I am trying to send data to Python via C# client. My code works when both the server and the client is either Python or C# but when I run the same code with C# client and Python server I get the following error:
No connection could be made because the target machine actively refused it
This is my C# client. I got this code from msdn
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
// State object for receiving data from remote device.
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient
{
// The port number for the remote device.
private const int port = 11000;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
private static void StartClient()
{
// Connect to a remote device.
try
{
// Establish the remote endpoint for the socket.
// The name of the
IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
Socket client = new Socket(ipAddress.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
Send(client, "This is a test<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
// Release the socket.
client.Shutdown(SocketShutdown.Both);
client.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else
{
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartClient();
return 0;
}
}
Here is my Python server. I got this code from python docs
import SocketServer
import socket
class MyTCPHandler(SocketServer.BaseRequestHandler):
def handle(self):
self.data = self.request.recv(1024).strip()
print "{} wrote:".format(self.client_address[0])
print self.data
self.request.sendall(self.data.upper())
if __name__ == "__main__":
HOST, PORT = socket.gethostname(), 11000
server = SocketServer.TCPServer((HOST, PORT), MyTCPHandler)
server.serve_forever()
I was able to resolve this issue by changing
IPAddress ipAddress = ipHostInfo.AddressList[0];
to
IPAddress ipAddress = ipHostInfo.AddressList[2];
It turns out AddressList[0] returns IPv6 Address and in Python socket.gethostname() returns IPv4 address.
IPAddress ipAddress = ipHostInfo.AddressList[1];
works for me.
server trying to read 1024 byte from client when message received.
`self.request.recv(1024).strip()`
client message size is not 1024 byte, try use public byte[] buffer of StateObject in Send Method.
Related
I'm using this example from Asynchronous Client Socket Example
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
// State object for receiving data from remote device.
public class StateObject {
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient {
// The port number for the remote device.
private const int port = 11000;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
private static void StartClient() {
// Connect to a remote device.
try {
// Establish the remote endpoint for the socket.
// The name of the
// remote device is "host.contoso.com".
IPHostEntry ipHostInfo = Dns.GetHostEntry("host.contoso.com");
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
Socket client = new Socket(ipAddress.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect( remoteEP,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
Send(client,"This is a test<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
// Release the socket.
client.Shutdown(SocketShutdown.Both);
client.Close();
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar) {
try {
// Retrieve the socket from the state object.
Socket client = (Socket) ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client) {
try {
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback( IAsyncResult ar ) {
try {
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject) ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0) {
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer,0,bytesRead));
// Get the rest of the data.
client.BeginReceive(state.buffer,0,StateObject.BufferSize,0,
new AsyncCallback(ReceiveCallback), state);
} else {
// All the data has arrived; put it in response.
if (state.sb.Length > 1) {
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data) {
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar) {
try {
// Retrieve the socket from the state object.
Socket client = (Socket) ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args) {
StartClient();
return 0;
}
}
I'm in the process of programming the networkside of my application, right now just some testing, but I have an odd problem. My UI freezes when I call the StartClient method. This example is in a seperate class and just call it in my mainform with: AsynchronousClient.Startclient();
I need to mention that right now there is not a server listening, but why is the form freezing, afterall i'm not using the synchronous example. I have read on the internet that it could be because the form thread must be run from the main thread, but I haven't changed anything regarding to this. In my opinion the form should just continue to function even if it can't connect.
How do I achieve this? I can give you my code, but I think it's not very relevant. Just as I said I call the StartClient method from the AsynchronousClient class, it's static, and then call it somewhere in my main class. (in a button right now).
Not relevant I think, but I know the packets are send, I have checked this with wireshark.
Per my comment, AsynchronousClient.Startclient() is not async since it uses ManualResetEvent to block.
I personally recommend to not use the Socket directly. It really depends on what you are doing but there are better APIs for remote communication.
HTTP, Json-RPC, gRPC, ZeroMQ, etc...
Depends on your use case. Using raw TCP sockets is almost always an overkill.
Anyway, to make the method truly asynchronous you would have to get rid of the WaitOne calls.
The reason the WaitOne calls are there in the first place, I believe, is to make the code more readable, but you could theoretically do the "Sending" logic in the "Connecting" callback and do the "Receiving" logic in the "Sending" callback.
Like this
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
// State object for receiving data from remote device.
public class StateObject {
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient {
// The port number for the remote device.
private const int port = 11000;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
private static void StartClient() {
// Connect to a remote device.
try {
// Establish the remote endpoint for the socket.
// The name of the
// remote device is "host.contoso.com".
IPHostEntry ipHostInfo = Dns.GetHostEntry("host.contoso.com");
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
Socket client = new Socket(ipAddress.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect( remoteEP,
new AsyncCallback(ConnectCallback), client);
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar) {
try {
// Retrieve the socket from the state object.
