My received data slipt in two part in socket c# - c#

I have this code as a server application to receive data :
public AsyncCallback pfnWorkerCallBack;
private Socket m_mainSocket;
private Socket[] m_workerSocket = new Socket[25];
private int m_clientCount = 0;
public void startfun()
{
string Camera1Port = "1001";
int port1 = System.Convert.ToInt32(Camera1Port);
m_mainSocket = new Socket(AddressFamily.InterNetwork,
SocketType.Stream,
ProtocolType.Tcp);
IPEndPoint ipLocal = new IPEndPoint(IPAddress.Any, port1);
m_mainSocket.Bind(ipLocal);
m_mainSocket.Listen(20);
m_mainSocket.BeginAccept(new AsyncCallback(OnClientConnect), null);
}
public void OnClientConnect(IAsyncResult asyn)
{
m_workerSocket[m_clientCount] = m_mainSocket.EndAccept(asyn);
WaitForData(m_workerSocket[m_clientCount]);
++m_clientCount;
m_mainSocket.BeginAccept(new AsyncCallback(OnClientConnect), null);
}
public class SocketPacket
{
public System.Net.Sockets.Socket m_currentSocket;
public byte[] dataBuffer ;
}
public void WaitForData(System.Net.Sockets.Socket soc)
{
if (pfnWorkerCallBack == null)
{
pfnWorkerCallBack = new AsyncCallback(OnDataReceived);
}
SocketPacket theSocPkt = new SocketPacket();
theSocPkt.dataBuffer = new byte[soc.ReceiveBufferSize];
theSocPkt.m_currentSocket = soc;
soc.BeginReceive(theSocPkt.dataBuffer, 0,
theSocPkt.dataBuffer.Length,
SocketFlags.None,
pfnWorkerCallBack,
theSocPkt);
}
public void OnDataReceived(IAsyncResult asyn)
{
SocketPacket socketData = (SocketPacket)asyn.AsyncState;
string res = GetParameters(socketData.dataBuffer);
MessageBox.Show(res);
WaitForData(socketData.m_currentSocket);
}
public string GetParameters(byte[] buf)
{
string result = System.Text.Encoding.UTF8.GetString(buf);
return result;
}
The problem is the data is breaking .I mean when i receive data from socket in first time all values are received and the messagebox show all of that.when i receive the second data ,i just receive some part of that .suppose the data is 870314854798 .I receive the data in first time correctly ,but in second i just get 3 or 4 digit of that(it is random) and the message box shows 3 or 4 digit after clicking of ok (Messagebox) the other digits are shown.why ?
i googled it and i found this but i can't map this solution with my solution
public static void Read_Callback(IAsyncResult ar){
StateObject so = (StateObject) ar.AsyncState;
Socket s = so.workSocket;
int read = s.EndReceive(ar);
if (read > 0) {
so.sb.Append(Encoding.ASCII.GetString(so.buffer, 0, read));
s.BeginReceive(so.buffer, 0, StateObject.BUFFER_SIZE, 0,
new AsyncCallback(Async_Send_Receive.Read_Callback), so);
}
else{
if (so.sb.Length > 1) {
//All of the data has been read, so displays it to the console
string strContent;
strContent = so.sb.ToString();
Console.WriteLine(String.Format("Read {0} byte from socket" +
"data = {1} ", strContent.Length, strContent));
}
s.Close();
}
}
The problem is how can i merge this solution with my code ?

In your OnDataReceived method you should EndReceive to complete the operation you began like this:
StateObject so = (StateObject) async.AsyncState;
Socket s = so.workSocket;
int read = s.EndReceive(async); // You need to do this.
You should always call, as per MSDN's recommendations, the EndReceive, EndInvoke etc on any async operation. Otherwise, you may not get the exceptions either.

That's how network stack (especially TCP) works. It does not guarantee that all data sent into a socket as a single piece would be delivered to the client as a single piece. You can only expect that all data sent into a socket will be received by the client in the same order, but can't rely on how it is going to be split into chunks.
E.g. as the data travel through the network they might pass nodes that have different settings and limitations on how big the packet may be. If a packet is too large, it will be split into multiple packets of appropriate size that will be then sent to the client.
If your protocol requires that a packet is delivered from the server to the client as a single solid piece, you would have to construct your own application layer protocol to control that. This is how http works: no matter how the data representing a web page is split into TCP packets, the client receives the whole page at once.

