lync.
_ThisInitializedLync = true;
}
}
The login + password are correct because I can sign in with them when the UI is on.
The problem only happens when the UI is suppressed.
I've tried many things, I am desperate right now.
Please check the version of SkypeForBusiness. If it is 2016 then it is happening due to ModernAuthentication enabled on both client and tenant office365.
In case ModernAuthentication is enabled, the LyncSDK is not capable enough to handle ModernAuth as SDK doesn't support and Microsoft has no plans to upgrade the SDK.

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