2 Way messaging system in C# using Sockets - c#

I am trying to make a 2 Way chat messaging system, One that would send a message and the other party gets it and sends back a message and the other party can reply as well. I found a code I have been able to utilize to make mine and it works fine but it's only a one-way message system hence I wanted something that the client can send a message to the server and the server back to the client.
My code looks like this, tho it's a one-way
Server
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net.Sockets;
using System.Threading;
using System.IO;
namespace Sever
{
class Program
{
static void Main(string[] args)
{
TcpListener serverSocket = new TcpListener(4523);
serverSocket.Start();
Console.WriteLine("Started!");
while (true)
{
TcpClient clientSocket = serverSocket.AcceptTcpClient();
handleClient clientx = new handleClient();
clientx.startClient(clientSocket);
}
}
}
public class handleClient
{
TcpClient clientSocket;
public void startClient(TcpClient inClientSocket)
{
this.clientSocket = inClientSocket;
Thread ctThread = new Thread(Chat);
Thread xthread = new Thread(msg);
ctThread.Start();
}
private void Chat()
{
byte[] buffer = new byte[100];
while (true)
{
NetworkStream ns = clientSocket.GetStream();
BinaryReader reader = new BinaryReader(clientSocket.GetStream());
Console.WriteLine(reader.ReadString());
}
}
private void msg()
{
byte[] buf2 = new byte[100];
while (true)
{
TcpClient client = new TcpClient("localhost", 4523);
NetworkStream ns = client.GetStream();
string str = Console.ReadLine();
BinaryWriter bw = new BinaryWriter(client.GetStream());
bw.Write(str);
}
}
}
}
Now this is the Client.
class Program
{
static void Main(string[] args)
{
while (true)
{
TcpClient client = new TcpClient("localhost",4523);
NetworkStream ns = client.GetStream();
byte[] buffer = new byte[100];
string str = Console.ReadLine();
BinaryWriter bw = new BinaryWriter(client.GetStream());
bw.Write(str);
}
}
}
What am I Really Missing, Client remains the same?

Ok i finally resolved it , its now a 2 way chat, did it with streamwriter and reader at the same time.. works like a charm
server
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net.Sockets;
using System.Threading;
using System.IO;
namespace Sever
{
class Program
{
static void Main(string[] args)
{
TcpListener serverSocket = new TcpListener(4523);
serverSocket.Start();
Console.WriteLine("Started!");
while (true)
{
TcpClient clientSocket = serverSocket.AcceptTcpClient();
handleClient clientx = new handleClient();
clientx.startClient(clientSocket);
}
}
}
public class handleClient
{
TcpClient clientSocket;
public void startClient(TcpClient inClientSocket)
{
this.clientSocket = inClientSocket;
Thread ctThread = new Thread(Chat);
ctThread.Start();
}
private void Chat()
{
byte[] buffer = new byte[100];
while (true)
{
NetworkStream ns = clientSocket.GetStream();
BinaryReader reader = new BinaryReader(clientSocket.GetStream());
Console.WriteLine(reader.ReadString());
BinaryWriter bw = new BinaryWriter(clientSocket.GetStream());
string str = Console.ReadLine();
bw.Write(str);
}
}
}
}
Client
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net.Sockets;
using System.IO;
namespace Client
{
class Program
{
static void Main(string[] args)
{
while (true)
{
TcpClient client = new TcpClient("localhost",4523);
NetworkStream ns = client.GetStream();
byte[] buffer = new byte[100];
string str = Console.ReadLine();
BinaryWriter bw = new BinaryWriter(client.GetStream());
bw.Write(str);
BinaryReader br = new BinaryReader(client.GetStream());
Console.WriteLine(br.ReadString());
}
}
}
}

