I'm trying to establish a socket connection between my Mobile device and Desktop. Mobile Device(Android) will act as a server while the desktop is client machine.
Following is my code for server,
public class PhoneCamera : MonoBehaviour
{
private TcpListener listner;
private const int port = 8010;
private bool stop = false;
private List<TcpClient> clients = new List<TcpClient>();
public void Start ()
{
Application.runInBackground = true;
initAndWaitForWebCamTexture();
}
void initAndWaitForWebCamTexture()
{
listner = new TcpListener(IPAddress.Any, port);
listner.Start();
//Start sending coroutine
StartCoroutine(senderCOR());
}
WaitForEndOfFrame endOfFrame = new WaitForEndOfFrame();
IEnumerator senderCOR()
{
bool isConnected = false;
TcpClient client = null;
NetworkStream stream = null;
// Wait for client to connect in another Thread
Loom.RunAsync(() =>
{
while (!stop)
{
// Wait for client connection
client = listner.AcceptTcpClient();
// We are connected
clients.Add(client);
isConnected = true;
stream = client.GetStream();
}
});
//Wait until client has connected
while (!isConnected)
{
yield return null;
}
LOG("Connected!");
}
void LOG(string messsage)
{
Debug.Log(messsage);
}
private void Update ()
{
}
}
Following is the code for client
public class Receiver : MonoBehaviour
{
public bool enableLog = false;
const int port = 8010;
public string IP = "192.168.122.24";
TcpClient client;
private bool stop = false;
//This must be the-same with SEND_COUNT on the server
const int SEND_RECEIVE_COUNT = 15;
// Use this for initialization
void Start()
{
Application.runInBackground = true;
tex = new Texture2D(0, 0);
client = new TcpClient();
//Connect to server from another Thread
Loom.RunAsync(() =>
{
LOGWARNING("Connecting to server...");
// if on desktop
client.Connect(IPAddress.Loopback, port);
// if using the IPAD
//client.Connect(IPAddress.Parse(IP), port);
Debug.Log("Connected");
});
}
void Update()
{
}
void OnApplicationQuit()
{
LOGWARNING("OnApplicationQuit");
stop = true;
if (client != null)
{
client.Close();
}
}
}
But for some reason, the client is not being to connect to the server running on Android. How can I be able to sort this out?
On TcpClient.Connect(IPEndPoint), you should specify the ip of the device you want to connect to.
client.Connect(IPAddress.Loopback, port);
Should be commented out, while
//client.Connect(IPAddress.Parse(IP), port);
Is IMHO the right code line.
I currently cannot test your code, and my reputation is too low to post this as a comment...sorry.
Related
I'm trying to listen in on a host that's sending over UDP using MultiCastGroup. In Unity the client starts but no message is ever received, but if I take the exact same code and drop it into a console application it works and I see the host's messages.
Here's what I've got:
public class UDPListener : MonoBehaviour
{
IPEndPoint ip;
private int port = 20000;
private IPAddress group_address = IPAddress.Parse("233.255.255.255");
private UdpClient client;
string data;
private void Start()
{
StartClient();
}
void StartClient()
{
Debug.Log("Starting Client");
ip = new IPEndPoint(IPAddress.Any, port);
client = new UdpClient(ip);
client.JoinMulticastGroup(group_address);
client.BeginReceive(new AsyncCallback(ReceiveServerInfo), null);
}
void ReceiveServerInfo(IAsyncResult result)
{
byte[] receivedBytes = client.EndReceive(result, ref ip);
data = Encoding.ASCII.GetString(receivedBytes);
if (String.IsNullOrEmpty(data))
{
Debug.Log("No data received");
}
else
{
Debug.Log(data);
}
client.BeginReceive(new AsyncCallback(ReceiveServerInfo), null);
}
}
I've also had the same result using client.Receive (works in console application but not in Unity) so I'm wondering if there's maybe some Unity setting I'm missing?
Nevermind, Windows update had turned my firewall back on which was blocking Unity :]
I am working my way trough socket tutorials and I am running in to a problem. I have 3 classes; Server, ServerClient and Client. The Server listens for connections requests, the ServerClient is the server side Socket wrapper and the Client is a user side program trying to connect.
The problem I am facing, is that when the Server passes the accepted socket to the ServerClient class the Socket is disconnected. If I debug the Socket passed has Connected = True, but when I set the local variable in ServerClient it becomes Connected = False.
On the Client side I am not facing problems yet know to me, that Socket remains Connected.