Socket client = (Socket) ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
// we do it here now...
Send(client,"This is a test<EOF>");
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client) {
try {
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback( IAsyncResult ar ) {
try {
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject) ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0) {
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer,0,bytesRead));
// Get the rest of the data.
client.BeginReceive(state.buffer,0,StateObject.BufferSize,0,
new AsyncCallback(ReceiveCallback), state);
} else {
// All the data has arrived; put it in response.
if (state.sb.Length > 1) {
response = state.sb.ToString();
}
// after all is done, we shut down the socket
client.Shutdown(SocketShutdown.Both);
client.Close();
}
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data) {
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar) {
try {
// Retrieve the socket from the state object.
Socket client = (Socket) ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// We do it here now...
Receive(client);
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args) {
StartClient();
return 0;
}
}
This should work. With this, StartClient doesn't block. It returns right after it calls BeginConnect.
However, this is a very old and dirty API, that is why I would think twice before using native Sockets.
You can explain your goal better and I'll try to offer something better.
I have a code that sends some commands to the server by using Async messaging. But unfortunately I am unable to receive the data as a string. I mean in the console I get the message that I got a response from the server of 150 bytes. but what I need is to get the data itself in the console. Tried almost everything but was not successful. the code is below :
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
// State object for receiving data from remote device.
public class StateObject
{
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
// Client socket.
public Socket workSocket;
}
public class AsynchronousClient
{
// The port number for the remote device.
private const int port = 5002;
// ManualResetEvent instances signal completion.
private static readonly ManualResetEvent connectDone =
new ManualResetEvent(false);
private static readonly ManualResetEvent sendDone =
new ManualResetEvent(false);
private static readonly ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static string response = string.Empty;
public static void StartClient()
{
// Connect to a remote device.
try
{
// Establish the remote endpoint for the socket.
// The name of the
// remote device is "host.contoso.com".
var ipAddress = IPAddress.Parse("localhost");
var remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
var client = new Socket(ipAddress.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP,
ConnectCallback, client);
connectDone.WaitOne();
var data =
"<XCOM sid=\"A813833FF8E8EF0122B8313265538126\"> <XREQ name=\"NOP\"/> </XCOM>";
data += '\0';
// Send test data to the remote device.
Send(client, data);
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
// Release the socket.
client.Shutdown(SocketShutdown.Both);
client.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
var client = (Socket) ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint);
// Signal that the connection has been made.
connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
var state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
ReceiveCallback, state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
Console.WriteLine("Receieve Call Back Invoked");
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
Console.WriteLine("Receieve End Receieve");
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
Console.WriteLine("Read : " + bytesRead.ToString());
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
Console.WriteLine("Begin Receieve completed");
}
else
{
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
Console.WriteLine("Received data from client");
// Signal that all bytes have been received.
receiveDone.Set();
}
Console.WriteLine("completed receive callback");
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, string data)
{
// Convert the string data to byte data using ASCII encoding.
var byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
SendCallback, client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
var client = (Socket) ar.AsyncState;
// Complete sending the data to the remote device.
var bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
}
I just copied the code from msdn examples, asynchronous server and client socket program. But I am getting error System.Net.SocketsException: No connection could be made because the target machine actively refused it 127.0.0.1:11000
Client Program :
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
// State object for receiving data from remote device.
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient
{
// The port number for the remote device.
private const int port = 11000;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
private static void StartClient()
{
// Connect to a remote device.
try
{
// Establish the remote endpoint for the socket.
// The name of the
// remote device is "host.contoso.com".
IPHostEntry ipHostInfo = Dns.Resolve("localhost");
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
Socket client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
Send(client, "This is a test<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
// Release the socket.
client.Shutdown(SocketShutdown.Both);
client.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else
{
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartClient();
return 0;
}
}
Server Program :
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
// State object for reading client data asynchronously
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousSocketListener
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener()
{
}
public static void StartListening()
{
// Data buffer for incoming data.
byte[] bytes = new Byte[1024];
// Establish the local endpoint for the socket.
// The DNS name of the computer
// running the listener is "host.contoso.com".
IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
Socket listener = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and listen for incoming connections.
try
{
listener.Bind(localEndPoint);
listener.Listen(100);
while (true)
{
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener);
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
public static void AcceptCallback(IAsyncResult ar)
{
// Signal the main thread to continue.
allDone.Set();
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Create the state object.
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar)
{
String content = String.Empty;
// Retrieve the state object and the handler socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(
state.buffer, 0, bytesRead));
// Check for end-of-file tag. If it is not there, read
// more data.
content = state.sb.ToString();
if (content.IndexOf("<EOF>") > -1)
{
// All the data has been read from the
// client. Display it on the console.