Related

Server(GUI) freezes after starting. Works fine in Console

Server(GUI).png
Server ( GUI )
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Net;
using System.Net.Sockets;
namespace Server_ProfiChat
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
static readonly object _lock = new object();
static readonly Dictionary<int, TcpClient> list_clients = new Dictionary<int, TcpClient>();
public static void handle_clients(object o)
{
int id = (int)o;
TcpClient client;
lock (_lock) client = list_clients[id];
while (true)
{
NetworkStream stream = client.GetStream();
byte[] buffer = new byte[1024];
int byte_count = stream.Read(buffer, 0, buffer.Length);
if (byte_count == 0)
{
break;
}
string data = Encoding.ASCII.GetString(buffer, 0, byte_count);
broadcast(data);
Console.WriteLine(data);
//var chatline = txtChat.Text;
Form1 formObj = new Form1();
formObj.txtChat.Text += data;
}
lock (_lock) list_clients.Remove(id);
client.Client.Shutdown(SocketShutdown.Both);
client.Close();
}
public static void broadcast(string data)
{
byte[] buffer = Encoding.ASCII.GetBytes(data + Environment.NewLine);
lock (_lock)
{
foreach (TcpClient c in list_clients.Values)
{
NetworkStream stream = c.GetStream();
stream.Write(buffer, 0, buffer.Length);
}
}
}
private void btnConnect_Click(object sender, EventArgs e)
{
int count = 1;
string serverIP = txtServerIP.Text;
int serverPort = Int32.Parse(txtServerPort.Text);
TcpListener ServerSocket = new TcpListener(IPAddress.Parse(serverIP), serverPort);
ServerSocket.Start();
while (true)
{
TcpClient client = ServerSocket.AcceptTcpClient();
lock (_lock) list_clients.Add(count, client);
Console.WriteLine("Someone connected!!");
Thread t = new Thread(handle_clients);
t.Start(count);
count++;
}
}
}
}
Server ( Console )
using System;
using System.Threading;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net;
using System.Net.Sockets;
namespace testServ
{
class Program
{
static readonly object _lock = new object();
static readonly Dictionary<int, TcpClient> list_clients = new Dictionary<int, TcpClient>();
static void Main(string[] args)
{
int count = 1;
TcpListener ServerSocket = new TcpListener(IPAddress.Parse("192.168.0.169"), 123);
ServerSocket.Start();
while (true)
{
TcpClient client = ServerSocket.AcceptTcpClient();
lock (_lock) list_clients.Add(count, client);
Console.WriteLine("Someone connected!!");
Thread t = new Thread(handle_clients);
t.Start(count);
count++;
}
}
public static void handle_clients(object o)
{
int id = (int)o;
TcpClient client;
lock (_lock) client = list_clients[id];
while (true)
{
NetworkStream stream = client.GetStream();
byte[] buffer = new byte[1024];
int byte_count = stream.Read(buffer, 0, buffer.Length);
if (byte_count == 0)
{
break;
}
string data = Encoding.ASCII.GetString(buffer, 0, byte_count);
broadcast(data);
Console.WriteLine(data);
}
lock (_lock) list_clients.Remove(id);
client.Client.Shutdown(SocketShutdown.Both);
client.Close();
}
public static void broadcast(string data)
{
byte[] buffer = Encoding.ASCII.GetBytes(data + Environment.NewLine);
lock (_lock)
{
foreach (TcpClient c in list_clients.Values)
{
NetworkStream stream = c.GetStream();
stream.Write(buffer, 0, buffer.Length);
}
}
}
}
}
Client (console)
using System;
using System.Threading;
using System.Threading.Tasks;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
namespace test_Clie
{
class Program
{
static void Main(string[] args)
{
IPAddress ip = IPAddress.Parse("192.168.0.166");
int port = 123;
TcpClient client = new TcpClient();
client.Connect(ip, port);
Console.WriteLine("client connected!!");
NetworkStream ns = client.GetStream();
Thread thread = new Thread(o => ReceiveData((TcpClient)o));
thread.Start(client);
string s;
while (!string.IsNullOrEmpty((s = Console.ReadLine())))
{
byte[] buffer = Encoding.ASCII.GetBytes(s);
ns.Write(buffer, 0, buffer.Length);
}
client.Client.Shutdown(SocketShutdown.Send);
thread.Join();
ns.Close();
client.Close();
Console.WriteLine("disconnect from server!!");
Console.ReadKey();
}
static void ReceiveData(TcpClient client)
{
NetworkStream ns = client.GetStream();
byte[] receivedBytes = new byte[1024];
int byte_count;
while ((byte_count = ns.Read(receivedBytes, 0, receivedBytes.Length)) > 0)
{
Console.Write(Encoding.ASCII.GetString(receivedBytes, 0, byte_count));
Console.Write(ns);
}
}
}
}
Im a beginner but to me it seems to have to do with the threading?
Also because it freezes I cant see if the rest is working, any ideas on how to improve workflow, as in searching for the exact point the mistakes are? Im wasting alot of time searching anything because I dont know how to properly test, debug and pinpoint the mistakes I made.
Appreciate any help =))
Streams generally do exactly what you ask of them. If you ask for 10 bytes, then a Read will not return until there are 10 bytes to return. What stream.Read will not do, is return fewer bytes just because that is how many have been received.
This code will block until 1024 bytes have been read.
byte[] buffer = new byte[1024];
int byte_count = stream.Read(buffer, 0, buffer.Length);
if (byte_count == 0)
{
break;
}
Is that what you are expecting?
Generally, byte based protocols have a header, which contains how many bytes are in the payload.
Imagine the protocol below:
<stx><soh><len><eoh><payload><etx>
stx = Start of transmission
soh = Start of header
len = length of payload
eoh = End of header
etx = End of transmission
To read a complete packet you MUST read 4 bytes, and then you MUST read enough bytes to complete the payload, then the last byte should be ETX.
byte[5] header;
stream.Read(buffer, 0, 4);
int payloadLength = header[2];
byte[] payload = new byte[payloadLength];
stream.Read(payload, 0, payloadLength);
stream.Read() == ETX;
The TcpListener.AcceptTcpClient method is blocking. You could try using its asynchronous counterpart instead, combined with async/await:
private async void btnConnect_Click(object sender, EventArgs e)
{
/* ... */
TcpClient client = await ServerSocket.AcceptTcpClientAsync();
/* ... */
}

