SslStream EndRead gets first 1 Byte - c#

I've written a TcpClient and Server which are communicating via an SslStream.
The communication works, but when i send a message from the Client to the Server, first the Server reads 1 Byte, and in the next step the rest. Example: I want to send "test" via Client, and the Server receives first "t", and then "est"
Here is the code for the Client to send
public void Send(string text) {
byte[] message = Encoding.UTF8.GetBytes(text);
SecureStream.BeginWrite(message, 0, message.Length, new AsyncCallback(WriteCallback), null);
}
private void WriteCallback(IAsyncResult AR) {
}
And here the code the Server uses to read
private SslStream CryptedStream = ...;
private byte[] buffer = new byte[1024];
public void BeginReadCallback(IAsyncResult AsyncCall) {
// initialize variables
int bytesRead = 0;
try {
// retrieve packet
bytesRead = CryptedStream.EndRead(AsyncCall);
// check if client has disconnected
if (bytesRead > 0) {
// copy buffer to a temporary one
var temporaryBuffer = buffer;
Array.Resize(ref temporaryBuffer, bytesRead);
string read = Encoding.ASCII.GetString(temporaryBuffer);
SetText(read);
// read more data
CryptedStream.BeginRead(buffer, 0, 1024, new AsyncCallback(BeginReadCallback), null);
// client is still connected, read data from buffer
//ProcessPacket(temporaryBuffer, temporaryBuffer.Length, helper);
} else {
// client disconnected, do everything to disconnect the client
//DisconnectClient(helper);
}
} catch (Exception e) {
// encountered an error, closing connection
// Program.log.Add(e.ToString(), Logger.LogLevel.Error);
// DisconnectClient(helper);
}
}
Did i miss something?
Thanks for your help

As Lasse explained streaming APIs do not promise you to return a specific number of bytes per read.
The best fix for this is to not use sockets. Use a higher level API such as WCF, SignalR, HTTP, ...
If you insist you probably should use BinaryReader/Writer to send your data. That makes it quite easy. For example, it has string sending built-in. You also can manually length-prefix easily with those classes.
Probably, you don't need async IO and should not use it. If you insist you can at least get rid of the callbacks by using await.

Related

How to communicate between two Unity apps with TCP?