Console.WriteLine("Read {0} bytes from socket. \n Data : {1}",
content.Length, content);
// Echo the data back to the client.
Send(handler, content);
}
else
{
// Not all data received. Get more.
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
}
}
private static void Send(Socket handler, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
handler.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket handler = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = handler.EndSend(ar);
Console.WriteLine("Sent {0} bytes to client.", bytesSent);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartListening();
return 0;
}
}
change
IPAddress ipAddress = ipHostInfo.AddressList[0];
to
IPAddress ipAddress = IPAddress.Any;
in StartListening method....
`
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Net;
using System.Net.Sockets;
using System.Windows.Forms;
namespace ServerSocket
{
class Class1
{
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousSocketListener
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener()
{
}
public static void StartListening()
{
// Data buffer for incoming data.
byte[] bytes = new Byte[1024];
// Establish the local endpoint for the socket.
// The DNS name of the computer
// running the listener is "host.contoso.com".
//IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPAddress ipAddress = IPAddress.Parse("192.168.1.89");
//IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 8095);
// Create a TCP/IP socket.
Socket listener = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and listen for incoming connections.
try
{
listener.Bind(localEndPoint);
listener.Listen(100);
while (true)
{
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
MessageBox.Show("Waiting for a connection...");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener);
//TcpListener tcpListener = new TcpListener(ipAddress, 8095);
//tcpListener.Start();
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
MessageBox.Show("\nPress ENTER to continue...");
Console.Read();
}
public static void AcceptCallback(IAsyncResult ar)
{
// Signal the main thread to continue.
allDone.Set();
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Create the state object.
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar)
{
String content = String.Empty;
// Retrieve the state object and the handler socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(
state.buffer, 0, bytesRead));
// Check for end-of-file tag. If it is not there, read
// more data.
content = state.sb.ToString();
if (content.IndexOf("<EOF>") > -1)
{
// All the data has been read from the
// client. Display it on the console.
MessageBox.Show(string.Concat("Read bytes from socket. \n Data :",
content.Length, content));
// Echo the data back to the client.
Send(handler, content);
}
else
{
// Not all data received. Get more.
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
}
}
private static void Send(Socket handler, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
handler.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket handler = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = handler.EndSend(ar);
MessageBox.Show(string.Concat("Sent bytes to client.", bytesSent));
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
}
//public static int Main(String[] args)
//{
// StartListening();
// return 0;
//}
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Net;
using System.Threading;
using System.Windows.Forms;
namespace ClientSocket
{
class Class1
{
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient
{
// The port number for the remote device.
public const int port = 8095;
// ManualResetEvent instances signal completion.
//set the initial state to signaled
public static ManualResetEvent connectDone =
new ManualResetEvent(false);
public static ManualResetEvent sendDone =
new ManualResetEvent(false);
public static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
public static String response = String.Empty;
public static void StartClient(string Msg)
{
// Connect to a remote device.
try
{
// Establish the remote endpoint for the socket.
// The name of the
// remote device is "host.contoso.com".
//IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
IPAddress ipAddress = IPAddress.Parse("192.168.1.89");
//IPHostEntry ipHostInfo = Dns.Resolve("host.contoso.com");
//IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
Socket client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), client);
//TcpListener tcpListener = new TcpListener(ipAddress, port);
//tcpListener.Start();
connectDone.WaitOne();//Blocks the current thread until the current System.Threading.WaitHandle receives a signal.
// Send test data to the remote device.
Send(client, Msg + "<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
MessageBox.Show("Response received", response);
// Release the socket.
//client.Shutdown(SocketShutdown.Both);
//client.Close();
// client.SetSocketOption(SocketOptionLevel.Tcp, SocketOptionName.KeepAlive, true);
}
catch (SocketException e)
{
MessageBox.Show(e.Message);
}
}
public static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;//Gets a user-defined object that qualifies or contains information about an
//asynchronous operation.
// Complete the connection.
client.EndConnect(ar);//Ends a pending asynchronous connection request.
MessageBox.Show(string.Concat("Socket connected to ",
client.RemoteEndPoint.ToString()));
// Signal that the connection has been made.
connectDone.Set();
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
}
public static void Receive(Socket client)
{
try
{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
}
public static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
MessageBox.Show("Receivecallback");
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else
{
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
}
public static void Send(Socket client, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
public static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
MessageBox.Show(string.Concat("Sent bytes to server.", bytesSent.ToString()));
SocketConnected(client);
// Signal that all bytes have been sent.
sendDone.Set();
MessageBox.Show("Send Callback");
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
}
public static bool SocketConnected(Socket s)
{
bool part1 = s.Poll(1000, SelectMode.SelectRead);
bool part2 = (s.Available == 0);
if (part1 && part2)
return false;
else
return true;
}
//public static int Main(String[] args)
//{
// StartClient();
// return 0;
//}
}
}
}
`
I have tried the Asynchronous Client and Server Communication Pattern with a C# windows Application.