How to check start and end of a message coming in stream in c#?

I am receiving data from streaming of bytes.
Code of TCPListerner :
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
class Program
{
static void Main(string[] args)
{
TcpListener tcpListener = new TcpListener(IPAddress.Any, 6054);
tcpListener.Start();
Console.WriteLine("Waiting for a client to connect...");
//blocks until a client connects
Socket socketForClient = tcpListener.AcceptSocket();
Console.WriteLine("Client connected");
//Read data sent from client
NetworkStream networkStream = new NetworkStream(socketForClient);
int bytesReceived, totalReceived = 0;
string fileName = "testing.txt";
byte[] receivedData = new byte[10000];
do
{
bytesReceived = networkStream.Read
(receivedData, 0, receivedData.Length);
totalReceived += bytesReceived;
Console.WriteLine("Total bytes read: " + totalReceived.ToString());
if (!File.Exists(fileName))
{
using (File.Create(fileName)) { };
}
using (var stream = new FileStream(fileName, FileMode.Append))
{
stream.Write(receivedData, 0, bytesReceived);
}
}
while (bytesReceived != 0);
Console.WriteLine("Total bytes read: " + totalReceived.ToString());
socketForClient.Close();
Console.WriteLine("Client disconnected...");
Console.ReadLine();
}
}
I want to add functionality to process only that message which is coming from streaming starting with <Product> and want to check when the message ends. For end we can use </Products>.
How to perform this validation check in existing code, Any Idea ?

