I am fairly new to programming, and am not sure I'm doing this the correct way.
I've created a button on my main form that calls a separate class and appends the return to a richtextbox. This other class pings a machine and returns the text I want (obviously).
---Here is the main form and the button within it--
public void Btn_Ping_Click_1(object sender, EventArgs e)
{
Class1 pingClass = new Class1();
if (Btn_Ping.Text == "Ping")
{
Btn_Ping.Text = "Stop Ping";
}
else if (Btn_Ping.Text == "Stop Ping")
{
Btn_Ping.Text = "Ping";
}
while (Btn_Ping.Text == "Stop Ping")
{
richTextBox1.AppendText(pingClass.PingHost(Txt_Main.Text));
}
}
---Here is the seperate class that pings the machine and returns text--
namespace HelpDeskTools.Service.Classes
{
class Class1
{
HelpdeskTools_MainInterface mainForm = new HelpdeskTools_MainInterface();
public string PingHost(string host)
{
//string to hold our return messge
string returnMessage = string.Empty;
//IPAddress instance for holding the returned host
var address = Dns.GetHostEntry(host).AddressList.First();
//set the ping options, TTL 128
PingOptions pingOptions = new PingOptions(128, true);
//create a new ping instance
Ping ping = new Ping();
//32 byte buffer (create empty)
byte[] buffer = new byte[32];
var HasConnection = NetworkInterface.GetIsNetworkAvailable();
//first make sure we actually have an internet connection
if (HasConnection)
{
try
{
//send the ping 4 times to the host and record the returned data.
//The Send() method expects 3 items:
//1) The IPAddress we are pinging
//2) The timeout value
//3) A buffer (our byte array)
PingReply pingReply = ping.Send(address, 1000, buffer, pingOptions);
//make sure we dont have a null reply
if (!(pingReply == null))
{
switch (pingReply.Status)
{
case IPStatus.Success:
returnMessage = string.Format("Reply from host: bytes={0} Response Time={1}ms ", pingReply.Buffer.Length, pingReply.RoundtripTime);
break;
case IPStatus.TimedOut:
returnMessage = "Connection has timed out...";
break;
default:
returnMessage = string.Format("Ping failed: {0}", pingReply.Status.ToString());
break;
}
}
else
returnMessage = "Connection failed for an unknown reason...";
}
catch (PingException ex)
{
returnMessage = string.Format("Connection Error: {0}", ex.Message);
}
catch (SocketException ex)
{
returnMessage = string.Format("Connection Error: {0}", ex.Message);
}
}
else
returnMessage = "No Internet connection found...";
//return the message
return returnMessage;
} } }
The main problem with my code, is that the while loop runs in the main form infinitely (it does correctly append the text) but freezes the program (I want to be able to press the button again and stop the while loop) - I realize I didnt code the logic to stop the while loop in yet, because it freezes the program instantly and I need to address that first anwyay. I also dont know the best way to do this.
Is there a better way to run the while loop in the class and instead of returning a string, and actually append the text to the richtextbox1 WITHIN the class (is that even possible?) Right now its calling the function over and over, and to me that seems wrong.
Or am I doing this the right way but need to separate the function call into a different process somehow? (I have no idea how).
You must run your loop in another thread with async and await -> https://learn.microsoft.com/en-us/dotnet/csharp/programming-guide/concepts/async/
And for your label you can try this -> How do I update the GUI from another thread?
Hope it helps
Related
I'm using a winform to try to gather online/offline status of every IP on the network, doing so I'm using a ping request, if it replies it marks the IP as online then moves on. Only issue is waiting for up to 255 replies, after it gets all 255 responses I am wanting it to fill a data grid view.
I've managed to get it all to work but only downside is, gui hangs while doing this process, I figured just use a separate thread with the following expression
Thread T1 = new Thread(PingHost)
T1.run();
PingHost does as the name implies, pings all the hosts and decides if online or offline. Problem is I tried to update the dgv table from the thread, naturally dgv is locked to main thread.
