I am working on HoloLens (Unity-UWP) and trying to make a connection with PC (UWP) or Android phone work (Xamarin). So far I tried client and host with both Bluetooth and TCP (even two versions with different libraries) on Android and UWP. I kept the code entirely separated from user interface, so that it is easier to use, to understand and modular. An Action<string> is used to output results (error logs and sent messages).
Everything that is not on the HoloLens works fine (even though it's exactly the same code). It worked from PC (UWP) to Android with client and host switched. But it doesn't even work between HoloLens and PC (UWP). The behavior ranged from crashes (mostly for Bluetooth) to instant disconnection. The last tests resulted in disconnection once bytes are about to be received. It could even read the first 4 bytes (uint for the length of the following UTF-8 message), but then it was disconnected. The other devices seemed to work fine.
What I know: Capabilities are set, the code works, the issue is likely something that is common for everything that has to do with networking and HoloLens.
So the question is, is Unity or HoloLens incompatible with something I am using? What I used which is worth mentioning: StreamSocket, BinaryWriter, BinaryReader, Task (async, await). Or is HoloLens actively blocking communication with applications on other devices? I know it can connect to devices with Bluetooth and that it can connect via TCP, and it looks like people succeed to get it to work. Are there known issues? Or is there something with Unity that causes this - a bad setting maybe? Do I have to use async methods or only sync? Are there incompatibility issues with Tasks/Threads and Unity? Is this possibly the issue (inability to consent to permissions)?
Another thing to note is that I cannot ping HoloLens via its IP by using the cmd, even though the IP is correct.
I'd appreciate any advice, answer or guess. I can provide more information if requested (see also the comments below). I would suggest to focus on the TCP connection as it seemed to be working better and appears to be more "basic." Here is the code:
using System;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using Windows.Networking;
using Windows.Networking.Sockets;
#region Common
public abstract class TcpCore
{
protected StreamSocket Socket;
protected BinaryWriter BWriter;
protected BinaryReader BReader;
protected Task ReadingTask;
public bool DetailedInfos { get; set; } = false;
public bool Listening { get; protected set; }
public ActionSingle<string> MessageOutput { get; protected set; } = new ActionSingle<string> (); // Used for message and debug output. They wrap an Action and allow safer use.
public ActionSingle<string> LogOutput { get; protected set; } = new ActionSingle<string> ();
protected const string USED_PORT = "1337";
protected readonly Encoding USED_ENCODING = Encoding.UTF8;
public abstract void Disconnect ();
protected void StartCommunication ()
{
Stream streamOut = Socket.OutputStream.AsStreamForWrite ();
Stream streamIn = Socket.InputStream.AsStreamForRead ();
BWriter = new BinaryWriter (streamOut); //{ AutoFlush = true };
BReader = new BinaryReader (streamIn);
LogOutput.Trigger ("Connection established.");
ReadingTask = new Task (() => StartReading ());
ReadingTask.Start ();
}
public void SendMessage (string message)
{
// There's no need to send a zero length message.
if (string.IsNullOrEmpty (message)) return;
// Make sure that the connection is still up and there is a message to send.
if (Socket == null || BWriter == null) { LogOutput.Trigger ("Cannot send message: No clients connected."); return; }
uint length = (uint) message.Length;
byte[] countBuffer = BitConverter.GetBytes (length);
byte[] buffer = USED_ENCODING.GetBytes (message);
if (DetailedInfos) LogOutput.Trigger ("Sending: " + message);
BWriter.Write (countBuffer);
BWriter.Write (buffer);
BWriter.Flush ();
}
protected void StartReading ()
{
if (DetailedInfos) LogOutput.Trigger ("Starting to listen for input.");
Listening = true;
while (Listening)
{
try
{
if (DetailedInfos) LogOutput.Trigger ("Starting a listen iteration.");
// Based on the protocol we've defined, the first uint is the size of the message. [UInt (4)] + [Message (1*n)] - The UInt describes the length of the message (=n).
uint length = BReader.ReadUInt32 ();
if (DetailedInfos) LogOutput.Trigger ("ReadLength: " + length.ToString ());
MessageOutput.Trigger ("A");
byte[] messageBuffer = BReader.ReadBytes ((int) length);
MessageOutput.Trigger ("B");
string message = USED_ENCODING.GetString (messageBuffer);
MessageOutput.Trigger ("Received Message: " + message);
}
catch (Exception e)
{
// If this is an unknown status it means that the error is fatal and retry will likely fail.
if (SocketError.GetStatus (e.HResult) == SocketErrorStatus.Unknown)
{
// Seems to occur on disconnects. Let's not throw().