What am I doing wrong, and what else sucks about my code?
Server:
public async void Run()
{
//
if (AcceptingClients)
{
// Error already running
return;
}
//
LoadSettings();
//
IPEndPoint localEndPoint = new IPEndPoint(_settings.Ip, _settings.Port);
// Start The Server
_server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_server.Bind(localEndPoint);
_server.Listen(100);
//
AcceptingClients = true;
//
OnServerStart(EventArgs.Empty);
// Running => Accept connections
await AcceptConnections();
// Stopped => Close connections
await CloseConnections();
// Server Stopped => Finish stuff
//
OnServerStop(EventArgs.Empty);
}
private async Task AcceptConnections()
{
await Task.Run(() =>
{
while (AcceptingClients)
{
try
{
// Set the _acceptConnectionDone to nonsignaled state.
_acceptConnectionDone.Reset();
//
_server.BeginAccept(AcceptConnectionsCallback, _server);
// Wait until a connection is made before continuing.
_acceptConnectionDone.WaitOne();
}
catch
{
//
}
}
});
}
private static void AcceptConnectionsCallback(IAsyncResult ar)
{
// Signal the AcceptConnections Task to continue.
_acceptConnectionDone.Set();
//
if (!AcceptingClients)
{
// Server Stopping or stopped
return;
}
// Get the socket that handles the client request.
Socket server = (Socket)ar.AsyncState;
Socket client = server.EndAccept(ar);
// Create the client object.
ServerClient newclient = new ServerClient(client);
// Add Events
//
_connections.TryAdd(_totalConnectionCount++, newclient);
}
ServerClient:
private readonly Socket _connection;
//
public ServerClient(Socket s)
{
//
_connection = s;
//
Run();
// Disconnected or needs to be disconnected => Process
Disconnect();
return;
}
private async void Run()
{
//
if (_connection.Connected)
{
//
_connection.ReceiveBufferSize = ServerExt.ReadBufferSize;
_connection.SendBufferSize = ServerExt.SendBufferSize;
_connection.NoDelay = true;
//
await ListenToClient();
}
}
Client:
public async void Connect()
{
if (_connection != null)
{
// Check if we are not connected already
}
//
LoadSettings();
//
try
{
//
IPEndPoint remoteEndPoint = new IPEndPoint(_settings.Ip, _settings.Port);
// Create a TCP/IP socket.
_connection = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp)
{
ReceiveBufferSize = ServerExt.ReadBufferSize,
SendBufferSize = ServerExt.SendBufferSize,
NoDelay = true
};
// Connect to the remote endpoint.
_connection.Connect(remoteEndPoint);
//
if (_connection.Connected)
{
//
await ListenToServer();
}
}
catch
{
//
}
// Disconnected or needs to be disconnected => Process
Disconnect();
return;
}
Thnx.
I managed to keep the connection open by changing the code for ServerClient.
public ServerClient(int id, Socket s, ClientConnectedDelegate connected, ClientDisconnectedDelegate disconnected)
{
//
Id = id;
//
_connection = s;
_disconnected = disconnected;
//
Ip = _connection.RemoteIp();
//
_connection.ReceiveBufferSize = ServerExt.ReadBufferSize;
_connection.SendBufferSize = ServerExt.SendBufferSize;
_connection.NoDelay = true;
//
_netStream = new NetworkStream(_connection, FileAccess.ReadWrite);
//
if (_cert != null)
{
_ssl = new SslStream(_netStream, false);
_ssl.AuthenticateAsServer(_cert, false, SslProtocols.Tls, true);
//
_br = new BinaryReader(_ssl, Encoding.UTF8, false);
_bw = new BinaryWriter(_ssl, Encoding.UTF8, false);
}
else
{
_br = new BinaryReader(_netStream, Encoding.UTF8, false);
_bw = new BinaryWriter(_netStream, Encoding.UTF8, false);
}
//
Task.Factory.StartNew(ListenToClient);
//
connected(this);
}
My first question here. I am new to this kind of programming, and i've only programmed .NET web sites and forms.
Now, the company I work at, asks me to make an ActiveX component, that listens to UDP messages, and turns them into events.
The UDP msgs are send from Avaya system, so i was told that to test my ActiveX, at first I need to create an app, that only sends UDP (only one button that sends pre-defined UDP string). And then create listener socket, ordinary C# app, that will get those transmitted UDP string from the tests app. Both apps will work on the same machine.