So I tried switching to a Task and just grab the return value and update after everything is finished. Sadly I can't quite get how to get the return value from the task AND have it run on a separate thread.
I've tried googling different methods, but just running in circles at this point, so I humbly come to you guys for assistance
Code of main thread using tasks
List<string> everything = new List<string>();
int i = 0;
Task<List<string>> task1 = Task<List<string>>.Factory.StartNew(PingHost);
everything = task1.Result;
foreach(var item in everything)
{
var index = dataGridView1.Rows.Add();
dataGridView1.Rows[i].Cells["IP"].Value = item;
i++;
}
And this is the thread of my PingHost method
bool pingable = false;
Ping pinger = null;
int i = 0;
string ip;
while (i < 255)
{
ip = "192.168.0." + i;
try
{
pinger = new Ping();
PingReply reply = pinger.Send(ip, 8);
pingable = reply.Status == IPStatus.Success;
}
catch (PingException)
{
MessageBox.Show("ERROR");
// Discard PingExceptions and return false;
}
finally
{
if (pinger != null)
{
pinger.Dispose();
}
}
if (pingable)
{
checkedIP.Add(ip + ": ONLINE");
}
else
{
checkedIP.Add(ip + ": OFFLINE");
}
i++;
}
return checkedIP;
This might be a bit overkill, but I just drafted a solution. Basically I created a new Class for pinging with an event that triggers after each Ping returned, this event uses custom EventArgs to return the IP that was just pinged and if it is online or not. I then subscribed to that Event in my GUI Thread and just update the GUI. Here's some code:
This is my Pinger class responsible for pinging the actual Computers:
class Pinger
{
public event EventHandler<PingReturnedEventArgs> OnPingReturned;
public void PingNetwork()
{
for (int i = 1; i <= 255; i++)
{
string ip = $"192.168.0.{i}";
Ping ping = new Ping();
try
{
PingReply reply = ping.Send(IPAddress.Parse(ip));
TriggerEvent(reply?.Address.ToString(), true);
}
catch (Exception)
{
TriggerEvent(ip, false);
}
}
}
private void TriggerEvent(string ip, bool online)
{
if (OnPingReturned == null) return;
PingReturnedEventArgs args = new PingReturnedEventArgs(ip, online);
OnPingReturned(this, args);
}
}
My custom EventArgs:
class PingReturnedEventArgs : EventArgs
{
public string Ip { get; private set; }
public bool Online { get; private set; }
private PingReturnedEventArgs() { }
public PingReturnedEventArgs(string ip, bool online)
{
Ip = ip;
Online = online;
}
}
And finally here is how I'm actually using all of this:
Pinger pinger = new Pinger();
pinger.OnPingReturned += Your event handler to update the GUI
// I recommend doing it like this so you can stop the Thread at a later time
// Maybe with like a cancel button
Thread pingThread = new Thread(pinger.PingNetwork);
pingThread.Start();
The event handler looks like this private void PingReturnedHandler(object sender, PingReturnedEventArgs args)
The two main benefits of this are that 1. the GUI Thread remains unblocked, meaning the GUI will still respond to user input and 2. this procedurally (on every ping completion) triggers the event, meaning that if it takes a long time to ping all the PCs you don't have to wait for the entirety to finish before the user sees something
I have a program setup where a MCU sends me sensor data via USART to a C# windows forms application. That application upon receiving the data via the serialdatareceived event sends it to a managed c++ application using anonymous pipes. As soon as the data is received it is plotted in an OpenGL 3d enviroment.
My problem is that the 3D application only refreshes a few times per second and the animation is quite slow and not smooth enough. I did my best to improve the USART speed but the result is the same. I believe the animations speed is bottlenecked by the anonymous pipes speed. I was wondering if anyone else encountered this problem before and possibly found ways to speed upthe anonymous pipes data transfer.