Listening = false;
Disconnect ();
LogOutput.Trigger ("Unknown error occurred: " + e.Message);
break;
}
else
{
Listening = false;
Disconnect ();
break;
}
}
}
LogOutput.Trigger ("Stopped to listen for input.");
}
}
#endregion
#region Client
public class GTcpClient : TcpCore
{
public async void Connect (string target, string port = USED_PORT) // Target is IP address.
{
try
{
Socket = new StreamSocket ();
HostName serverHost = new HostName (target);
await Socket.ConnectAsync (serverHost, port);
LogOutput.Trigger ("Connection successful to: " + target + ":" + port);
StartCommunication ();
}
catch (Exception e)
{
LogOutput.Trigger ("Connection error: " + e.Message);
}
}
public override void Disconnect ()
{
Listening = false;
if (BWriter != null) { BWriter.Dispose (); BWriter.Dispose (); BWriter = null; }
if (BReader != null) { BReader.Dispose (); BReader.Dispose (); BReader = null; }
if (Socket != null) { Socket.Dispose (); Socket = null; }
if (ReadingTask != null) { ReadingTask = null; }
}
}
#endregion
#region Server
public class GTcpServer : TcpCore
{
private StreamSocketListener socketListener;
public bool AutoResponse { get; set; } = false;
public async void StartServer ()
{
try
{
//Create a StreamSocketListener to start listening for TCP connections.
socketListener = new StreamSocketListener ();
//Hook up an event handler to call when connections are received.
socketListener.ConnectionReceived += ConnectionReceived;
//Start listening for incoming TCP connections on the specified port. You can specify any port that's not currently in use.
await socketListener.BindServiceNameAsync (USED_PORT);
}
catch (Exception e)
{
LogOutput.Trigger ("Connection error: " + e.Message);
}
}
private void ConnectionReceived (StreamSocketListener listener, StreamSocketListenerConnectionReceivedEventArgs args)
{
try
{
listener.Dispose ();
Socket = args.Socket;
if (DetailedInfos) LogOutput.Trigger ("Connection received from: " + Socket.Information.RemoteAddress + ":" + Socket.Information.RemotePort);
StartCommunication ();
}
catch (Exception e)
{
LogOutput.Trigger ("Connection Received error: " + e.Message);
}
}
public override void Disconnect ()
{
Listening = false;
if (socketListener != null) { socketListener.Dispose (); socketListener = null; }
if (BWriter != null) { BWriter.Dispose (); BWriter.Dispose (); BWriter = null; }
if (BReader != null) { BReader.Dispose (); BReader.Dispose (); BReader = null; }
if (Socket != null) { Socket.Dispose (); Socket = null; }
if (ReadingTask != null) { ReadingTask = null; }
}
}
#endregion
Coincidentially, I just implemented a BT connection between HoloLens and an UWP app. I followed the sample at https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/BluetoothRfcommChat.
As capabilities, I set "Bluetooth" (of course), "Internet (Client & Server)" and "Private Networks (Client & Server)". The steps on the server side then are:
Create an RfcommServiceProvider for your own or an existing (eg OBEX object push) service ID.
Create a StreamSocketListener and wire its ConnectionReceived Event.
Bind the service Name on the listener: listener.BindServiceNameAsync(provider.ServiceId.AsString(), SocketProtectionLevel.BluetoothEncryptionAllowNullAuthentication);
If you have a custom service ID, set its name along with other attributes you may want to configure. See the sample linked above for this. I think, this is mostly optional.
Start advertising the BT service: provider.StartAdvertising(listener, true);
Once a client connects, there is a StreamSocket in the StreamSocketListenerConnectionReceivedEventArgs that you can use to create a DataReader and DataWriter on like on any other stream. If you only want to allow one client, you can also stop advertising now.