Update
I figured out what the problem was. I was trying to move too much data over TCP, and it was causing freeze-ups. For some reason, this wasn't manifesting in the editor...who knows for what reason. If anyone else stumbles upon this problem (in a program like Unity, where functions are looping constantly and data is always being processed), consider that you're moving too much irrelevant data.
Original Post
I've run into quite the problem, and I'm hoping I can receive some guidance.
In short, I'm wondering how to use TCP to communicate two Unity apps over the same computer. I've gotten it functioning in editor, but when both apps are built, communication quickly breaks down.
This is really stumping me, because I don't understand why an app would work in the Editor environment, but not in the official build.
When I use TCP to communicate between two Unity apps (on the same computer), it works so long as one of them is kept in the Unity environment. That is, if I build one app, and open the other in the Unity editor, TCP communication works flawlessly.
Here is some more background: One of my apps is functioning as a User Interface, and the other is interfacing with a Looking Glass to provide a holographic display of in-game objects. Originally, they were combined into one App - but I had a lot of trouble getting Unity's multidisplay support to function between two monitors of different resolutions. Looking Glass factory even provides a prefab to do just this, but it is broken in the current SDK. So I have resorted to using sockets to interface between two apps, one for each monitor.
I'm using C#'s TCP listener class: https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.tcplistener?view=netframework-4.8
And TCP client class: https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.tcpclient?view=netframework-4.8
Presently, the UI is acting as the TCPListener, and the application that produces holograms is the TCPClient. Within each of these applications, I'm using two Queues - an IncomingMessages queue and an Outgoing Messages queue - which are global variables shared between the main thread and the networking thread.
TCP Listener:
private void Start()
{
incomingMessages = new Queue();
outgoingMessages = new Queue();
Application.runInBackground = true;
thread = new Thread(new ThreadStart(Receive));
thread.Start();
//stuff happens that's irrelevant to this question. And then...
}
void Receive()
{
TcpListener server = null;
try
{
// Set the TcpListener on port 13000.
Int32 port = 13000;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
// TcpListener server = new TcpListener(port);
server = new TcpListener(localAddr, port);
// Start listening for client requests.
server.Start();
// Buffer for reading data
Byte[] bytes = new Byte[256];
String data = null;
// Enter the listening loop.
Debug.Log("About to reenter main while in Server...");
while (threadContinue)
{
Debug.Log("Waiting for a connection... ");
// Perform a blocking call to accept requests.
// You could also user server.AcceptSocket() here.
TcpClient client = server.AcceptTcpClient();
Debug.Log("Connected!");
data = null;
// Get a stream object for reading and writing
NetworkStream stream = client.GetStream();
int i;
// Loop to receive all the data sent by the client.
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
// Translate data bytes to a ASCII string.
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Debug.Log("Received from Client: " + data);
lock (this)
incomingMessages.Enqueue(data);
string response = supplyData();
byte[] msg = System.Text.Encoding.ASCII.GetBytes(response);
// Send back a response.
stream.Write(msg, 0, msg.Length);
Debug.Log("Sent to Client: " + response);
}
// Shutdown and end connection
client.Close();
}
}
catch (SocketException e)
{
Debug.Log("SocketException: ");
Debug.Log(e);
}
finally
{
// Stop listening for new clients.
server.Stop();
}
Debug.Log("Exiting 'Receive'");
}
And here is the TCP Client. It attempts to connect a regular intervals, and also whenever new data is available. This is so that it can receive information from the server regularly and share new data whenever it is available:
void Start()
{
//prepare networking
Application.runInBackground = true;
outgoingMessages = new Queue();
incomingMessages = new Queue();
thread = new Thread(new ThreadStart(Connect));
thread.Start();
//stuff happens that's irrelevant to this question...
}
private void Connect()
{
String server = "127.0.0.1";
Int32 port = 13000;
string message = "";
while (threadContinue == true)
{
if (timeToConnect())
{
lastConnection = ourTime;
if (outgoingMessages.Count > 0)
message = outgoingMessages.Dequeue().ToString();
else
message = "Nothing to report.";
try
{
// Create a TcpClient.
// Note, for this client to work you need to have a TcpServer
// connected to the same address as specified by the server, port
// combination.
client = new TcpClient(server, port);
// Translate the passed message into ASCII and store it as a Byte array.
Byte[] data = System.Text.Encoding.ASCII.GetBytes(message);
// Get a client stream for reading and writing.
// Stream stream = client.GetStream();
stream = client.GetStream();
// Send the message to the connected TcpServer.
stream.Write(data, 0, data.Length);
Debug.Log("Sent to Server: " + message);
// Buffer to store the response bytes.
data = new Byte[256];
// String to store the response ASCII representation.
String responseData = String.Empty;
// Read the first batch of the TcpServer response bytes.
Int32 bytes = stream.Read(data, 0, data.Length);
responseData = System.Text.Encoding.ASCII.GetString(data, 0, bytes);
lock (this)
incomingMessages.Enqueue(responseData);
Debug.Log("Received from Server: " + responseData);
stream.Close();
client.Close();
}
catch (ArgumentNullException e)
{
Debug.Log("ArgumentNullException: ");
Debug.Log(e);
outgoingMessages.Enqueue(message);
}
catch (SocketException e)
{
Debug.Log("SocketException: ");
Debug.Log(e);
outgoingMessages.Enqueue(message);
}
}
}
}
private bool timeToConnect()
{
if ((ourTime - lastConnection > NETWORK_DELAY) || (outgoingMessages.Count > 0))
return true;
return false;
}
Instantiated in separate threads so that Unity's main thread can continue unhindered.
Again - it works in Editor, but when I build it, it breaks.
Update
I figured out what the problem was. I was trying to move too much data over TCP, and it was causing freeze-ups. For some reason, this wasn't manifesting in the editor...just in the exported app. Who knows for what reason. If anyone else stumbles upon this problem...where you're bypassing Unity's multidisplay functionality by building multiple apps that communicate over network...consider that you're burdening your queues with too much data.