Related

CSharp async server program immediately closes at start

im pretty to new to programming and i've just now wrote my first async server, but as soon as i start the program, it closes right after writing waiting for new client, can someone help me out? I dont know what stupid thing im doing.
I have a class UDPServer with some methods, of which
- UDPServer() receives an ipendpoint of the localserver ipaddress and port to initialize stuff (called in main to create a new UDP server object)
- right after that i call the get connection method, which supposedly should make the server wait for a new client, but instead it immediately closes.
// State object for reading client data asynchronously
public class StateObject
{
// Client socket.
public Socket clientSocket = 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();
}
class UDPServer
{
Socket serverSocket;
IPEndPoint localIPEP;
IPEndPoint senderIPEP;
EndPoint sender;
IPEndPoint[,] playerList;
int playerListIndex;
bool waitingForSecondClient;
public UDPServer(IPEndPoint serverIpEndPoint)
{
localIPEP = serverIpEndPoint;
serverSocket = new Socket(AddressFamily.InterNetwork,SocketType.Dgram,ProtocolType.Udp);
serverSocket.Bind(localIPEP);
senderIPEP = new IPEndPoint(IPAddress.Any, 0);
sender = senderIPEP;
playerList = new IPEndPoint[5000, 2]; // 5000 possible player lobbies, each with 2 player ip addresses and ports
playerListIndex = 0; // we start filling up the lobbies from 0
Console.WriteLine("Server setup complete.");
}
public void GetConnection()
{
StateObject state = new StateObject();
Console.WriteLine("Waiting for new client.");
serverSocket.BeginReceiveFrom(state.buffer, 0, StateObject.BufferSize, SocketFlags.None,ref sender, ClientConnected, state);
}
public void ClientConnected(IAsyncResult asyncResult)
{
StateObject state = (StateObject)asyncResult;
EndPoint remote = state.clientSocket.LocalEndPoint;
StateObject tempState = new StateObject();
int bytesReceived = serverSocket.EndReceiveFrom(asyncResult, ref remote);
serverSocket.BeginReceiveFrom(tempState.buffer, 0, StateObject.BufferSize, SocketFlags.None, ref remote, ClientConnected, tempState);
Console.WriteLine("-------------");
Console.WriteLine("Received bytes of data: " + bytesReceived);
Console.WriteLine("-------------");
Console.WriteLine("Received string: " + state.sb.ToString());
Console.WriteLine("-------------");
if (state.sb.ToString().Equals("New client"))
{
Send(state.clientSocket, "Hello");
}
}
private void Send(Socket client,string message)
{
EndPoint remote = client.LocalEndPoint;
StateObject state = new StateObject();
// Begin sending the data to the remote device.
serverSocket.BeginSendTo(state.buffer, 0, StateObject.BufferSize, 0,remote,SendCallback,state);
}
private static void SendCallback(IAsyncResult asyncResult)
{
// Retrieve the socket from the state object.
Socket client = (Socket)asyncResult.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSendTo(asyncResult);
}
static void Main(string[] args)
{
UDPServer server = new UDPServer(new IPEndPoint(IPAddress.Any, 9050));
server.GetConnection();
}
}
BeginReceiveFrom Does not block, as such program execution reaches the end of your main method and finishes. I am not sure what you intend your exit condition to be, but you will need some sort of code making sure the server waits until that exit condition is met before finishing program execution.