On the client side, you would:
Show the DevicePicker and let the user select the peer device. Do not forget setting a filter like picker.Filter.SupportedDeviceSelectors.Add(BluetoothDevice.GetDeviceSelectorFromPairingState(true)); You can also allow unpaired devices, but you need to call PairAsync before you can continue in step 2. Also, I think there is no way to circumvent the user consent dialogue in this case, so I would recommend pairing before. To be honest, I did not check whether the unpaired stuff works on HoloLens.
You get a DeviceInformation instance from the picker, which you can use to obtain a BT device like await BluetoothDevice.FromIdAsync(info.Id);
Get the services from the device like device.GetRfcommServicesAsync(BluetoothCacheMode.Uncached); and select the one you are interested in. Note that I found that the built-in filtering did not behave as expected, so I just enumerated the result and compared the UUIDs manually. I believe that the UWP implementation performs a case-sensitive string comparison at some point, which might lead to the requested service not showing up although it is there.
Once you found your service, which I will call s from now on, create a StreamSocket and connect using socket.ConnectAsync(s.ConnectionHostName, s.ConnectionServiceName, SocketProtectionLevel.PlainSocket);
Again, you can not create the stream readers and writers like on the server side.
The answer is Threading.
For whoever may have similar issues, I found the solution. It was due to Unity itself, not HoloLens specifically. My issue was that I wrote my code separately in an own class instead of commingle it with UI code, which would have made it 1. unreadable and 2. not modular to use. So I tried a better coding approach (in my opinion). Everybody could download it and easily integrate it and have basic code for text messaging. While this was no issue for Xamarin and UWP, it was an issue for Unity itself (and there the Unity-UWP solution as well).
The receiving end of Bluetooth and TCP seemed to create an own thread (maybe even something else, but I didn't do it actively), which was unable to write on the main thread in Unity, which solely handles GameObjects (like the output log). Thus I got weird log outputs when I tested it on HoloLens.
I created a new TCP code which works for Unity but not the Unity-UWP solution, using TcpClient/TcpListener, in order to try another version with TCP connection. Luckily when I ran that in the editor it finally pointed on the issue itself: The main thread could not be accessed, which would have written into the UI - the text box for the log output. In order to solve that, I just had to use Unity's Update() method in order to set the text to the output. The variables themselves still could be accessed, but not the GameObjects.
Related
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
So what I am specifically trying to do is get a serial proxy going to pipe an arduino into Unity3d to run on linux. System.IO.Ports just doesn't work on linux with unity.
So I have gotten a python based serial proxy script, I have that up and running just fine. I can netcat into that localhost and actually get output from the arduino.
nc localhost 8082
g'day from bitty 1.0 -- type 'logout' to disconnect
Connecting to /dev/tty.usbmodem5d11... connected.
HELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLO
I have the arduino only printing out HELLO on repeat.
But the serial proxy is up and running, and has data going over it.
Now I am trying to write the code in Unity to receive this data, and I just can't get it to work.
This is my code for that:
public Socket socket = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
public byte[] buffer = new byte[256];
int pinRead = 0;
void Start ()
{
socket.Connect(IPAddress.Parse("127.0.0.1"),8082);
}
void Update ()
{
if (socket.IsBound)
{
try
{
int bytesRead;
bytesRead = socket.Receive(buffer);
string incommingdata = System.Text.Encoding.ASCII.GetString(buffer);
Debug.Log(bytesRead+" || "+incommingdata);
}
catch (System.Exception e)
{
}
}
bytesRead is ALWAYS 0 and incomingData just doesn't have anything. It connects, and isBound returns true. I just can't get the code right to receive the data and put it in a format that is usable.
Please help. I need to get this working and its far out of my area of expertise. How do I make this work?
So I got this to work using tcpclient objects and some snippets of code that were posted on a random unity blog....