TcpListener and NetworkStream doesn't get data

I am trying to receive a message from an equipment. This equipment is an authentication terminal, and it will send the message as soon as the user set his credentials.
Also, the manual of the equipment says the message will be sent in the ILV format, standing I for identification, L for length and V for value.
a normal message would be:
I -> 0x00 (byte 0 indicating success)
L -> 0x04 0x00 (two bytes for length, being 4 the length in this case)
V -> 0x35 0x32 0x38 0x36 (the message itself)
The message is sent in TCP protocol, so I created a socket using the TcpListener class, following this sample from Microsoft:
https://msdn.microsoft.com/en-us/library/system.net.sockets.tcplistener(v=vs.110).aspx
new Thread(() =>
{
TcpListener server = null;
try
{
Int32 port = 11020;
IPAddress localAddr = IPAddress.Parse("192.168.2.2");
server = new TcpListener(localAddr, port);
server.Server.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
server.Start();
byte[] bytes = new byte[256];
String data = null;
while (true)
{
TcpClient client = server.AcceptTcpClient();
data = null;
NetworkStream stream = client.GetStream();
int i = 0;
while((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
// this code is never reached as the stream.Read above runs for a while and receive nothing
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
}
client.Close();
}
}
catch (SocketException ex)
{
// Actions for exceptions.
}
finally
{
server.Stop();
}
}).Start();
If the stream.Read is removed, then the code flows (although I got nothing either), however if I put any stream.Read statement the execution holds for a while like it was waiting for some response, and then it ends with no response, all bytes read is zero.
I am running Wireshark on the computer and the data is being sent.
Anybody knows what I am doing wrong?
I think the problem is right in the Read method, which halts until the buffer fills completely, but that's obviously won't happen anytime.
In that while-loop, you should spin by checking for available data first, then read them and append to the byte-array. Moreover, since the loop become too "tight", it's better to yield the control to the task scheduler for a bit.
Here is an example:
while (true)
{
if (stream.DataAvailable)
{
int count = stream.Read(bytes, i, bytes.Length);
i += count;
// ...add something to detect the end of message
}
else
{
Thread.Sleep(0);
}
}
It's worthwhile to notice that there's no timeout, but that's a very common feature in order to quit the loop when no data (or broken) are incoming.
Furthermore, the above pattern is not the best way to accumulate data, because you may get an exception when too many bytes are received. Consider a spurious stream of 300 bytes: that will overflow the available buffer. Either use the "bytes" as a temporary buffer for what the Read method gives, or provide a safety check before calling the Read method (so that you may provide the best byte count to read).
Useful links here:
https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.networkstream.read?view=netframework-4.7.1#System_Net_Sockets_NetworkStream_Read_System_Byte___System_Int32_System_Int32_

Implementing an FTP Client in C# using TCP

I've been messing around with TCP sockets in C#, and I'm having some trouble communicating with an FTP server I have set up. I can connect initially and get the 220 message, but when I send the "USER nrcrast" command, I never get a response, and the DataAvailable property returns false. Anybody know what I'm doing wrong? Here's my code so far:
namespace TCPClient
{
public partial class TCPClientForm : Form
{
private TcpClient myClient;
NetworkStream stream;
public TCPClientForm()
{
InitializeComponent();
send();
}
void send()
{
while (true)
{
try
{
myClient = new TcpClient("nrcrast.dyndns.info", 21);
break;
}
catch (SocketException ex)
{
Console.WriteLine(ex.ToString());
}
}
stream = myClient.GetStream();
int sendOffset = 0;
int recOffset=0;
int dataLength;
Byte[] receiveData = new Byte[256];
// wait for a response
dataLength = stream.Read(receiveData, recOffset, receiveData.Length);
String recvdMessage = System.Text.Encoding.ASCII.GetString(receiveData, 0, dataLength);
Console.WriteLine(recvdMessage.ToString());
recOffset+=dataLength;
String message = "USER nrcrast";
Byte[] data = System.Text.Encoding.ASCII.GetBytes(message);
stream.Write(data, 0, data.Length);
sendOffset += data.Length;
// wait for a response
while (!stream.DataAvailable)
{
}
dataLength = stream.Read(receiveData, 0, receiveData.Length);
recvdMessage = System.Text.Encoding.ASCII.GetString(receiveData, 0, dataLength);
Console.WriteLine(recvdMessage.ToString());
}
}
A shoot in the dark, you need to put a carriage return and new line at the end of the command
String message = "USER nrcrast\r\n";
If you're interested in looking over someone's shoulder on a similar project (not saying its perfect), I did the same thing a long time ago (this was back in .net 1.1, and ported it to .net 2.0 when the ssl stream stuff was added).
there are some tricky pieces to the FTP protocols with respect to timings of when you send commands, when the server expects you to open the data connection, when you read the server response, and so forth (depending on active / passive modes).
anyway, feel free to look over My FTP Client Library source code for reference as you do your own implementation. it's a pretty complete implementation and does auth ssl/tls as well.