C# and Processing socket communication

I am trying to develop a software (in C#) that collect some data on a list (List<string> socketList). The value of this list must be sent to a processing software.
In this program, the server (the C# software) waits for a message from a client (the Processing software) and send an element of the list. This list is continuously filled by a method in another thread (I verify, the list is everytime full). I used this method because I need that each value has to arrive at a client, no matter the speed.
Here there is the method in C# (it is launched as a thread):
public static void InizializeSocket()
{
//setting the comunication port
int port = 5000;
//infinite loop in order to accept sequential clients
while (true)
{
//I open the listener for any IP
TcpListener listener = new TcpListener(IPAddress.Any, port);
Console.WriteLine("Listening...");
//Waiting for a client
listener.Start();
TcpClient client = listener.AcceptTcpClient();
Console.WriteLine("CONNECTED");
//this string will contain the client message
String dataReceived = "";
//loop until "q". If the client send a message with a q, the server disconnect the client
while (dataReceived != "q")
{
//Read the client message
NetworkStream nwStream = client.GetStream();
try
{
//Define the client message buffer dimension and read the message
byte[] buffer = new byte[client.ReceiveBufferSize];
int bytesRead = nwStream.Read(buffer, 0, client.ReceiveBufferSize);
//Encoding the byte in a string
dataReceived = Encoding.ASCII.GetString(buffer, 0, bytesRead);
//check if the List<string> socketList is not empty. If it has any elements, I send the first one and after that I remove the element from the list
if (socketList.Count > 0)
{
//Encoding the string in a byte
byte[] bytesToSend = ASCIIEncoding.ASCII.GetBytes(socketList[0]);
nwStream.Write(bytesToSend, 0, bytesToSend.Length);
socketList.RemoveAt(0);
}
nwStream.Flush();
}
catch (Exception e) { dataReceived = "q"; }
}
//Exit from the client loop
Console.WriteLine("DISCONNECTED");
client.Close();
listener.Stop();
}
}
And here the simple Processing software
import processing.net.*;
Client myClient;
String dataIn;
int port = 5000;
String ip = "127.0.0.1";
void setup () {
size(1100, 1025);
//Initialize the client
myClient = new Client(this, "127.0.0.1", 5000);
}
void draw () {
//If the client is available it send a generic message to the server and try to receive a response
if (myClient.available() > 0) {
myClient.write("c");
dataIn = myClient.readString();
}
//print the output in debug
println(dataIn);
}
Here the Processing software is able to connect, anyway, I received every time null.
In addition, if I try to write (in the try on the C# software) only:
if (socketList.Count > 0)
{
byte[] bytesToSend = ASCIIEncoding.ASCII.GetBytes(socketList[0]);
nwStream.Write(bytesToSend, 0, bytesToSend.Length);
socketList.RemoveAt(0);
}
I receive strange values that are not the same values in the list stored in C# software.
So, why in the first case processing read only null value? And why in the second case it read "random" value?
EDIT:
Analyze better the programs flow, I verify where is the problem. I rewrite the processing socket as a java socket. It is launched in another thread and fills an ArrayList.
Considering a simplification of the code (in order to understand better), if I write:
Socket s = new Socket("localhost", 5000);
BufferedReader input =new BufferedReader(new InputStreamReader(s.getInputStream()));
PrintWriter out= new PrintWriter(s.getOutputStream(), true);
out.println("hello");
String temp = input.readLine();
the software blocks on String temp = input.readLine();. Anyway, the communication is established and I am sure that C# send the string.