Here it is if anyone wants to see. I would still be really curious to know how to get the Socket implementation functioning though.
using UnityEngine;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System;
using System.Text;
using System.IO;
using System.Threading;
public class ArduinoTest : MonoBehaviour
{
private bool socketReady = false;
private TcpClient mySocket;
private NetworkStream theStream;
private StreamWriter theWriter;
private StreamReader theReader;
private string Host = "localhost";
private Int32 Port = 9900;
private int pinRead = 0;
void Start ()
{
setupSocket();
}
void Update ()
{
string read = readSocket();
if (read != "")
{
int value = int.Parse(read);
if ( value > 53)
{
Debug.Log((value-54)+" DOWN");
}
else
{
Debug.Log(value+" UP");
}
}
}
void OnApplicationQuit()
{
writeSocket("logout");
closeSocket();
}
public void setupSocket()
{
try
{
mySocket = new TcpClient(Host, Port);
theStream = mySocket.GetStream();
theWriter = new StreamWriter(theStream);
theReader = new StreamReader(theStream);
socketReady = true;
}
catch (Exception e)
{
Debug.Log("Socket error:" + e);
}
}
public void writeSocket(string theLine)
{
if (!socketReady)
return;
String tmpString = theLine + "\r\n";
theWriter.Write(tmpString);
theWriter.Flush();
}
public string readSocket()
{
if (!socketReady)
return "";
if (theStream.DataAvailable)
return theReader.Read().ToString();
return "";
}
public void closeSocket()
{
if (!socketReady)
return;
theWriter.Close();
theReader.Close();
mySocket.Close();
socketReady = false;
}
public void maintainConnection()
{
if(!theStream.CanRead)
{
setupSocket();
}
}
}
(Sorry I can't post comments yet or would do so there)
BytesRead = 0 typically means the remote side disconnected.
For what it's worth, your code works fine when I run a test TCP server listening for connections on port 8082 and sending out some text messages. So I doubt the problem is on the C# client-side.
Beyond this simple example, "getting this to work" is not necessarily a simple question. Here are a couple things you should keep in mind:
You are making a blocking Receive call, which means you will need to call Update in a loop.
TCP is a streaming protocol, so you might get partial messages or many messages bundled together in the same Read call. Look up "TCP Framing" to get more details on this.
You can try using telnet on this socket, just to see if you can connect to it.
telnet 127.0.0.1 8082
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.
I have around 5000 modem (thin clients), and I want to communicate with them, one of a my method is like this : string GetModemData(modemID), now I have an open port in server that listens to modem and I'm using socket programming to send data to modems (calling related function), but when i want send data to multiple modem in a same time and get response from them, I don't know what should i do? I can send data to one modem and waiting for its response and then send another data to other modems (sequential), but the problem is client should be wait long time to get answer(may be some different client want to get some information from modems so they all will be wait into the Q or something like this), I think one way to solving this problem is to use multiple port and listen for each modem to related port, but it takes too many ports and also may be memory usage going up and exceed my available memory space, so some lost may be occurred (is this true?). what should to do ? I'd thinking about Parallelism, but i think its not related i should to wait for one port, because i don't know should to pass current received data to which client. I'm using asp.net.
currently I'm doing like this:
private void StartListener()
{
ModemTcpListener = new TcpListener(ModemPort);
//ClientTcpListener = new TcpListener(ClientPort);
ModemTcpListener.Start();
ModemTcpListener.BeginAcceptTcpClient(new AsyncCallback(DoAcceptModemCallback), ModemTcpListener);
}
and in return
private void DoReadModemCallback(IAsyncResult ar)
{
try
{
bool bRet = ar.AsyncWaitHandle.WaitOne(420000);
Modem modem = ar.AsyncState as Modem;
if (!bRet || modem == null)
{
return;
}
}
catch{}
// now send data to which client?????? if i'm going to use async????
}
and :
private void DoAcceptModemCallback(IAsyncResult ar)
{
try
{
ModemTcpListener.BeginAcceptTcpClient(new AsyncCallback(DoAcceptModemCallback), ModemTcpListener);
TcpClient tcpClient = ModemTcpListener.EndAcceptTcpClient(ar);
Modem modem= new Modem(tcpClient, "");
tcpClient.GetStream().BeginRead(modem.Buffer, 0, tcpClient.ReceiveBufferSize, new AsyncCallback(DoReadModemCallback), modem);
ModemTcpListener.BeginAcceptTcpClient(new AsyncCallback(DoAcceptModemCallback), ModemTcpListener);
Log.Write("a Modem connect ...");
}
catch (Exception ex)
{
}
}
Heres an example keeping track of all your clients. I've compacted it for readability. You should really split it up into multiple classes.
I'm using Pool (which I just created and commited) and SimpleServer. Both classes are part of a library that I'm currently building (but far from done).