Sending and Receiving large amount of data through TCPClient doesnot read all the data

Receiving bytes here in this code(server)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.IO;
using System.Drawing;
namespace ByteLengthReading
{
class Program
{
static void Main(string[] args)
{
StartServer();
}
private static TcpListener _listener;
public static void StartServer()
{
IPAddress localIPAddress = IPAddress.Parse("119.43.29.182");
IPEndPoint ipLocal = new IPEndPoint(localIPAddress, 8001);
_listener = new TcpListener(ipLocal);
_listener.Start();
WaitForClientConnect();
}
private static void WaitForClientConnect()
{
object obj = new object();
_listener.BeginAcceptTcpClient(new System.AsyncCallback(OnClientConnect), obj);
Console.In.ReadLine();
}
private static void OnClientConnect(IAsyncResult asyn)
{
try
{
TcpClient clientSocket = default(TcpClient);
clientSocket = _listener.EndAcceptTcpClient(asyn);
HandleClientRequest clientReq = new HandleClientRequest(clientSocket);
clientReq.StartClient();
}
catch (Exception ex)
{
throw ex;
}
WaitForClientConnect();
}
public class HandleClientRequest
{
TcpClient _clientSocket;
NetworkStream _networkStream = null;
public HandleClientRequest(TcpClient clientConnected)
{
this._clientSocket = clientConnected;
}
public void StartClient()
{
_networkStream = _clientSocket.GetStream();
WaitForRequest();
}
public void WaitForRequest()
{
byte[] buffer = new byte[_clientSocket.ReceiveBufferSize];
_networkStream.BeginRead(buffer, 0, buffer.Length, ReadCallback, buffer);
}
private void ReadCallback(IAsyncResult result)
{
NetworkStream networkStream = _clientSocket.GetStream();
byte[] buffer = new byte[16384];
int read = -1;
int totRead = 0;
using (FileStream fileStream = new FileStream(#"C:\Foo" + Guid.NewGuid().ToString("N") + ".txt", FileMode.Create))
{
while ((read = networkStream.Read(buffer, 0, buffer.Length)) > 0)
{
totRead += read;
fileStream.Write(buffer, 0, read);
Console.WriteLine("Total Read" + totRead);
//fileStream.Write(buffer, 0, totRead);
//fileStream.Close();
}
fileStream.Close();
}
}
}
}
Sending bytes (Client), Sending bytes of length 4047810. But the abover server code is recieving only 4039618 bytes. Please help someone. Don't know y? At the time of reading last set of data it is coming out of the while loop. Please test this code and tell me where the problem lies.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.IO;
using System.Drawing;
using System.Threading;
namespace ByteLengthSending
{
class Program
{
static void Main(string[] args)
{
Socket client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
client.Connect(IPAddress.Parse("119.43.29.182"), 8001);
//IPAddress ipAd = IPAddress.Parse("119.43.29.182");
//TcpClient client = new TcpClient(ipAd.ToString(), 8001);
//NetworkStream stream = client.GetStream();
int totread = 0;
byte[] longBuffer = new byte[3824726];
byte[] buffer = new byte[4096];
using (var fileStream = File.OpenRead("C:/Foo.txt"))
{
while (true)
{
int read = fileStream.Read(buffer, 0, buffer.Length);
totread += read;
if (read <= 0)
{
break;
}
for (int sendBytes = 0; sendBytes < read; sendBytes += client.Send(buffer, sendBytes, read - sendBytes, SocketFlags.None))
{
}
}
}
client.Close();
Console.WriteLine("Total Read" + totread);
Console.In.ReadLine();
}
}
}
Here is a sample which uses my library Griffin.Framework to transmit a file (Apache license).
All you need to do is to install the nuget package "griffin.framework" and then create a console application and replace Program class with the following:
class Program
{
static void Main(string[] args)
{
var server = new ChannelTcpListener();
server.MessageReceived = OnServerReceivedMessage;
server.Start(IPAddress.Any, 0);
var client = new ChannelTcpClient<object>(new MicroMessageEncoder(new DataContractMessageSerializer()),
new MicroMessageDecoder(new DataContractMessageSerializer()));
client.ConnectAsync(IPAddress.Loopback, server.LocalPort).Wait();
client.SendAsync(new FileStream("TextSample.txt", FileMode.Open)).Wait();
Console.ReadLine();
}
private static void OnServerReceivedMessage(ITcpChannel channel, object message)
{
var file = (Stream) message;
var reader = new StreamReader(file);
var fileContents = reader.ReadToEnd();
Console.WriteLine(fileContents);
}
}
The library can send/receive any type of stream of any size (as long as the size is known). The client will automatically create a MemoryStream or FileStream depending on the stream size.