C# Async Sockets - Get Data

I'm building a simple server, that contains some information and that will be using Async Sockets to get N Connections (I don't really know how many, they can range from 50 to 1000).
The main purpose of this server is to 'verify' the file integrity and version of clients connecting, and if needed send them the updated files so they can patch.
Right now, I'm on the part of getting my sockets running, I can display the data in the console, and everything is fine, problem is, my most important variables are on my 'DownloadServer' class, while my socket functions are on a class named 'ServerSocket'.
My question is, how can I access the data in DownloadServer(that contains an instance of ServerSocket) when said info is requested to my socket. I can't return the data received with Async Callbacks (because they must be void), so what would be the best way to go about this?
Here's my socket code, it only receives a client and prints data sent. What I want to do is acess the received info (likewise, a command for example) and return to the client the request info, for example, if the message received is "GetFileVersion", the server should reply back with the value of the variable it contains (it's a global variable named FILEVERSION), being the problem that I can't seem to find a way to acces that variable.
class ServerSocket
{
private Socket _socket;
private byte[] _buffer;
public ServerSocket()
{
_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
}
public void bind(int port)
{
_socket.Bind(new IPEndPoint(IPAddress.Any, port));
}
public void Listen(int backlog)
{
_socket.Listen(backlog);
}
public void Accept()
{
_socket.BeginAccept(AcceptCallBack, null);
}
private void AcceptCallBack(IAsyncResult ar)
{
Socket clientSocket = _socket.EndAccept(ar);
Accept();
IPEndPoint clientEndPoint = (IPEndPoint)clientSocket.RemoteEndPoint;
Console.WriteLine("Client Connected: {0}",clientEndPoint.Address.ToString());
_buffer = new byte[2048];
clientSocket.BeginReceive(_buffer, 0, _buffer.Length, SocketFlags.None, ReceivedCallback, clientSocket);
}
private void ReceivedCallback(IAsyncResult ar)
{
try
{
Socket clientSocket = ar.AsyncState as Socket;
int size = clientSocket.EndReceive(ar);
byte[] packet = new byte[size];
Array.Copy(_buffer, packet, packet.Length);
String data = System.Text.Encoding.ASCII.GetString(packet, 0, packet.Length);
}
catch (Exception ex)
{
;
}
}
}
}
Thank you in advance!
EDIT:
What I'd like to do is something like String commandReceived = socket.Receive() (like you would do with synchronous sockets), or some way to acess that command received via that socket.
class DownloadServer
{
private static String UPDATEPATH="";
private static int FILEVERSION;
private static string ROOTPATH = "";
private String SQLUsername = "";
private String SQLPassword = "";
private String AccountDB = "";
private String ServerName = "";
private SqlConnection sqlConn;
//some logic methods
static void Main(string[] args){
ServerSecurity serverSecurity = new ServerSecurity();
ServerSocket serverSocket = new ServerSocket();
serv.Initialize();
serverSecurity.Initialize();
serverSocket.bind(15779);
serverSocket.Listen(1000);
serverSocket.Accept();
while (true)
{
Console.WriteLine("Input the command:");
var Input = Console.ReadLine();
if (Input == "Update")
{
serv.prepareUpdate();
}
else if (Input == "Exit")
{
Environment.Exit(0);
}
else if (Input == "TestEncryption")
{
Console.WriteLine("Enter the text to be encrypted:");
String plainText = Console.ReadLine();
Console.WriteLine("Original Text = {0}", plainText);
Console.WriteLine("Encrypted Text = {0}", serverSecurity.Encrypt(plainText));
Console.WriteLine("Decrypted Text = {0}", serverSecurity.Decrypt(serverSecurity.Encrypt(plainText)));
}
}
}
Add in your DownloadServer Class :
Socket NewSocket;
byte[] buffer = new buffer [1024];
NewSocket = serverSocket.Accept();
Then begin Receive from this NewSocket :
void Receive()
{
NewSocket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, ReceiveCallback, r);
}
private void ReceiveCallback(IAsyncResult ar)
{
Socket CurrentClient = (Socket)ar.AsyncState;
int Received;
try { Received = CurrentClient.Receive(buffer); }
catch
{
return;
}
byte[] _buffer = new byte[Received];
Array.Copy(buffer, _buffer, Received);
string _Text = Encoding.Unicode.GetString(_buffer);
if(_Text == "GetVersion")
byte[] infoVersion = Encoding.Encoding.Default.GetBytes(FILEVERSION);
CurrentClient .Send(infoVersion )
}
This looks like a classic design problem where you are attempting to give a class too many responsibilities. In SOLID design, each class should have a single responsibility. The SocketServer would then only be responsible for creating the socket and sending/receiving data. Your DownloadServer would be responsible for creating data to be sent. Another class say ValidationServer, would be responsible for requesting data through the SocketServer and parsing it. A third class, a controller if you will, would be responsible for coordinating calls and passing data between these classes. In this way your SocketServer and DownloadServer would be decoupled and not require variables from each other.