Don't be afraid of having 5000 sockets open, they do not consume much resources when you are using asynchronous operations.
public class SuperServer
{
private List<ClientContext> _clients = new List<ClientContext>();
private SimpleServer _server;
private Pool<byte[]> _bufferPool;
public SuperServer()
{
// Create a buffer pool to be able to reuse buffers
// since your clients will most likely connect and disconnect
// often.
//
// The pool takes a anonymous function which should return a new buffer.
_bufferPool = new Pool<byte[]>(() => new byte[65535]);
}
public void Start(IPEndPoint listenAddress)
{
_server = new SimpleServer(listenAddress, OnAcceptedSocket);
// Allow five connections to be queued (to be accepted)
_server.Start(5);
}
// you should handle exceptions for the BeginSend
// and remove the client accordingly.
public void SendToAll(byte[] info)
{
lock (_clients)
{
foreach (var client in _clients)
client.Socket.BeginSend(info, 0, info.Length, SocketFlags.None, null, null);
}
}
// Server have accepted a new client.
private void OnAcceptedSocket(Socket socket)
{
var context = new ClientContext();
context.Inbuffer = _bufferPool.Dequeue();
context.Socket = socket;
lock (_clients)
_clients.Add(context);
// this method will eat very few resources and
// there should be no problem having 5000 waiting sockets.
context.Socket.BeginReceive(context.Inbuffer, 0, context.Inbuffer.Length, SocketFlags.None, OnRead,
context);
}
//Woho! You have received data from one of the clients.
private void OnRead(IAsyncResult ar)
{
var context = (ClientContext) ar.AsyncState;
try
{
var bytesRead = context.Socket.EndReceive(ar);
if (bytesRead == 0)
{
HandleClientDisconnection(context);
return;
}
// process context.Inbuffer here.
}
catch (Exception err)
{
//log exception here.
HandleClientDisconnection(context);
return;
}
// use a new try/catch to make sure that we start
// read again event if processing of last bytes failed.
try
{
context.Socket.BeginReceive(context.Inbuffer, 0, context.Inbuffer.Length, SocketFlags.None, OnRead,
context);
}
catch (Exception err)
{
//log exception here.
HandleClientDisconnection(context);
}
}
// A client have disconnected.
private void HandleClientDisconnection(ClientContext context)
{
_bufferPool.Enqueue(context.Inbuffer);
try
{
context.Socket.Close();
lock (_clients)
_clients.Remove(context);
}
catch(Exception err)
{
//log exception
}
}
// One of your modems
// add your own state info.
private class ClientContext
{
public byte[] Inbuffer;
public Socket Socket;
}
}
Used classes:
Pool: http://fadd.codeplex.com/SourceControl/changeset/view/58858#1054902
SimpleServer: http://fadd.codeplex.com/SourceControl/changeset/view/58859#1054893
You need to use the asynchronous tcp/ip methods. This article shows how:
http://www.codeproject.com/KB/IP/asyncsockets.aspx
The critical piece is the BeginReceive() and related callback functions. Any more q's, please leave comments to this answer ;) BEST OF LUCK!
You need multi threading, whenever a client establishes a connection to the server start a new thread for it and start communication send/receive.
Here are some articles explaining multithreading in c#,
c-sharpcorner
codeproject
And here's a sample server application with multithreading,
http://www.dotnetspider.com/resources/2829-A-multi-readed-server-C-which-finds-prime-num.aspx
I'm trying to make a simple C# web server that, at this stage, you can access via your browser and will just do a "Hello World".
The problem I'm having is that the server can receive data fine - I get the browser's header information - but the browser doesn't receive anything I send. Furthermore, I can only connect to the server by going to localhost (or 127.0.0.1). I can't get to it by going to my IP and it's not a network setting because Apache works fine if I run that instead. Also, I'm using a port monitoring program and after I attempt a connection from a browser, the process's port gets stuck in a TIME_WAIT state even though I told the connection to close and it should be back to LISTEN.