So my problem is the low data transfer speed between the two applications. Ideally I would want 20+ messages a second but at the very least the bottleneck of the data transfer should be the USART interface and not the anonymous pipes. I am running a BAUD-rate of 19200 and am transferring the command "get_angle" and receiving data back fairly fast (~20 ms for calculation of data on the MCU), the data received is ~12 chars.
My anonymous pipe client in managed c++ (in WinMain):
try
{
String^ args = gcnew String(lpCmdLine);
PipeStream^ pipeClient = gcnew AnonymousPipeClientStream(PipeDirection::In, args);
StreamReader^ sr = gcnew StreamReader(pipeClient);
String^ temp;
fullscreen = FALSE;
if (!CreateGLWindow("OpenGL Test", 640, 480, 16, fullscreen))
{
return 0; // Quit If Window Was Not Created
}
while (!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message == WM_QUIT) // Was the message a quit message?
{
done = TRUE; // Set Flag to execute program
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
temp = sr->ReadLine(); // Read text from pipeline
if (temp != "") // Make sure message is not empty/New message has been received
{
try
{
x_an = FLOAT::Parse(temp->Substring(0, 5)); // Parse X value from string to float
y_an = FLOAT::Parse(temp->Substring(7, 12)); // Parse Y value from string to float
}
catch (Exception^)
{
MessageBox(NULL, "Error parsing string to float", "Fatal error", MB_OK);
}
}
if ((!done)&& (1))
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
{
done = TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
}
}
// Shutdown
sr->Close();
pipeClient->Close();
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
catch (Exception^)
{
MessageBox(NULL, "Pipe connection error", "Fatal error", MB_OK);
return 0x01;
}
My code for the C# anonymous pipes server part:
private void serialPort1_DataReceived(object sender, SerialDataReceivedEventArgs e)
{
if (Ready_To_Receive)
{
if (Setup_Pipe)
{
try
{
pipeClient.StartInfo.FileName = "client.exe";
pipeClient.StartInfo.Arguments =
pipeServer.GetClientHandleAsString();
pipeClient.StartInfo.UseShellExecute = false;
pipeClient.Start();
pipeServer.DisposeLocalCopyOfClientHandle();
sw = new System.IO.StreamWriter(pipeServer);
sw.AutoFlush = true;
Setup_Pipe = false;
}
catch
{
MessageBox.Show("Error setting up pipeserver.");
button2_Click(this, null); // Resets application
}
}
Debug_String = serialPort1.ReadExisting();
Debug_String = Debug_String.Replace(serialPort1.NewLine, ""); // Delete newline character so all that remains are numbers
if (!(Debug_String == "")) // String is not empty
{
DataReceived = true;
try
{
sw.WriteLine(Debug_String);
}
catch (Exception)
{
MessageBox.Show("Connection to Pipe Client lost.");
button2_Click(this, null);
}
}
}
else if (Shutting_Down)
{
pipeClient.Close();
}
else
{
serialPort1.ReadExisting(); // Flush the data buffer
DataReceived = true;
}
}
I'm working on this program to ping a large number of IP Address simultaneously I tried simply pinging each address one at a time but Once I started pinging 50+ hosts it got insanely long. The problem I'm having is that I am unable to stop the asynchronous thread on the cancel button click and get this error when I try and ping more than 1 host. I've spent 2 days trying to get it figured out and had no luck. The exact error is as follows:
System.InvalidOperationException: An asynchronous call is already in
progress. It must be completed or canceled before you can call this method.