Sending and receiving data over a network using TcpClient

I need to develop a service that will connect to a TCP server. Main tasks are reading incoming messages and also sending commands to the server in ten minutes, like a synchronize command. For example, I used the TcpClient object as shown below:
...
TcpClient tcpClient = new TcpClient();
tcpClient.Connect("x.x.x.x", 9999);
networkStream = tcpClient.GetStream();
clientStreamReader = new StreamReader(networkStream);
clientStreamWriter = new StreamWriter(networkStream);
while(true)
{
clientStreamReader.Read()
}
Also, when I need to write out something in any method, I use:
clientStreamWriter.write("xxx");
Is this usage correct? Or is there a better way?
First, I recommend that you use WCF, .NET Remoting, or some other higher-level communication abstraction. The learning curve for "simple" sockets is nearly as high as WCF, because there are so many non-obvious pitfalls when using TCP/IP directly.
If you decide to continue down the TCP/IP path, then review my .NET TCP/IP FAQ, particularly the sections on message framing and application protocol specifications.
Also, use asynchronous socket APIs. The synchronous APIs do not scale and in some error situations may cause deadlocks. The synchronous APIs make for pretty little example code, but real-world production-quality code uses the asynchronous APIs.
Be warned - this is a very old and cumbersome "solution".
By the way, you can use serialization technology to send strings, numbers or any objects which are support serialization (most of .NET data-storing classes & structs are [Serializable]).
There, you should at first send Int32-length in four bytes to the stream and then send binary-serialized (System.Runtime.Serialization.Formatters.Binary.BinaryFormatter) data into it.
On the other side or the connection (on both sides actually) you definetly should have a byte[] buffer which u will append and trim-left at runtime when data is coming.
Something like that I am using:
namespace System.Net.Sockets
{
public class TcpConnection : IDisposable
{
public event EvHandler<TcpConnection, DataArrivedEventArgs> DataArrive = delegate { };
public event EvHandler<TcpConnection> Drop = delegate { };
private const int IntSize = 4;
private const int BufferSize = 8 * 1024;
private static readonly SynchronizationContext _syncContext = SynchronizationContext.Current;
private readonly TcpClient _tcpClient;
private readonly object _droppedRoot = new object();
private bool _dropped;
private byte[] _incomingData = new byte[0];
private Nullable<int> _objectDataLength;
public TcpClient TcpClient { get { return _tcpClient; } }
public bool Dropped { get { return _dropped; } }
private void DropConnection()
{
lock (_droppedRoot)
{
if (Dropped)
return;
_dropped = true;
}
_tcpClient.Close();
_syncContext.Post(delegate { Drop(this); }, null);
}
public void SendData(PCmds pCmd) { SendDataInternal(new object[] { pCmd }); }
public void SendData(PCmds pCmd, object[] datas)
{
datas.ThrowIfNull();
SendDataInternal(new object[] { pCmd }.Append(datas));
}
private void SendDataInternal(object data)
{
if (Dropped)
return;
byte[] bytedata;
using (MemoryStream ms = new MemoryStream())
{
BinaryFormatter bf = new BinaryFormatter();
try { bf.Serialize(ms, data); }
catch { return; }
bytedata = ms.ToArray();
}
try
{
lock (_tcpClient)
{
TcpClient.Client.BeginSend(BitConverter.GetBytes(bytedata.Length), 0, IntSize, SocketFlags.None, EndSend, null);
TcpClient.Client.BeginSend(bytedata, 0, bytedata.Length, SocketFlags.None, EndSend, null);
}
}
catch { DropConnection(); }
}
private void EndSend(IAsyncResult ar)
{
try { TcpClient.Client.EndSend(ar); }
catch { }
}
public TcpConnection(TcpClient tcpClient)
{
_tcpClient = tcpClient;
StartReceive();
}
private void StartReceive()
{
byte[] buffer = new byte[BufferSize];
try
{
_tcpClient.Client.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, DataReceived, buffer);
}
catch { DropConnection(); }
}
private void DataReceived(IAsyncResult ar)
{
if (Dropped)
return;
int dataRead;
try { dataRead = TcpClient.Client.EndReceive(ar); }
catch
{
DropConnection();
return;
}
if (dataRead == 0)
{
DropConnection();
return;
}
byte[] byteData = ar.AsyncState as byte[];
_incomingData = _incomingData.Append(byteData.Take(dataRead).ToArray());
bool exitWhile = false;
while (exitWhile)
{
exitWhile = true;
if (_objectDataLength.HasValue)
{
if (_incomingData.Length >= _objectDataLength.Value)
{
object data;
BinaryFormatter bf = new BinaryFormatter();
using (MemoryStream ms = new MemoryStream(_incomingData, 0, _objectDataLength.Value))
try { data = bf.Deserialize(ms); }
catch
{
SendData(PCmds.Disconnect);
DropConnection();
return;
}
_syncContext.Post(delegate(object T)
{
try { DataArrive(this, new DataArrivedEventArgs(T)); }
catch { DropConnection(); }
}, data);
_incomingData = _incomingData.TrimLeft(_objectDataLength.Value);
_objectDataLength = null;
exitWhile = false;
}
}
else