Here's the relevant code. A couple calls might not make sense but this is a piece of a larger program.
class ConnectionHandler
{
private Server server;
private TcpListener tcp;
private ArrayList connections;
private bool listening;
private Thread listeningThread;
public Server getServer()
{
return server;
}
private void log(String s, bool e)
{
server.log("Connection Manager: " + s, e);
}
private void threadedListen()
{
while (listening)
{
try
{
TcpClient t = tcp.AcceptTcpClient();
Connection conn = new Connection(this, t);
}
catch (NullReferenceException)
{
log("unable to accept connections!", true);
}
}
log("Stopped listening", false);
}
public void listen()
{
log("Listening for new connections", false);
tcp.Start();
listening = true;
if (listeningThread != null && listeningThread.IsAlive)
{
listeningThread.Abort();
}
listeningThread = new Thread(new ThreadStart(
this.threadedListen));
listeningThread.Start();
}
public void stop()
{
listening = false;
if (listeningThread != null)
{
listeningThread.Abort();
log("Forced stop", false);
}
log("Stopped listening", false);
}
public ConnectionHandler(Server server)
{
this.server = server;
tcp = new TcpListener(new IPEndPoint(
IPAddress.Parse("127.0.0.1"), 80));
connections = new ArrayList();
}
}
class Connection
{
private Socket socket;
private TcpClient tcp;
private ConnectionHandler ch;
public Connection(ConnectionHandler ch, TcpClient t)
{
try
{
this.ch = ch;
this.tcp = t;
ch.getServer().log("new tcp connection to "
+ this.tcp.Client.RemoteEndPoint.ToString(), false);
NetworkStream ns = t.GetStream();
String responseString;
Byte[] response;
Int32 bytes;
responseString = String.Empty;
response = new Byte[512];
bytes = ns.Read(response, 0, response.Length);
responseString =
System.Text.Encoding.ASCII.GetString(response, 0, bytes);
ch.getServer().log("Received: " + responseString);
String msg = "<html>Hello World</html>";
String fullMsg = "HTTP/1.x 200 OK\r\n"
+ "Server: Test Server\r\n"
+ "Content-Type: text/html; "
+ "charset=UTF-8\r\n"
+ "Content-Length: " + msg.Length + "\r\n"
+ "Date: Sun, 10 Aug 2008 22:59:59 GMT"
+ "\r\n";
nsSend(fullMsg, ns);
nsSend(msg, ns);
ns.Close();
tcp.Close();
}
catch (ArgumentNullException e)
{
ch.getServer().log("connection error: argument null exception: " + e);
}
catch (SocketException e)
{
ch.getServer().log("connection error: socket exception: " + e);
}
}
private void nsSend(String s, NetworkStream ns)
{
Byte[] data = System.Text.Encoding.ASCII.GetBytes(s);
ns.Write(data, 0, data.Length);
ns.Flush();
ch.getServer().log("Sent: " + s);
}
}
Does anyone have any ideas? It feels like it's gotta be something stupid on my part but I just don't know what. I'd really appreciate any insight
You might like to know that you can use HttpListener to write a basic web-server very easily - this deals with most of the painful bits, letting you concentrate on writing the actual code. The MSDN page gives an example.
Note that this uses HTTP.SYS, which is good - but means that non-admins need to be explicitly given access to open ports; on xp you can do this with httpcfg; on vista you can use netsh. See here for more.
One thing which isn't a problem at the moment but might be later on is that your content length is based on the Unicode length of the message string, not the binary length.
There's also rather a lot going on in the Connection constructor - stuff that really doesn't belong in a constructor at all, IMO. It also doesn't close things if exceptions occur.
Have you looked at what's going on in a network tracer like WireShark? That would be the easiest way of seeing whether any data is getting sent back to the client.
Alternatively, post a short but complete version of your code which we can compile and run ourselves.
Maybe I'm just missing something but the reason you can only connect on localhost is because the IP you are listening on is 127.0.0.1, this makes the TCPListener only listen on that IP address. And I don't see anywhere you are calling any client disconnect, the TCPListener is a blocking call, so it sits there forever until a connection is made. In my past experience with TCP/IP and the TCPListener, TCPClient classes there is not much of a way to force the listener to drop it's connection until you drop the client connection. Calling TCPListener.Abort() doesn't drop the client connection which keeps the port blocked up.
For anyone in similar situation where you want to access you C# server from the local network ip address then you will need to listen to address 0.0.0.0 meaning listen on all ip addresses not a specific one like 127.0.0.1 etc.