Later, when i get this working, i need to make the listener an ActiveX component, but first things first.
I need to know if there are any good tutorials about this, and any idea on how to start? I am sorry for my ignorance, but i am really new on this and i don't really have any time to learn this since it has to be done in 2 weeks.
Thanks in advance.
edit: I managed to create 2 simple console applications, and was sending UDP messages between them successfully. The sender will be only for testing, and now I need to re-make my receiver to get the UDP message and 'translate' it to events. And lastly, to make it an ActiveX control...
Simple server and client:
public struct Received
{
public IPEndPoint Sender;
public string Message;
}
abstract class UdpBase
{
protected UdpClient Client;
protected UdpBase()
{
Client = new UdpClient();
}
public async Task<Received> Receive()
{
var result = await Client.ReceiveAsync();
return new Received()
{
Message = Encoding.ASCII.GetString(result.Buffer, 0, result.Buffer.Length),
Sender = result.RemoteEndPoint
};
}
}
//Server
class UdpListener : UdpBase
{
private IPEndPoint _listenOn;
public UdpListener() : this(new IPEndPoint(IPAddress.Any,32123))
{
}
public UdpListener(IPEndPoint endpoint)
{
_listenOn = endpoint;
Client = new UdpClient(_listenOn);
}
public void Reply(string message,IPEndPoint endpoint)
{
var datagram = Encoding.ASCII.GetBytes(message);
Client.Send(datagram, datagram.Length,endpoint);
}
}
//Client
class UdpUser : UdpBase
{
private UdpUser(){}
public static UdpUser ConnectTo(string hostname, int port)
{
var connection = new UdpUser();
connection.Client.Connect(hostname, port);
return connection;
}
public void Send(string message)
{
var datagram = Encoding.ASCII.GetBytes(message);
Client.Send(datagram, datagram.Length);
}
}
class Program
{
static void Main(string[] args)
{
//create a new server
var server = new UdpListener();
//start listening for messages and copy the messages back to the client
Task.Factory.StartNew(async () => {
while (true)
{
var received = await server.Receive();
server.Reply("copy " + received.Message, received.Sender);
if (received.Message == "quit")
break;
}
});
//create a new client
var client = UdpUser.ConnectTo("127.0.0.1", 32123);
//wait for reply messages from server and send them to console
Task.Factory.StartNew(async () => {
while (true)
{
try
{
var received = await client.Receive();
Console.WriteLine(received.Message);
if (received.Message.Contains("quit"))
break;
}
catch (Exception ex)
{
Debug.Write(ex);
}
}
});
//type ahead :-)
string read;
do
{
read = Console.ReadLine();
client.Send(read);
} while (read != "quit");
}
}
Simple server and client:
using System;
using System.Text;
using System.Net;
using System.Net.Sockets;
class Program
{
static void Main(string[] args)
{
// Create UDP client
int receiverPort = 20000;
UdpClient receiver = new UdpClient(receiverPort);
// Display some information
Console.WriteLine("Starting Upd receiving on port: " + receiverPort);
Console.WriteLine("Press any key to quit.");
Console.WriteLine("-------------------------------\n");
// Start async receiving
receiver.BeginReceive(DataReceived, receiver);
// Send some test messages
using (UdpClient sender1 = new UdpClient(19999))
sender1.Send(Encoding.ASCII.GetBytes("Hi!"), 3, "localhost", receiverPort);
using (UdpClient sender2 = new UdpClient(20001))
sender2.Send(Encoding.ASCII.GetBytes("Hi!"), 3, "localhost", receiverPort);
// Wait for any key to terminate application
Console.ReadKey();
}
private static void DataReceived(IAsyncResult ar)
{
UdpClient c = (UdpClient)ar.AsyncState;
IPEndPoint receivedIpEndPoint = new IPEndPoint(IPAddress.Any, 0);
Byte[] receivedBytes = c.EndReceive(ar, ref receivedIpEndPoint);
// Convert data to ASCII and print in console
string receivedText = ASCIIEncoding.ASCII.GetString(receivedBytes);
Console.Write(receivedIpEndPoint + ": " + receivedText + Environment.NewLine);
// Restart listening for udp data packages
c.BeginReceive(DataReceived, ar.AsyncState);
}
}
Server
public void serverThread()
{
UdpClient udpClient = new UdpClient(8080);
while(true)
{
IPEndPoint RemoteIpEndPoint = new IPEndPoint(IPAddress.Any, 0);
Byte[] receiveBytes = udpClient.Receive(ref RemoteIpEndPoint);
string returnData = Encoding.ASCII.GetString(receiveBytes);
lbConnections.Items.Add(RemoteIpEndPoint.Address.ToString()
+ ":" + returnData.ToString());
}
}
And initialize the thread
private void Form1_Load(object sender, System.EventArgs e)
{
Thread thdUDPServer = new Thread(new ThreadStart(serverThread));
thdUDPServer.Start();
}
Client
private void button1_Click(object sender, System.EventArgs e)
{
UdpClient udpClient = new UdpClient();
udpClient.Connect(txtbHost.Text, 8080);
Byte[] senddata = Encoding.ASCII.GetBytes("Hello World");
udpClient.Send(senddata, senddata.Length);
}
Insert it to button command.