at System.Net.NetworkInformation.Ping.CheckStart(Boolean async)
at System.Net.NetworkInformation.Ping.Send(IPAddress address, Int32 timeout, Byte[] buffer, PingOptions options)
at MultiPing.Form1.backgroundWorker1_DoWork(Object sender, DoWorkEventArgs e) in f:\Dev\tfsMultiPing\Multi Ping\MultiPing\MultiPing\Form1.cs:line 139
private void pingBtn_Click(object sender, EventArgs e)
{
try
{
if (inputBox.Text == "")
{
MessageBox.Show("Please Enter an IP Address to Ping.", "ERROR", MessageBoxButtons.OK, MessageBoxIcon.Error);
}
else
{
if (backgroundWorker1.IsBusy != true)
{
backgroundWorker1.RunWorkerAsync();
}
else
{
MessageBox.Show("Please Cancel current Ping or wait for it to be completed");
}
}
}
catch (Exception ex)
{
Console.WriteLine(ex);
}
}
public void backgroundWorker1_DoWork(object sender, System.ComponentModel.DoWorkEventArgs e)
{
try
{
this.Invoke(new MethodInvoker(delegate { progressBar1.Enabled = true; }));
int i;
//Add each line in the input box to the "allLines" string array
string[] allLines = inputBox.Lines;
Ping pingSender = new Ping();
try
{
//Get an object that will block the main thread
AutoResetEvent waiter = new AutoResetEvent(false);
//When the PingCompleted even is raised,
//The PingCompletedCallback method is called.
pingSender.PingCompleted += new PingCompletedEventHandler(PingCompletedCallback);
//Create a buffer of 32 bytes of data to be transmitted.
string data = "aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa";
byte[] buffer = Encoding.ASCII.GetBytes(data);
//Wait 2 seconds for a reply.
int timeout = 2000;
//Set Options for transmission:
//The data can go through 64 gateways or routers
//before it is destroyed, and the data packet
//cannot be fragmented
PingOptions options = new PingOptions(64, true);
//Check if Cancel Button was clicked
if (backgroundWorker1.CancellationPending == true)
{
e.Cancel = true;
return;
}
else
{
//Begin Loop to ping each given IP Address
for (i = 0; i < allLines.Length; i++)
{
//Check if Cancel Button was clicked
if (backgroundWorker1.CancellationPending == true)
{
e.Cancel = true;
return;
}
else
{
//Convert each line from the input box to an IP address
IPAddress address = IPAddress.Parse(allLines[i]);
//Send ping Asynchronously
//Use the waiter as the user token.
//When the callback complets, it can wake up this thread.
pingSender.SendAsync(address, timeout, buffer, options, waiter);
PingReply reply = pingSender.Send(address, timeout, buffer, options);
waiter.WaitOne();
//If a replay is recieved Print "IP Address" is up in the output box.
if (reply.Status == IPStatus.Success)
{
this.Invoke(new MethodInvoker(delegate { outputBoxLive.AppendText(address + " is up" + Environment.NewLine); }));
}
//If no reply is recieved then print "IP Address" is down in the output box.
else if (reply.Status == IPStatus.TimedOut)
{
this.Invoke(new MethodInvoker(delegate { outputBoxDown.AppendText(address + " is down" + Environment.NewLine); }));
pingSender.Dispose();
}
pingSender.Dispose();
}
}
}
}
catch (Exception ex)
{
Console.WriteLine(ex);
}
}
catch (Exception ex)
{
Console.WriteLine(ex);
}
}
public void pingStuff()
{
}
private static void PingCompletedCallback(object sender, PingCompletedEventArgs e)
{
//If the operation was cancelled, Display a message to the user
if (e.Cancelled)
{
MessageBox.Show("Ping Cancelled");
//Let the main thread resume.
//User token is the AutoResetEvent object that the main thread is waiting for
((AutoResetEvent)e.UserState).Set();
}
//If an error occurred, Display the exception to the user.
if (e.Error != null)
{
MessageBox.Show("Ping Failed: " + e.Error.ToString());
//Let the main thread resume.
((AutoResetEvent)e.UserState).Set();
}
PingReply reply = e.Reply;
DisplayReply(reply);
//Let the main thread resume.
