TCP connection through CAsyncSocket is not working: onConnect never called - c#

Existing scenario is explained below.
Our application is running on Client Server architecture; Client is developed with VC++ and Server is developed with C#.
On the Server side there are two exe's running (myServer1.exe -Windows service based, and myServer2.exe -Windows application). myServer2.exe is communicating to myServer1.exe through TCP socket connection.On the Client side, an exe (myApp1.exe -Windows Service based) runs another exe based on user sessions present in the machine (myUser.exe for all user sessions). Every myUser.exe instances are communicating to myApp1.exe through PIPE communication. And myApp1.exe is also communicating to myServer1.exe through another TCP communication.
New scenario.
We are now creating a TCP socket in listening mode in myServer2.exe (Server application -C#). myUser.exe (Client application -VC++) is trying to connect to myServer2.exe through a TCP connection by using CAsyncSocket. But the framework calls (OnConnect, OnReceive and OnClose) are not happening.
Socket creation- Create(0,SOCK_STREAM); // CAyncSocket
Socket connection- Connect("ServerIP", "ServerPort"); // CAsyncSocket
Note: when we move the socket creation and connection functionalities into Windows service based exe (myApp1.exe), the connection works fine, OnConnect OnReceive and OnClose are happening.
Why framework call to OnConnect is not happening in myUser.exe while in myApp1.exe is?

Your OnConnect method is not called because probably you don't have the message loop in myUser.exe while you have it in myApp.exe.
Error code 10035 is WSAEWOULDBLOCK and it' normal for your case, from MSDN:
It is normal for WSAEWOULDBLOCK to be reported as the result from
calling connect on a nonblocking SOCK_STREAM socket, since some time
must elapse for the connection to be established.
So don't worry about it. If you have a message loop, after your Connect call, the OnConnect method will finally be called at a certain time with a successful result or with an error code.
See also codeproject and SO

Related

What could be causing a delay in TCP ACK in my app

I have a .NET windows service that uses an open source library (Asterisk.net - C#) to listen to TCP connections on a specific port.
This service is deployed on a number of VM instances of Windows 7 (all from the same source image). The connections all come from the VM host (centos). On one (and only one) of these instances the ACK response from windows to the connecting client is delayed by three seconds on the occasional incoming connection. Other times, the ACK is sent immediately.
This delay causes the client to time out:
I'm no expert at TCP sockets, but it seems from a debug that these ACKs are sent before the connection is handed to the app (or in this case library), and even if the accepting thread is blocked, so it is a problem at the windows or .net library level?
The code that handles the inbound connections quickly hands it off to a thread and returns.
public IO.SocketConnection Accept()
{
if (tcpListener != null)
{
TcpClient tcpClient = tcpListener.AcceptTcpClient();
if (tcpClient != null)
return new IO.SocketConnection(tcpClient, encoding);
}
return null;
}
So, what could be causing this infuriating delay? What am I missing?
These 3 packets you recorded are the establishing of the connection. See https://en.m.wikipedia.org/wiki/Transmission_Control_Protocol#Connection_establishment.
However, if it happens only in 1 VM, then it's no programming issue. Try loading the VMs in different order, check firewall settings etc.
Also, test with a network terminal software like HWGroup Hercules and monitor the connections using Sysinternals TCPView.