if (_incomingData.Length >= IntSize)
{
_objectDataLength = BitConverter.ToInt32(_incomingData.TakeLeft(IntSize), 0);
_incomingData = _incomingData.TrimLeft(IntSize);
exitWhile = false;
}
}
StartReceive();
}
public void Dispose() { DropConnection(); }
}
}
That is just an example, you should edit it for your use.
I have had luck using the socket object directly (rather than the TCP client). I create a Server object that looks something like this (I've edited some stuff such as exception handling out for brevity, but I hope that the idea comes across.)...
public class Server()
{
private Socket sock;
// You'll probably want to initialize the port and address in the
// constructor, or via accessors, but to start your server listening
// on port 8080 and on any IP address available on the machine...
private int port = 8080;
private IPAddress addr = IPAddress.Any;
// This is the method that starts the server listening.
public void Start()
{
// Create the new socket on which we'll be listening.
this.sock = new Socket(
addr.AddressFamily,
SocketType.Stream,
ProtocolType.Tcp);
// Bind the socket to the address and port.
sock.Bind(new IPEndPoint(this.addr, this.port));
// Start listening.
this.sock.Listen(this.backlog);
// Set up the callback to be notified when somebody requests
// a new connection.
this.sock.BeginAccept(this.OnConnectRequest, sock);
}
// This is the method that is called when the socket recives a request
// for a new connection.
private void OnConnectRequest(IAsyncResult result)
{
// Get the socket (which should be this listener's socket) from
// the argument.
Socket sock = (Socket)result.AsyncState;
// Create a new client connection, using the primary socket to
// spawn a new socket.
Connection newConn = new Connection(sock.EndAccept(result));
// Tell the listener socket to start listening again.
sock.BeginAccept(this.OnConnectRequest, sock);
}
}
Then, I use a separate Connection class to manage the individual connection with the remote host. That looks something like this...
public class Connection()
{
private Socket sock;
// Pick whatever encoding works best for you. Just make sure the remote
// host is using the same encoding.
private Encoding encoding = Encoding.UTF8;
public Connection(Socket s)
{
this.sock = s;
// Start listening for incoming data. (If you want a multi-
// threaded service, you can start this method up in a separate
// thread.)
this.BeginReceive();
}
// Call this method to set this connection's socket up to receive data.
private void BeginReceive()
{
this.sock.BeginReceive(
this.dataRcvBuf, 0,
this.dataRcvBuf.Length,
SocketFlags.None,
new AsyncCallback(this.OnBytesReceived),
this);
}
// This is the method that is called whenever the socket receives
// incoming bytes.
protected void OnBytesReceived(IAsyncResult result)
{
// End the data receiving that the socket has done and get
// the number of bytes read.
int nBytesRec = this.sock.EndReceive(result);
// If no bytes were received, the connection is closed (at
// least as far as we're concerned).
if (nBytesRec <= 0)
{
this.sock.Close();
return;
}
// Convert the data we have to a string.
string strReceived = this.encoding.GetString(
this.dataRcvBuf, 0, nBytesRec);
// ...Now, do whatever works best with the string data.
// You could, for example, look at each character in the string
// one-at-a-time and check for characters like the "end of text"
// character ('\u0003') from a client indicating that they've finished
// sending the current message. It's totally up to you how you want
// the protocol to work.
// Whenever you decide the connection should be closed, call
// sock.Close() and don't call sock.BeginReceive() again. But as long
// as you want to keep processing incoming data...
// Set up again to get the next chunk of data.
this.sock.BeginReceive(
this.dataRcvBuf, 0,
this.dataRcvBuf.Length,
SocketFlags.None,
new AsyncCallback(this.OnBytesReceived),
this);
}
}
You can use your Connection object to send data by calling its Socket directly, like so...
this.sock.Send(this.encoding.GetBytes("Hello to you, remote host."));
As I said, I've tried to edit the code here for posting, so I apologize if there are any errors in it.
First of all, TCP does not guarantee that everything that you send will be received with the same read at the other end. It only guarantees that all bytes that you send will arrive and in the correct order.
Therefore, you will need to keep building up a buffer when reading from the stream. You will also have to know how large each message is.
The simplest ever is to use a non-typeable ASCII character to mark the end of the packet and look for it in the received data.
I've developed a dotnet library that might come in useful. I have fixed the problem of never getting all of the data if it exceeds the buffer, which many posts have discounted. Still some problems with the solution but works descently well https://github.com/Apollo013/DotNet-TCP-Communication