((AutoResetEvent)e.UserState).Set();
}
public static void DisplayReply(PingReply reply)
{
if (reply == null)
return;
Console.WriteLine("ping status: [0]", reply.Status);
if (reply.Status == IPStatus.Success)
{
Console.WriteLine("Address: {0}", reply.Address.ToString());
Console.WriteLine("RoundTrip time: {0}", reply.RoundtripTime);
Console.WriteLine("Time to live: {0}", reply.Options.Ttl);
Console.WriteLine("Don't fragment: {0}", reply.Options.DontFragment);
Console.WriteLine("Buffer size: {0}", reply.Buffer.Length);
}
}
public void button2_Click(object sender, EventArgs e)
{
try
{
backgroundWorker1.CancelAsync();
}
catch (Exception exc)
{
Console.WriteLine(exc);
}
}
}
}
The immediate issue with your code (i.e. the cause of the exception) is that you are calling both Ping.Send() and Ping.SendAsync() in your loop. Once you have called Ping.SendAsync(), any subsequent call to Send() or SendAsync() is illegal until the first SendAsync() operation has completed.
It's not clear why you even have both. Given that you appear to want to make the call synchronously, the simplest thing is to simply remove the call to SendAsync() and anything related to it (i.e. the waiter object). Alternatively, since you seem to want to be able to interrupt the operation, you may prefer to remove the call to Send(), so that you can use the SendAsyncCancel() method to interrupt an outstanding operation.
Lacking a good, complete code example (this code example doesn't show the full context, including where you get the addresses to ping), it's hard to know exactly what is wrong in your scenario. But I can offer a couple of observations about the code you did post:
You are calling the Ping.Dispose() method in each iteration of your loop. This means only in the first iteration of the loop should you expect to succeed. In the next iteration, you should be getting an ObjectDisposedException, terminating the work!
If you want to cancel an in-progress call to Ping.SendAsync(), you should call the Ping.SendAsyncCancel() method. This will cause the current ping operation to complete with cancellation status. Of course, to do this you will need to expose the pingSender reference to the form's code somehow, so that the button2_Click() method has access to it.
I recently startet .NET programming and tried to do a small network game.
The Connection is set up properly and messages get mostly written and read at normal behaviour. But at some random point on runtime, the reading stream doesn't recognize the incoming message.
The Connection is set up via Tcp listener and the corresponding stream.
//Get the network Stream
stream = client.GetStream();
w = new BinaryWriter(stream);
r = new BinaryReader(stream);
As I said before, the communication is working, but seems to freeze at a random time ingame at the following point:
//Waiting for enemy to attack
public int ready()
{
try
{
while (r.ReadString() != ClientMessages.ATTACK) { }
Thread.Sleep(20);
return r.Read();
}
catch (Exception ex)
{
MessageBox.Show("Error: " + ex.Message);
throw new Exception("Dead");
}
}
It's always the same, that it get stuck within the while-loop. The Binary Reader doesn't seem to notice any further client messages no matter how many times I send the "Attack" order.
But the program is not somewhere in no man's land... if I shut down the connection, the method throws its "connection lost exception" just as normal.
At first I thought that I had screwed up something in this method, but in the following example, where I do almost the same, everything's perfect (or at least seems to be.. got never stuck at this point)
//Waiting for feedback
public int waitforfeedback()
{
try
{
while (r.ReadString() != ClientMessages.HIT) { }
Thread.Sleep(10);
return r.Read();
}
catch (Exception ex)
{
MessageBox.Show("Error: " + ex.Message);
throw new Exception("Dead");
}
}
Is it possible, that the problem is caused by a backgroundworker (which I use to call the network methods)?
What should I do to handle this problem?
EDIT :
As requested, the Backgroundworker code:
private void waiting()
{
bw = new BackgroundWorker();
bw.DoWork += bw_DoWork;
bw.RunWorkerCompleted += bw_RunWorkerCompleted;
setter = true;
button.Content = "Waiting";
this.IsEnabled = false;
bw.RunWorkerAsync();
}
void bw_DoWork(object sender, DoWorkEventArgs e)
{
int hit = network.ready();
e.Result = hit;
}
It's a lot of irrelevant code to look through.. but pretty much it sends a packet and listens for a packet in return
if i comment the part out where it calls the ReceiveAuthPacket() method at the end of sending a packet, it will work and the label will turn blue.. but otherwise it will never activate turning the label blue and will instead turn the label red or green (depending on the returned packet).