Client Server Winforms C#

I am trying to build a basic server client application in winforms. However the server does nothing. Just sort of opens up and hangs if i may say so. What am i doing wrong. I made the application as follows:
The Server Winform
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.IO;
namespace ServerWinForms
{
public partial class Form1 : Form
{
public delegate void AddText(TcpClient tcp, RichTextBox rtb);
public AddText myDelegate;
Thread myThread;
public Form1()
{
InitializeComponent();
myDelegate = new AddText(ClientSession);
}
void begin(Object obj)
{
var loaclAddress = IPAddress.Parse("127.0.0.1");
var tcpListener = new TcpListener(loaclAddress, 81);
tcpListener.Start();
while (true)
{
var tcpClient = tcpListener.AcceptTcpClient();
Form1 myForm1 = (Form1)obj;
myForm1.Invoke(myForm1.myDelegate);
//rtb.AppendText("Waiting for connection ");
// Console.WriteLine("Waiting for a connection");
//rtb.AppendText("Client Accepted ");
//Console.WriteLine("Client Accepted");
/*Thread thread = new Thread(() => ClientSession(tcpClient))
{
IsBackground = true
};
thread.Start();
//Console.WriteLine("Client Session thread started");
*/
}
}
private static bool tryRead(Stream stream, byte[] buffer, int offset, int count)
{
int bytesRead;
while (count > 0 && (bytesRead = stream.Read(buffer, offset, count)) > 0)
{
offset += bytesRead;
count -= bytesRead;
}
return count == 0;
}
public static void ClientSession(TcpClient tcpClient, RichTextBox rtb)
{
const int totalByteBuffer = 4096;
byte[] buffer = new byte[256];
// UC ucObj = new UC();
using (var networkStream = tcpClient.GetStream())
using (var bufferedStream = new BufferedStream(networkStream, totalByteBuffer))
while (true)
{
if (!tryRead(bufferedStream, buffer, 0, 1))
{
break;
}
byte messageLen = buffer[0];
if (!tryRead(bufferedStream, buffer, 1, messageLen))
{
break;
}
var message = Encoding.ASCII.GetString(buffer, 1, messageLen);
//Console.WriteLine(/*"Message Recieved: {0}", */ message);
RichTextBox rcb = new RichTextBox();
rtb.AppendText(message);
}
}
private void Form1_Load(object sender, EventArgs e)
{
}
private void button1_Click(object sender, EventArgs e)
{
myThread = new Thread(begin);
myThread.Start(this);
//begin();
}
}
}
The Client Winform (though i believe everything is in order here but still... )
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Net;
using System.Net.Sockets;
using System.IO;
namespace ClientWinForms
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
}
private static byte[] msg2ByteArray(string message, Encoding enc)
{
var byteCount = enc.GetByteCount(message);
if (byteCount > byte.MaxValue)
{
throw new ArgumentException("Message size is greater than 255 bytes in the provided encoding");
}
var byteArray = new byte[byteCount + 1];
byteArray[0] = (byte)byteCount;
enc.GetBytes(message, 0, message.Length, byteArray, 1);
return byteArray;
}
void sendMsg()
{
String message;
using (var tcpClient = new TcpClient())
{
tcpClient.Connect("127.0.0.1", 81);
using (var networkStream = tcpClient.GetStream())
using (var bufferedStream = new BufferedStream(networkStream))
{
//while (true)
//{
byte[] buffer = new byte[256];
//Console.WriteLine("Write Message");
message = richTextBox.Text;
var byteArray = msg2ByteArray(message, Encoding.ASCII);
bufferedStream.Write(byteArray, 0, byteArray.Length);
bufferedStream.Flush();
//}
}
}
}
private void btnSend_Click(object sender, EventArgs e)
{
sendMsg();
}
}
}
kewal, your code looks good and your program also. i also liked that you share all the code, it is most frustrating when i need to ask almost every other asked to do that.
now to the problem. you use tcpListener.Start(); in your server.
as we can read here:
"If a connection request is received, the Start method will queue
the request and continue listening for additional requests until you
call the Stop method"
i believe what you wanted is to use AcceptSocket() method - read
here
i can suggest: use different port. low number ports are taken
already and might not work. i think 81 if for http's, though i'm not
sure
EDIT
3. for the client use this MSDN example to see if the basic
example works for you