Could I have some advice on basic Asynchronous Socket Programming in C#?

I've developing (or trying to, anyway) a program that uses Asynchronous Socket to, supposedly, pass strings to and fro the server and client, at any time.
This program requires no more than one client be connected to a server. I tried Socket Programming, but I found out it blocks the program until either one receives something.
Since I have only a basic understanding of Asynchronous socket programming, I just went for the simplest one I could find, or at least, the simplest one I could understand.
Here's my code for the Server:
public Socket g_server_conn;
public byte[] g_bmsg;
public bool check = false;
private void net_As_Accept(IAsyncResult iar)
{
Socket server_conn = (Socket)iar.AsyncState;
g_server_conn = server_conn.EndAccept(iar);
g_bmsg = new byte[1024];
check = true;
g_server_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(net_As_Receive), g_server_conn);
}
private void net_As_Send(IAsyncResult iar)
{
Socket server_conn = (Socket)iar.AsyncState;
server_conn.EndSend(iar);
}
private void net_As_Receive(IAsyncResult iar)
{
try
{
Socket server_conn = (Socket)iar.AsyncState;
server_conn.EndReceive(iar);
if (g_bmsg.Length != 0)
{
net_Data_Receive(Encoding.ASCII.GetString(g_bmsg, 0, g_bmsg.Length));
check = false;
}
}
catch (Exception ex)
{
MessageBox.Show(ex.ToString(), "GG");
}
}
public void net_Data_Send(string msg2snd) // Function for sending through socket
{
MessageBox.Show(msg2snd);
byte[] byData = System.Text.Encoding.ASCII.GetBytes(msg2snd);
g_server_conn.BeginSend(byData, 0, byData.Length, SocketFlags.None, new AsyncCallback(net_As_Send), g_server_conn);
g_server_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(net_As_Receive), g_server_conn);
}
private void net_Data_Receive(string txt)
{
if (lblBuffer.InvokeRequired)
lblBuffer.Invoke(new MethodInvoker(delegate { net_Data_Receive(txt); }));
else
lblBuffer.Text = txt;
if (txt.StartsWith("&"))
{
// Do something
}
}
And here's my code for the Client:
private void net_As_Connect(IAsyncResult iar)
{
try
{
Socket client_conn = (Socket)iar.AsyncState;
client_conn.EndConnect(iar);
g_bmsg = new byte[1024];
check = true;
string toSendData = "&" + net_Name;
net_Data_Send(toSendData);
g_client_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(net_As_Receive), g_client_conn);
}
catch (Exception ex)
{
MessageBox.Show(ex.ToString(), "GG");
}
}
private void net_As_Send(IAsyncResult iar)
{
Socket client_conn = (Socket)iar.AsyncState;
client_conn.EndSend(iar);
}
private void net_As_Receive(IAsyncResult iar)
{
if (g_bmsg.Length != 0)
{
net_Data_Receive(Encoding.ASCII.GetString(g_bmsg, 0, g_bmsg.Length));
check = false;
}
}
public void net_Data_Send(string msg2snd)
{
byte[] byData = System.Text.Encoding.ASCII.GetBytes(msg2snd);
g_client_conn.BeginSend(byData, 0, byData.Length, SocketFlags.None, new AsyncCallback(net_As_Send), g_client_conn);
g_client_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(net_As_Receive), g_client_conn);
}
private void net_Data_Receive(string txt)
{
if (lblBuffer.InvokeRequired)
lblBuffer.Invoke(new MethodInvoker(delegate { net_Data_Receive(txt); }));
else
lblBuffer.Text = txt;
if (txt.StartsWith("&"))
{
// Do Something
}
else if (txt.StartsWith("$"))
{
// Do something Else
}
}
Now, the Client can connect to the Server fine. The Client can even send in a string containing the user's name to the Server, which will then be displayed on the Server. The Server then sends out the name of its user to the Client, which the client receives and displays. Whatever is sent is stored in a Label (lblBuffer)