What are the possible reasons of SocketError.ConnectionReset in TCP Socket

I have a TCP socket based client server system.
Everything works fine but when network is disconnected form client end and reconnect it again i get automatically SocketError.ConnectionReset send form client and regarding this command the socket is closed in the server side. this is also fine.
but when i look in to the client side it shows the socket is still connected with server. (regarding socket is still connected with server [It does not happen every time], sometime it shows disconnected and some times shows connected)
Does it make sense that "server get a SocketError.ConnectionReset from
client end but client is still connected"?
So i want to know what is the possible reasons of SocketError.ConnectionReset and how to handle such type of problem i have mentioned?
Again i say, Everything is working fine in normal environment (e.g if i exit the client it is disconnected the socket same for the server)
Thanks in advance.
EDIT:
Here is the code in the client side. actually it's a timer that tick every 3 second through programs lifetime and check if Socket is connected or not if its disconnected then it tries to reconnect again through a new socket instance
private void timerSocket_Tick(object sender, EventArgs e)
{
try
{
if (sck == null || !sck.Connected)
{
ConnectToServer();
}
}
catch (Exception ex)
{
RPLog.WriteDebugLog("Exception occcured at: "+ System.Reflection.MethodBase.GetCurrentMethod().ToString()+"Message: "+ex.Message);
}
}
In normal situation (without network disconnect/reconnect) if TCP server get a
SocketError.ConnectionReset form any client, in the client side i see
clients socket is disconnected and it tries to reconnect it again
through the code shown. but when situation happen explained earlier,
server gets a SocketError.ConnectionReset but client shows it still
connected. though the TCP server shows the reset command is send form the exact client
side.
There are several causes but the most common is that you have written to a connection that has already been closed but he other end. In other words, an application protocol error. When it happens you have no choice but to close the socket, it is dead. However you can fix the underlying cause.
When discussing a TCP/IP issue like this, you must mention the network details between the client and the server.
When one side says the connection is reset, it simply means that on the wire a RST packet appears. But to know who sends the RST packet and why, you must utilize network packet captures (by using Wireshark and any other similar tools),
https://en.wikipedia.org/wiki/Transmission_Control_Protocol
You won't easily find out the cause at .NET Framework level.
The problem with using Socket.Connected as you are is that it only gives you the connected state as at the last Send or Receive operation. i.e. It will not tell you that the socket has disconnected unless you first try to send some data to it or receive data from it.
From MSDN description of the Socket.Connected property:
Gets a value that indicates whether a Socket is connected to a remote host as of the last Send or Receive operation.
So in your example, if the socket was functioning correctly when you last sent or received any data from it, the timerSocket_Tick() method would never call ConnectToServer(), even if the socket was now not connected.
how to handle such type of problem i have mentioned?
Close the socket and initiate a new connection.

Close an asynchronous connection

I've created an asynchronous server in C# to go along with my Android application. The server is similar to this: http://msdn.microsoft.com/en-us/library/fx6588te.aspx
It works well and I can have many clients connect and receive data from the server at the same time. One problem that I've found is that in my Android app if you are already connected over Wifi and press the connect button again, the server spawns a new socket. The server should kill the old connection first and then create a new connection. On the Android side I make sure to call close() and even set it to null afterwards. I also send a disconnect control signal to the server so that it can also call close() on the socket. For example, here's how I do it in the server:
if (state.storage.parseJson(content) == JsonStorage.DISCONNECT)
{
Console.WriteLine("Disconnect2!");
state.workSocket.Shutdown(SocketShutdown.Both);
state.workSocket.Close();
return;
}
When I inspect my server process in a program called "CurrPorts" it shows several connections open to my Android device on different ports. I send data to my clients using a Timer object, and I also check to see if the connection is active otherwise I close it. For example, my TimerCallback method:
public void TimeCallBack(object input)
{
StateObject state = (StateObject)input;
if (state.workSocket.Connected)
{
Send(state.workSocket, state.storage.getJson());
}
else
{
Console.WriteLine("Dispose!");
state.timer.Dispose();
state.workSocket.Close();
}
}
I can't think of why my server isn't closing old connections. There should only be as many connections open as devices connected to the server. If this were a threaded blocking server then it would be easy to just close the thread down, but I'm not sure what to do in this case.
edit: so I just refreshed the CurrPorts program after letting it sit for a while and it dropped down to one established connection. Is my solution right and it just takes a while for Windows to actually clear the old socket connections that were created?
Yes, Windows will keep around the information about the socket for a while. You can see this with netstat, closed sockets will show a state of TIME_WAIT after they are closed and even after the application that hosted the socket has terminated.

Closing System.Net.Sockets.TcpClient kills the connection for other TCPClients at the same IP Address