basically im just using the label as an indicator of the status.. and no matter what i try i can't get it to turn blue because it seems to be waiting for all the code to be finished executing and it just won't work..
i even tried using data triggers in WPF and it still won't work.
any work arounds? i just don't get it..
private readonly UdpMessageAuthentication _msgAuth;
private void Button_Authenticate_OnClick(object sender, RoutedEventArgs e)
{
Label_Authentication.Content = "Attempting Authentication";
Label_Authentication.Foreground = new SolidColorBrush(Colors.Blue);
_msgAuth.SendAuthPacket(IPAddress.Parse(TextBox_IP.Text), TextBox_ClientID.Text);
}
public void SendAuthPacket(IPAddress ip, string userID)
{
_ip = ip;
_userID = userID;
if (_udpClient.Client == null)
_udpClient = new UdpClient();
//GSISClockRegRequest,<Client Id>,,1
string msg = string.Format("GSISClockRegRequest,{0},,1", _userID);
byte[] sendBytes = Encoding.ASCII.GetBytes(msg);
bool sent = false;
try
{
_label.Content = "Attempting Authentication";
_label.Foreground = new SolidColorBrush(Colors.Blue);
while (_label.Content != "Attempting Authentication")
{
//loop
}
_udpClient.Connect(_ip, 5001);
_udpClient.Send(sendBytes, sendBytes.Length);
Console.WriteLine("Sending {0} bytes. Message: {1}", sendBytes.Length, msg);
sent = true;
}
catch (Exception)
{
Console.WriteLine("UDP Auth Packet Failed to Send");
}
_udpClient.Close();
if (sent)
ReceiveAuthPacket(); //IF I COMMENT THIS OUT IT'LL WORK
}
private void ReceiveAuthPacket()
{
IPEndPoint e = new IPEndPoint(IPAddress.Any, 5001);
UdpClient u = new UdpClient(e);
u.Client.ReceiveTimeout = 3000;
Console.WriteLine("Listening for Messages: ");
try
{
Byte[] receiveBytes = u.Receive(ref e);
string receiveString = Encoding.ASCII.GetString(receiveBytes);
Console.WriteLine("Received: {0}", receiveString);
string errMsg = "";
if (AuthMessageParser.ParseMessage(receiveString, ref errMsg))
{
_label.Content = "Authentication Successful!";
_label.Foreground = new SolidColorBrush(Colors.Green);
}
else
{
_label.Content = "Authentication Unsuccessful: " + errMsg;
_label.Foreground = new SolidColorBrush(Colors.Red);
}
}
catch (Exception)
{
_label.Content = "Authentication Unsuccessful";
_label.Foreground = new SolidColorBrush(Colors.Red);
Console.WriteLine("UDP Auth Packet was NOT Received.");
}
u.Close();
}
Your UI thread is blocked by calls to things like _udpClient.Connect() and _udpClient.Send() (and the receives, too)
A workaround would be to leverage the task parallel library and perform communications asynchronously to avoid blocking the UI thread.
It will manage threads for you as long as you define tasks properly. Holler if you need an example.
protected void SomeButton_Click(Object sender, EventArgs e)
{
// Task off the work and do not wait, no blocking here.
Task.Run(PerformConnection);
}
private async Task PerformConnection()
{
// This method acts the way a thread should. We await the result of async comms.
// This will not block the UI but also may or may not run on its own thread.
// You don't need to care about the threading much.
var conn = await ListenerOrSomething.AwaitConnectionsAsync( /* ... */ );
// Now you have your result because it awaited.
using(var newClient = conn.Client())
{
var buffer = new byte[];
var recv = await newClient.ReceiveAsyncOrSomething(out buffer);
// Data received is not zero, process it or return
if(recv > 0)
newClient.Response = await ProcessRequest(buffer);
else
return;
}
}