But afterwards, say I have the following code:
private void btnSendData_Click(object sender, EventArgs e)
{
string posMov = "Stuff to send";
net_Data_Send(posMov);
}
The Client receives nothing. Putting a Message Box in net_Data_Send(msg2snd) function reveals that the server does in fact send out the message. In fact, putting in the Message Box in that function makes it work (the Client receives it), for reasons I don't know. Since I haven't tried sending a message from the Client to the Server (other than the name when the Client Connects), I assume the Client will have the same problem sending to the Server.
Also, when it does send the second message (by putting a Message Box in the net_Data_Send function), only parts of the Label (lblBuffer) are overwritten. So if I my name is "Anon E. Moose", and the Server sends that when the Client connects, and I try to send out, say, "0.0" (via button press) the Label on the Client would then read "0.0n E. Moose".
What did I do wrong? Can I have some help on this, please?
Perhaps I have a problem with net_Data_Receive and net_Data_Send?
I think you need to call BeginReceive on your client again, it looks like you are only calling it once, so after it has received the server name, it isn't listening for any more data from the server
private void net_As_Receive(IAsyncResult iar)
{
var bytesRead = g_client_conn.EndReceive(iar);
if (bytesRead != 0)
{
net_Data_Receive(Encoding.ASCII.GetString(g_bmsg, 0, bytesRead));
check = false;
}
g_client_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(net_As_Receive), g_client_conn);
}
also, as I mentioned in my comment, use the bytesRead value to work out how much of the buffer you need to use.
You will need to work out if the data you have received from the socket is the full amount, or if you need to read more data to make up the current message from the other side.
BeginReceive doesn't just call its callback whenever a new packet (string in your case arrives). In fact. BeginReceive or any raw socket method works in a stream based fasion, not packet based. See http://msdn.microsoft.com/en-us/library/bew39x2a.aspx for an example.
What you need to do, is in your 'net_As_Receive' callback method (naming is terrible imo), you need to make a call first to socket.EndRecieve(IAsyncResult), which in turn returns the total bytes currently available. After that, you have to make a decision whether to receive more data or not.
For example:
private StringBuilder packetBuilder;
{
if (packetBuilder == null)
packetBuilder = new StringBuilder();
// finalyze the receive
int length = g_server_conn.EndReceive(iar);
if (length != 0)
{
// get the total bytes received. Note that the length property is of that of the number of bytes received rather than that of the buffer
packetBuilder.Append(Encoding.ASCII.GetString(g_bmsg, 0, length));
net_Data_Receive(packetBuilder.ToString());
check = false;
}
// receive the next part
g_server_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(net_As_Receive), g_server_conn);
}
Note that this example doesnt care about packages. It will work if your lucky but there is a good change either a part of a string will be shown or 2 different strings will be combined. A good implementation will look for a string end and only show that part while buffering the rest untill a new string end is found. You can also use a StreamReader for making your life much easier