Just to be clear, all of the TCPClients I'm referring to here are not instances of my own class, they are all instances of System.Net.Sockets.TcpClient from Mono's implementation of .NET 4.0.
I have a server that is listening for client connections, as servers do. Whenever it gets a new client it creates a new TCPClient to handle the connection on a new thread. I'm keeping track of all the connections and threads with a dictionary. If the client disconnects, it sends a disconnect message to the server, the TCPClient is closed, the dictionary entry is removed and the thread dies a natural death. No fuss, no muss. The server can handle multiple clients with no problem.
However, I'm simulating what happens if the client gets disconnected, doesn't have a chance to send a disconnect message, then reconnects. I'm detecting whether a client has reconnected with a username system (it'll be more secure when I'm done testing). If I just make a new TCPClient and leave the old one running, the system works just fine, but then I have a bunch of useless threads lying around taking up space and doing nothing. Slackers.
So I try to close the TCPClient associated with the old connection. When I do that, the new TCPClient also dies and the client program throws this error:
E/mono (12944): Unhandled Exception: System.IO.IOException: Write failure ---> System.Net.Sockets.SocketException: The socket has been shut down
And the server throws this error:
Unable to write data to the transport connection: An established connection was aborted by the software in your host machine.
Cannot read from a closed TextReader.
So closing the old TCPClient with a remote endpoint of say: 192.168.1.10:50001
Also breaks the new TCPClient with a remote endpoint of say:192.168.1.10:50002
So the two TCPClient objects have the same remote endpoint IP address, but different remote endpoint ports. But closing the one seems to stop the other from working. I want to be able to close the old TCPClient to do my cleanup, without closing the new TCPClient.
I suspect this is something to do with how TCPClient works with sockets at a low level, but not having any real understanding of that, I'm not in a position to fix it.
I had a similar issue on my socket server. I used a simple List instead of a dictionary to hold all of my current connections. In a continuous while loop that listens for new streams, I have a try / catch and in the catch block it kills the client if it has disconnected.
Something like this on the sever.cs:
public static void CloseClient(SocketClient whichClient)
{
ClientList.Remove(whichClient);
whichClient.Client.Close();
// dispose of the client object
whichClient.Dispose();
whichClient = null;
}
and then a simple dispose method on the client:
public void Dispose()
{
System.GC.SuppressFinalize(this);
}
EDIT: this paste is the OPs resolution which he or she found on their own with help from my code.
So to clarify, the situation is that I have two TCPClient objects TCPClientA and TCPClientB with different remote endpoints ports, but the same IP:
TCPClientA.Client.RemoteEndPoint.ToString();
returns: 192.168.1.10:50001
TCPClientB.Client.RemoteEndPoint.ToString();
returns: 192.168.1.10:50002
TCPClientA needs to be cleaned up because it's no longer useful, so I call
TCPClientA.Close();
But this closes the socket for the client at the other end of TCPClientB, for some reason. However, writing
TCPClientA.Client.Close();
TCPClientA.Close();
Successfully closes TCPClientA without interfering with TCPClientB. So I've fixed the problem, but I don't understand why it works that way.
Looks like you have found a solution but just so you are aware there are many similar pitfalls when writing client/server applications in .net. There is an open source network library (which is fully supported in mono) where these problems have already been solved, networkComms.net. A basic sample is here.
Disclaimer: This is a commercial product and I am the founder.
This is clearly an error in your code. Merely closing one inbound connection cannot possibly close another one. Clearly something else is happening elsewhere in your code.

C# Client-Server application problem

I run my application on a network and in some cases the client lost connection to the server. After this time, when I wanted to send a message to the server I receive the following error: Operation not allowed on non-connected sockets (something like this).
I thought to create an event for object type TcpClient and when tcp_obj.Connected = false to call a function to discontinue execution of the current code. How could I do this?
Or giving me other suggestios.
Thanks.
I know at least from socket programming in Java that when a client loses connection to the server, the server does not and can not know about it. You need a heartbeat of some sort to detect the early disconnection.
We often use a heartbeat in our client/server applications to detect early disconnections and log them on the server. This way the server can close the associated socket and release the connection back to the pool.
Simply send a command to the client periodically and wait for a response. If no response is garnered within a timeout assume disconnect and close streams.
I would simply first check your connection object to ensure you are connected, prior to attempting to send the message. Also make sure that you are putting your send-logic inside of a try-catch, so that if you do happen to get disconnected mid transmission, you'll be able to resume without blowing your application apart.
Psuedo-Code:
private void SendMessage(string message, Socket socket)
{
if(socket.connectionState = States.Connected)
{
try{
// Attempt to Send
}
catch(SocketException Ex)
{
// Disconenct, Additional Cleanup Etc.
}
}
}
If you are in C#, prior to your connection state changing, you will have a socket disconnected event fire, prior to your connection state changing. Make sure you tie this event up as soon as your socket connects.
Can we know why you use TCP sockets? Is for calling a tcp device o server code?
I recommend you if is for calling a .net server app use Windows Communication Foudation. It is simple to expose services by net.tcp, http, etc.
Regards,
Actually this is a very old problem,
If I understand your question correctly you need a way to know whether you're application is still connected to the server or vice versa.
If so then a workaround is to have a UDP connection just to check the connectivity (overhead I know, but its much better then polling on Connected state), you could check just before you send you're data.
Since UDP is not Connection oriented you don't need to be connected when you send the data

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