Source: http://technotif.com/creating-simple-udp-server-client-transfer-data-using-c-vb-net/
I am in desperate need of help. I have essentially created a program that (will use) encryption to send messages back and forth. The encryption part is working fine, however I am fairly new to Threads and I can not for the life of me get my Client/Server pieces of the application to line up. The chat program is direct IP connection using TCP, so each host is a client and a server. The issue I appear to be having, when I debug, is that the server thread is either not ready when the Client tries to connect to it, or if it is ready it will not relinquish the Thread so the Client can connect! I have been working on this for hours and it is very frustrating.. I hope someone can help! I've included my code below.
This is my code snippet from my MainForm, which constructs the Client and Server aspects:
private void InitializeComponent() {
server = new ServerSide("127.0.0.1",7865);
servThread = new Thread(new ThreadStart(server.begin));
client = new ClientSide("127.0.0.1",7865);
clientThread = new Thread(new ThreadStart(client.begin));
servThread.Start();
clientThread.Start();
//servThread.Join();
//clientThread.Join();
}
This is my ServerSide code:
public class ServerSide
{
String IpString;
int tcpPort;
bool goodToGo = false;
System.Net.IPAddress ipAddress = null;
public ServerSide(String ip, int tcpPort)
{
IpString = ip;
bool isValidIp = System.Net.IPAddress.TryParse(IpString, out ipAddress);
if (isValidIp == true) // check if the IP is valid, set the bool to true if so
{
goodToGo = true;
}
else
{
goodToGo = false;
}
}
public void begin()
{
try
{
IPAddress ipAd = IPAddress.Parse(IpString);
/* Initializes the Listener */
TcpListener myList = new TcpListener(ipAd, tcpPort);
Socket s = null;
/* Start Listening at the specified port */
while (true)
{
myList.Start();
if (myList.Pending())
{
s = myList.AcceptSocket();
break;
}
}
String toReceive = "";
while (true)
{
byte[] b = new byte[4096];
int k = s.Receive(b);
for (int i = 0; i < k; i++)
toReceive += Convert.ToString((Convert.ToChar(b[i])));
// ASCIIEncoding asen = new ASCIIEncoding();
var form = MainForm.ActiveForm as MainForm;
if (form != null)
{
form.messageReceived(toReceive);
}
toReceive = "";
}
}
catch (Exception e)
{
Console.WriteLine("Error..... " + e.StackTrace);
}
}
}
}
ClientSide code:
public class ClientSide
{
private String IpString;
private int tcpPort;
private TcpClient tcpInt;
private static Stream stm;
private System.Net.IPAddress ipAddress = null;
private bool goodToGo = false;
public ClientSide(String ip, int tcpPort)
{
IpString = ip;
this.tcpPort = tcpPort;
bool isValidIp = System.Net.IPAddress.TryParse(IpString, out ipAddress);
if (isValidIp == true)
{
goodToGo = true;
}
else
{
goodToGo = false;
}
}
public void begin()
{
try
{
tcpInt = new TcpClient();
// Console.WriteLine("Connecting.....");
tcpInt.Connect(IpString, tcpPort);
// use the ipaddress as in the server program
// Console.WriteLine("Connected");
// String str = Console.ReadLine();
stm = tcpInt.GetStream();
}
catch (Exception e)
{
Console.WriteLine("Error..... " + e.StackTrace);
}
}
public void sendMessage(String str)
{
// stm = tcpInt.GetStream();
ASCIIEncoding asen = new ASCIIEncoding();
byte[] ba = asen.GetBytes(str);
stm.Write(ba, 0, ba.Length);
/** byte[] bb = new byte[100];
int k = stm.Read(bb, 0, 100);
for (int i = 0; i < k; i++)
Console.Write(Convert.ToChar(bb[i]));*/
}
}
}
Once again.. what typically happens is my Client receives an error that the host actively refused the connection.. but I do not know how to time them. I am looking for how to have my server listening for TCP Connections, but still manage to go to my other thread to create the TCP Connecion to send the server (I am testing this on localhost currently).