Reading off a socket until end of line C#?

I'm trying to write a service that listens to a TCP Socket on a given port until an end of line is recived and then based on the "line" that was received executes a command.
I've followed a basic socket programming tutorial for c# and have come up with the following code to listen to a socket:
public void StartListening()
{
_log.Debug("Creating Maing TCP Listen Socket");
_mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPEndPoint ipLocal = new IPEndPoint(IPAddress.Any, _port);
_log.Debug("Binding to local IP Address");
_mainSocket.Bind(ipLocal);
_log.DebugFormat("Listening to port {0}",_port);
_mainSocket.Listen(10);
_log.Debug("Creating Asynchronous callback for client connections");
_mainSocket.BeginAccept(new AsyncCallback(OnClientConnect), null);
}
public void OnClientConnect(IAsyncResult asyn)
{
try
{
_log.Debug("OnClientConnect Creating worker socket");
Socket workerSocket = _mainSocket.EndAccept(asyn);
_log.Debug("Adding worker socket to list");
_workerSockets.Add(workerSocket);
_log.Debug("Waiting For Data");
WaitForData(workerSocket);
_log.DebugFormat("Clients Connected [{0}]", _workerSockets.Count);
_mainSocket.BeginAccept(new AsyncCallback(OnClientConnect), null);
}
catch (ObjectDisposedException)
{
_log.Error("OnClientConnection: Socket has been closed\n");
}
catch (SocketException se)
{
_log.Error("Socket Exception", se);
}
}
public class SocketPacket
{
private System.Net.Sockets.Socket _currentSocket;
public System.Net.Sockets.Socket CurrentSocket
{
get { return _currentSocket; }
set { _currentSocket = value; }
}
private byte[] _dataBuffer = new byte[1];
public byte[] DataBuffer
{
get { return _dataBuffer; }
set { _dataBuffer = value; }
}
}
private void WaitForData(Socket workerSocket)
{
_log.Debug("Entering WaitForData");
try
{
lock (this)
{
if (_workerCallback == null)
{
_log.Debug("Initializing worker callback to OnDataRecieved");
_workerCallback = new AsyncCallback(OnDataRecieved);
}
}
SocketPacket socketPacket = new SocketPacket();
socketPacket.CurrentSocket = workerSocket;
workerSocket.BeginReceive(socketPacket.DataBuffer, 0, socketPacket.DataBuffer.Length, SocketFlags.None, _workerCallback, socketPacket);
}
catch (SocketException se)
{
_log.Error("Socket Exception", se);
}
}
public void OnDataRecieved(IAsyncResult asyn)
{
SocketPacket socketData = (SocketPacket)asyn.AsyncState;
try
{
int iRx = socketData.CurrentSocket.EndReceive(asyn);
char[] chars = new char[iRx + 1];
_log.DebugFormat("Created Char array to hold incomming data. [{0}]",iRx+1);
System.Text.Decoder decoder = System.Text.Encoding.UTF8.GetDecoder();
int charLength = decoder.GetChars(socketData.DataBuffer, 0, iRx, chars, 0);
_log.DebugFormat("Read [{0}] characters",charLength);
String data = new String(chars);
_log.DebugFormat("Read in String \"{0}\"",data);
WaitForData(socketData.CurrentSocket);
}
catch (ObjectDisposedException)
{
_log.Error("OnDataReceived: Socket has been closed. Removing Socket");
_workerSockets.Remove(socketData.CurrentSocket);
}
catch (SocketException se)
{
_log.Error("SocketException:",se);
_workerSockets.Remove(socketData.CurrentSocket);
}
}
This I thought was going to be a good basis for what I wanted to do, but the code I have appended the incoming characters to a text box one by one and didn't do anything with it. Which doesn't really work for what I want to do.
My main issue is the decoupling of the OnDataReceived method from the Wait for data method. which means I'm having issues building a string (I would use a string builder but I can accept multiple connections so that doesn't really work.
Ideally I'd like to look while listening to a socket until I see and end of line character and then call a method with the resulting string as a parameter.
What's the best way to go about doing this.
Try using asynch sockets. The code below will listening to a socket, and if the new line char through telnet is recieved it will echo it back out to the incomming socket. It seems like you would just need to redirect that input to your text box.