I have tested the Server application from different system and the Client Application on my own system.
Once I run both application same time I can receive the Message. After that I have to restart both application to send another message. But I need it can be send data for all time with out any restarting application.
One aspect that I see is that the server shuts down the socket connection after sending data to client. This means that the client needs to initiate another round of connect sequence to data exchange ( what you mention as restarting the application). Have the server to retain connection (don't close) on exchanging data.
handler.Shutdown(SocketShutdown.Both);
handler.Close();
I have set up an Asynchronous Client / Server sockets using the exact sample code provided by Microsoft.
Client Socket
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
// State object for receiving data from remote device.
public class StateObject {
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient {
// The port number for the remote device.
private const int port = 11000;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
private static void StartClient() {
// Connect to a remote device.
try {
// Establish the remote endpoint for the socket.
// The name of the
// remote device is "host.contoso.com".
IPHostEntry ipHostInfo = Dns.Resolve("host.contoso.com");
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
Socket client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect( remoteEP,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
Send(client,"This is a test<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
// Release the socket.
client.Shutdown(SocketShutdown.Both);
client.Close();
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar) {
try {
// Retrieve the socket from the state object.
Socket client = (Socket) ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client) {
try {
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback( IAsyncResult ar ) {
try {
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject) ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0) {
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer,0,bytesRead));
// Get the rest of the data.
client.BeginReceive(state.buffer,0,StateObject.BufferSize,0,
new AsyncCallback(ReceiveCallback), state);
} else {
// All the data has arrived; put it in response.
if (state.sb.Length > 1) {
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data) {
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar) {
try {
// Retrieve the socket from the state object.
Socket client = (Socket) ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args) {
StartClient();
return 0;
}
}
Server Socket
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
// State object for reading client data asynchronously
public class StateObject {
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousSocketListener {
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener() {
}
public static void StartListening() {
// Data buffer for incoming data.
byte[] bytes = new Byte[1024];
// Establish the local endpoint for the socket.
// The DNS name of the computer
// running the listener is "host.contoso.com".
IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
Socket listener = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp );
// Bind the socket to the local endpoint and listen for incoming connections.
try {
listener.Bind(localEndPoint);
listener.Listen(100);
while (true) {
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener );
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
public static void AcceptCallback(IAsyncResult ar) {
// Signal the main thread to continue.
allDone.Set();
// Get the socket that handles the client request.
Socket listener = (Socket) ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Create the state object.
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar) {
String content = String.Empty;
// Retrieve the state object and the handler socket
// from the asynchronous state object.
StateObject state = (StateObject) ar.AsyncState;
Socket handler = state.workSocket;
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0) {
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(
state.buffer,0,bytesRead));
// Check for end-of-file tag. If it is not there, read
// more data.
content = state.sb.ToString();
if (content.IndexOf("<EOF>") > -1) {
// All the data has been read from the
// client. Display it on the console.
Console.WriteLine("Read {0} bytes from socket. \n Data : {1}",
content.Length, content );
// Echo the data back to the client.
Send(handler, content);
} else {
// Not all data received. Get more.
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
}
}
private static void Send(Socket handler, String data) {
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
handler.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar) {
try {
// Retrieve the socket from the state object.
Socket handler = (Socket) ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = handler.EndSend(ar);
Console.WriteLine("Sent {0} bytes to client.", bytesSent);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args) {
StartListening();
return 0;
}
}
When I am running it all locally through Visual Studio it works fine, I am able to pass my data with out any issues. The issue comes up when I have this Client Socket code running on a simple ASP.NET webpage I've created and set up to run on IIS. When the code is running on IIS it is being picked up by my Server Socket (which is running on my machine) and on the first call, the data is passed fine. On every other call thereafter the Server Socket (while debugging) gets to calling ReadCallBack() where I then do stuff with the data, it just jumps over it... No errors occur, no nothing. Then the server socket goes back to sitting idle with the "Waiting for connection" line on the console.
Has anyone encountered an issue similar to this? To sum it up, when running on IIS only one Client to Server call can be made, with Data succesfully passed. After that first call it never jumps into ReadCallBack.
Through my debugging I have noticed one thing, and that is the Socket.Available field is 0 instead of its usually values (between 8-10 depending on size of data in bytes). Even when I hardcode data to be sent, it is still seen as 0 when debugging on the Server Socket.
I apologize if I have only managed to confuse people,
cheers.