Thanks.
In the constructor of the ServerSide class, you forgot to initialize the tcpPort member. Because you forgot, the server will try to listen to port 0 and the client will try to connect to port 7865, and it will fail.
Try adding this code to the constructor in the ServerSide class.
this.tcpPort = tcpPort;
As for the threads, you might have a problem if the client thread tries to connect before the server thread has started listening. You can use a loop to try to connect a number of times (let's say 10), with a timeout (let's say 1 second) if you don't succeed. This way, you will retry 10 times and give up after that.
hey all,
I have made a socket server in C# for a flash game that I am developing, I got the code from somewhere and I am a beginner in c# and .net development . It works fine in practice when connections are made and the server functions correctly. Get 2 concurrent connections at the same time and we have a problem.
here is the basic aspects of the socket server below: (alot taken out for obvious reasons)
how can I alter this so that it can handle concurrent connections? Should I be threading each response?
Thanks
class TcpSock
{
int tcpIndx = 0;
int tcpByte = 0;
byte[] tcpRecv = new byte[1024];
////////////////////////////////////////
public Socket tcpSock;
////////////////////////////////////////
public int Recv(ref string tcpRead)
{
tcpByte = tcpSock.Available;
if (tcpByte > tcpRecv.Length - tcpIndx)
tcpByte = tcpRecv.Length - tcpIndx;
tcpByte = tcpSock.Receive(tcpRecv, tcpIndx, tcpByte,
SocketFlags.Partial);
tcpRead = Encoding.ASCII.GetString
(tcpRecv, tcpIndx, tcpByte);
tcpIndx += tcpByte;
return tcpRead.Length;
}
public int RecvLn(ref string tcpRead)
{
tcpRead = Encoding.ASCII.GetString
(tcpRecv, 0, tcpIndx);
tcpIndx = 0;
return tcpRead.Length;
}
public int Send(string tcpWrite)
{
return tcpSock.Send(Encoding.ASCII.GetBytes(tcpWrite));
}
public int SendLn(string tcpWrite)
{
return tcpSock.Send(Encoding.ASCII.GetBytes(tcpWrite + "\r\n"));
}
}
[STAThread]
static void Main()
{
Thread Server1 = new Thread(RunServer);
Server1.Start();
}
static void RunServer()
{
///class IPHostEntry : Stores information about the Host and is required
///for IPEndPoint.
///class IPEndPoint : Stores information about the Host IP Address and
///the Port number.
///class TcpSock : Invokes the constructor and creates an instance.
///class ArrayList : Stores a dynamic array of Client TcpSock objects.
IPHostEntry Iphe = Dns.Resolve(Dns.GetHostName());
IPEndPoint Ipep = new IPEndPoint(Iphe.AddressList[0], 4444);
Socket Server = new Socket(Ipep.Address.AddressFamily,SocketType.Stream, ProtocolType.Tcp);
///Initialize
///Capacity : Maximux number of clients able to connect.
///Blocking : Determines if the Server TcpSock will stop code execution
///to receive data from the Client TcpSock.
///Bind : Binds the Server TcpSock to the Host IP Address and the Port Number.
///Listen : Begin listening to the Port; it is now ready to accept connections.
ArrayList Client = new ArrayList();
string[,] Users = new string[1000,9];
string rln = null;
string[] Data;
Client.Capacity = 1000;
Server.Blocking = false;
Server.Bind(Ipep);
Server.Listen(32);
Console.WriteLine("Server 1 {0}: listening to port {1}", Dns.GetHostName(), Ipep.Port);
////////////////////////////////////////////////////////////////////////////////////////////
///Main loop
///1. Poll the Server TcpSock; if true then accept the new connection.