private string _hostName;
private const int _LISTENINGPORT = 23;
private Socket _incomingSocket;
byte[] _recievedData;
//todo: do we need 1024 byte? the asynch methods read the bytes as they come
//so when 1 byte typed == 1 byte read. Unless its new line then it is two.
private const int _DATASIZE = 1024;
public ConnectionServer()
{
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
_hostName = Dns.GetHostName();
_recievedData = new byte[_DATASIZE];
_incomingSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPEndPoint endPoint = new IPEndPoint(localAddr, _LISTENINGPORT);
_incomingSocket.Bind(endPoint);
_incomingSocket.Listen(10);
}
~ConnectionServer()
{
}
public void StartListening()
{
_incomingSocket.BeginAccept(new AsyncCallback(OnAccept), _incomingSocket);
}
private void OnAccept(IAsyncResult result)
{
UserConnection connectionInfo = new UserConnection();
Socket acceptedSocket = (Socket)result.AsyncState;
connectionInfo.userSocket = acceptedSocket.EndAccept(result);
connectionInfo.messageBuffer = new byte[_DATASIZE];
//Begin acynch communication with target socket
connectionInfo.userSocket.BeginReceive(connectionInfo.messageBuffer, 0, _DATASIZE, SocketFlags.None,
new AsyncCallback(OnReceiveMessage), connectionInfo);
//reset the listnening socket to start accepting
_incomingSocket.BeginAccept(new AsyncCallback(OnAccept), result.AsyncState);
}
private void OnReceiveMessage(IAsyncResult result)
{
UserConnection connectionInfo = (UserConnection)result.AsyncState;
int bytesRead = connectionInfo.userSocket.EndReceive(result);
if (connectionInfo.messageBuffer[0] != 13 && connectionInfo.messageBuffer[1] != 10)
//ascii for newline and line feed
//todo dress this up
{
if (string.IsNullOrEmpty(connectionInfo.message))
{
connectionInfo.message = ASCIIEncoding.ASCII.GetString(connectionInfo.messageBuffer);
}
else
{
connectionInfo.message += ASCIIEncoding.ASCII.GetString(connectionInfo.messageBuffer);
}
}
else
{
connectionInfo.userSocket.Send(ASCIIEncoding.ASCII.GetBytes(connectionInfo.message), SocketFlags.None);
connectionInfo.userSocket.Send(connectionInfo.messageBuffer, SocketFlags.None);
connectionInfo.message = string.Empty;
connectionInfo.messageBuffer = new byte[_DATASIZE];
}
{
public class UserConnection
{
public Socket userSocket { get; set; }
public Byte[] messageBuffer { get; set; }
public string message { get; set; }
}
}
You seem to have several issues:
You have an asynchronous method called WaitForData. That's very confusing, as methods with the word Wait in their names generally block the currently executing thread until something happens (or, optionally, a timeout expires). This does the exact opposite. Are you intending for this to be a synchronous or asynchronous operation?
There's also no need to instantiate the Decoder object, nor do you need the char array for (it seems) anything; just call System.Text.Encoding.UTF8.GetString(socketData.DataBuffer, 0, iRx).
You also don't appear to be doing anything with lines...which is why it doesn't do anything with lines.
Your approach with using a StringBuilder is what I would do. I would add a StringBuilder to the SocketData class and call it Builder. As you capture string data, do something like this:
string[] data = System.Text.Encoding.UTF8.GetString(
socketData.DataBuffer, 0, iRx).Split(Environment.NewLine);
socketData.Builder.Append(data[0]);
for(int i = 1; i < data.Length; i++)
{
// the socketData.Builder variable now contains a single line, so do
// something with it here, like raise an event
OnLineReceived(builder.ToString());
socketData.Builder = new StringBuilder(data[i]);
}
The one caveat here is that UTF8 is a multi-byte encoding, meaning that you could potentially grab a chunk of data that cuts off mid-character. It's generally a better idea to do this sort of preprocessing on the other side of the communication, then send the data in an appropriately length-prefixed format.

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