How do you send a serialized object over net?

i am trying to build a chat! now my goal is to receive input from the user, (which will be fed to a function in a class), save it and send the object to the user over the net.
here is my code so far:
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
TcpListener server = new TcpListener(IPAddress.Any, 5000);
server.Start();
Console.WriteLine("Server started");
int a = 0;
while (true)
{
TcpClient connection = server.AcceptTcpClient();
Console.WriteLine("connection accepted");
ThreadPool.QueueUserWorkItem(ProssecClient, connection);
}
}
public static void ProssecClient(object o)
{
TcpClient connection = o as TcpClient;
if (connection == null)
return;
StreamReader sr = new StreamReader(connection.GetStream());
StreamWriter sw = new StreamWriter(connection.GetStream());
string word = "";
savedObject saved = new savedObject();
try
{
while (true)
{
sw.WriteLine(sr.ReadLine());
sw.Flush();
// here the server should read and retrieve,
// everything that it gets to every user that logs in.
}
}
catch
{
Console.WriteLine("client left");
}
}
}
}
i have everything saved in the binaryFormatter, how do i send it to the user to receive?
client side code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.IO;
using System.Threading;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
namespace ConsoleApplication2
{
class Program
{
static void Main(string[] args)
{
TcpClient connection = new TcpClient("127.0.0.1", 5000);
StreamReader sr = new StreamReader(connection.GetStream());
StreamWriter sw = new StreamWriter(connection.GetStream());
savedObject saved = new savedObject();
Stream stream = File.Open("EmployeeInfo.osl", FileMode.Create);
BinaryFormatter bformatter = new BinaryFormatter();
string word = "";
string allwords = "";
Thread Listen = new Thread(deserialise);
Listen.Start();
while (true)
{
word = Console.ReadLine();
allwords = saved.AllWords(word);
sw.WriteLine(allwords);
sw.Flush();
Console.WriteLine(sr.ReadLine());
//Serialize
//bformatter.Serialize(stream, saved);
//stream.Close();
//sw.WriteLine(saved);
}
}
}
public static void deserialise()
{
//Deserialize
//if (File.Exists("EmployeeInfo.osl"))
//{
// stream = File.Open("EmployeeInfo.osl", FileMode.Open);
// bformatter = new BinaryFormatter();
// saved = (savedObject)bformatter.Deserialize(stream);
// stream.Close();
//}
}
}
[Serializable()]
class savedObject : ISerializable
{
public string allwords;
public string AllWords(string words)
{
allwords += words + " ";
return allwords;
}
public void Words(SerializationInfo info, StreamingContext ctxt)
{
info.AddValue("RetrievedWord", allwords);
}
public void GetObjectData(SerializationInfo info, StreamingContext context)
{
allwords = (String)info.GetValue("RetrievedWord", typeof(string));
}
}
Consider WCF.
It handles all communication issues including security, different protocols, etc. from a consistent high-level perspective.
It is pretty much the standard for communication in .Net and encompasses and supersedes the older more low-level technologies.
For a good tutorial of how to build a chat service using WCF see WCF / WPF Chat Application
In the ProcessClient method:
TcpClient client = (TcpClient) connection;
using(StreamWriter streamWriter = new StreamWriter(tcpClient.GetStream()))
{
BinaryFormatter binaryFormatter = new BinaryFormatter();
binaryFormatter.Serialize(streamWriter, savedObject);
}
You could use a SOAP Arhitecture (use XML Serialization not Bynary serialization)it would be much easyer to implement. Or if you need a peer to peer chat code here .

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