///2. Poll the Client TcpSock; if true then receive data from Clients.
while (true)
{
//Accept - new connection
#region new connection
if (Server.Poll(0, SelectMode.SelectRead))
{
int i = Client.Add(new TcpSock());
((TcpSock)Client[i]).tcpSock = Server.Accept();
Console.WriteLine("Client " + i + " connected.");
Users[i, 0] = i.ToString();
}
#endregion
for (int i = 0; i < Client.Count; i++)
{
//check for incoming data
if (((TcpSock)Client[i]).tcpSock.Poll(0, SelectMode.SelectRead))
{
//receive incoming data
if (((TcpSock)Client[i]).Recv(ref rln) > 0)
{
Console.WriteLine(rln.ToString());
Data = rln.Split('|');
// 1) initial connection
#region InitialConnection
if (Data[0] == "0000")
{
}
}
}
}
}
}
You will need to not use synchronous functions but asynchrounus functions like Socket.BeginReceive
using System;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Text;
public static partial class TcpServer
{
public static void Main()
{
// Setup listener on "localhost" port 12000
IPAddress ipAddr = Dns.GetHostEntry("localhost").AddressList[0];
TcpListener server = new TcpListener(ipAddr, 12000);
server.Start(); // Network driver can now allow incoming requests
// Accept up to 1 client per CPU simultaneously
Int32 numConcurrentClients = Environment.ProcessorCount;
for (Int32 n = 0; n
private static Byte[] ProcessData(Byte[] inputData)
{
String inputString = Encoding.UTF8.GetString(inputData, 1, inputData[0]);
String outputString = inputString.ToUpperInvariant();
Console.WriteLine("Input={0}", inputString);
Console.WriteLine(" Output={0}", outputString);
Console.WriteLine();
Byte[] outputStringBytes = Encoding.UTF8.GetBytes(outputString);
Byte[] outputData = new Byte[1 + outputStringBytes.Length];
outputData[0] = (Byte)outputStringBytes.Length;
Array.Copy(outputStringBytes, 0, outputData, 1, outputStringBytes.Length);
return outputData;
}
}
public static partial class TcpServer
{
private sealed class ClientConnectionApm
{
private TcpListener m_server;
private TcpClient m_client;
private Stream m_stream;
private Byte[] m_inputData = new Byte[1];
private Byte m_bytesReadSoFar = 0;
public ClientConnectionApm(TcpListener server)
{
m_server = server;
m_server.BeginAcceptTcpClient(AcceptCompleted, null);
}
private void AcceptCompleted(IAsyncResult ar)
{
// Connect to this client
m_client = m_server.EndAcceptTcpClient(ar);
// Accept another client
new ClientConnectionApm(m_server);
// Start processing this client
m_stream = m_client.GetStream();
// Read 1 byte from client which contains length of additional data
m_stream.BeginRead(m_inputData, 0, 1, ReadLengthCompleted, null);
}
private void ReadLengthCompleted(IAsyncResult result)
{
// If client closed connection; abandon this client request
if (m_stream.EndRead(result) == 0) { m_client.Close(); return; }
// Start to read 'length' bytes of data from client
Int32 dataLength = m_inputData[0];
Array.Resize(ref m_inputData, 1 + dataLength);
m_stream.BeginRead(m_inputData, 1, dataLength, ReadDataCompleted, null);
}
private void ReadDataCompleted(IAsyncResult ar)
{
// Get number of bytes read from client
Int32 numBytesReadThisTime = m_stream.EndRead(ar);
// If client closed connection; abandon this client request
if (numBytesReadThisTime == 0) { m_client.Close(); return; }
// Continue to read bytes from client until all bytes are in
m_bytesReadSoFar += (Byte)numBytesReadThisTime;
if (m_bytesReadSoFar
private void WriteDataCompleted(IAsyncResult ar)
{
// After result is written to client, close the connection
m_stream.EndWrite(ar);
m_client.Close();
}
}
}
First of all: Stop using non-blocking sockets. In .NET you should either stick to the synchronous methods Receive/Send or asynchronous methods BeginReceive/BeginSend.
You should only stick with sync methods if you will have only a handful of clients. Then launch each new client in a new thread. This is the easiest option to get everthing running.
Simply do like this:
public void AcceptClients()
{
TcpListener listener = new TcpListener(IPAddress.Any, 5566);
listener.Start();
while (_serverRunning)
{
var socket = listener.AcceptSocket();
new Thread(ClientFunc).Start(socket);
}
}
public void ClientFun(object state)
{
var clientSocket = (Socket)state;
var buffer = new byte[65535];
while (_serverRunning)
{
//blocking read.
clientSocket.Receive(buffer, 0, buffer.Length, SocketFlags.None);
//check packet.
// handle packet
// send respons.
clientSocket.Send(alalalal);
}
}
You should refactor the methods so that they follow SRP. The code is just a small guide to get you going.