Manage several/multiple tcp connections

I have a server application and client application with the functionality already working. Let me show you how I connect my client application to my server app:
//SERVER
// instantiate variables such as tempIp, port etc...
// ...
// ...
server = new TcpListener(tempIp, port); //tempIp is the ip address of the server.
// Start listening for client requests.
server.Start();
// Buffer for reading data
Byte[] bytes = new Byte[MaxChunkSize];
String data = null;
// Enter the listening loop.
while (disconect == false)
{
Console.Write("Waiting for a connection... ");
// Perform a blocking call to accept requests.
// You could also user server.AcceptSocket() here.
client = server.AcceptTcpClient(); // wait until a client get's connected...
Console.WriteLine("Connected!");
// Get a stream object for reading and writing
stream = client.GetStream();
// now that the connection is established start listening though data
// sent through the stream..
int i;
try
{
// Loop to receive all the data sent by the client.
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
// Translate data bytes to a ASCII string.
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Console.WriteLine("Received: {0}", data);
// etc..
....
ok now on the client side lets say I want to establish a connection then send some data through the stream
//Client
client = new TcpClient(serverIP, port);
// Get a client stream for reading and writing.
stream = client.GetStream();
//then if I wish to send the string hello world to the server I would do:
sendString(stream, "Hello world");
protected void sendString(NetworkStream stream, string str)
{
sendBytes(stream, textToBytes(str));
}
protected void sendBytes(NetworkStream stream, Byte[] data)
{
// Send the message to the connected TcpServer.
stream.Write(data, 0, data.Length);
}
protected static Byte[] textToBytes(string text)
{
return System.Text.Encoding.ASCII.GetBytes(text);
}
since I am able to send bytes I am able to send files or everything that I want. the technique that I use is that if I send the string file for example to the server then the server will start listening for a file. It will open a stream and write the received bytes to that file. If a different keyword is send the server will start listening on a different method etc..
So when dealing with one server and one client everything works great. Now I want to add more clients and need them to also connect to the server. I know that several connections can be establish on the same port just like we do it with por 80 on websites... I do not know how to manage several connections. so one thing I was thinking was to leave everything as it is. if a connection is established then tell the server to start another thread listening for other connections on the same port. with this technique I will have several threads running plus I just know the basics of multrythreading. If this technique is my best option I will start implementing it. You guys out there are really knowledgeable about all this so it will be nice if someone can point me on the right direction. Or maybe I should listen on several ports. if the server is already connected on port 7777 for example then do not accept connections from that port and start listening on port 7778 for example. I mean there could be so many different ways of achieving what I need and you guys probably know the best way. I just know the basics of networking...
You could use threading:
var client = server.AcceptTcpClient();
var t = new Thread(new ParameterizedThreadStart(AccentClient));
t.Start(client);
The target method would look like this
public void AccentClient(object clientObj)
{
var client = clientObj as TcpClient;
// Do whatever you need to do with the client
}
If you are not familiar with multithreading, it is important you learn at least the basics first.
You could implement a class that encapsulates TCP behavior. Check this class:
public class SimpleListener
{
private System.Net.Sockets.TcpListener _tcpListen;
//declare delegate to handle new connections
public delegate void _new_client(System.Net.Sockets.TcpClient tcpclient);
//declare a clients container (or something like...). OPTION 1
List<System.Net.Sockets.TcpClient> _connected_clients;
//declare an event and event handler (the same for _new_client) for new connections OPTION 2
public event _new_client new_tcp_client;
//public (The list of connected clients).
public List<System.Net.Sockets.TcpClient> ConnectedClients { get { return _connected_clients; } }
public SimpleListener(string ip, int listenport)
{
System.Net.IPAddress ipAd = System.Net.IPAddress.Parse(ip);
_tcpListen = new System.Net.Sockets.TcpListener(new System.Net.IPEndPoint(ipAd,listenport));
_connected_clients = new List<System.Net.Sockets.TcpClient>();
}
//Fire this method to start listening...
public void Listen()
{
_tcpListen.Start();
_set_listen();
}
//... and this method to stop listener and release resources on listener
public void Stop()
{
_tcpListen.Stop();
}
//This method set the socket on listening mode...
private void _set_listen()
{
//Let's do it asynchronously - Set the method callback, with the same definition as delegate _new_client
_tcpListen.BeginAcceptTcpClient(new AsyncCallback(_on_new_client), null);
}
//This is the callback for new clients
private void _on_new_client(IAsyncResult _async_client)
{
try
{
//Lets get the new client...
System.Net.Sockets.TcpClient _tcp_cl = _tcpListen.EndAcceptTcpClient(_async_client);
//Push the new client to the list
_connected_clients.Add(_tcp_cl);
//OPTION 2 : Fire new_tcp_client Event - Suscribers will do some stuff...
if (new_tcp_client != null)
{
new_tcp_client(_tcp_cl);
}
//Set socket on listening mode again... (and wait for new connections, while we can manage the new client connection)
_set_listen();
}
catch (Exception ex)
{
//Do something...or not
}
}
}
You could use this in your code:
//SERVER
// instantiate variables such as tempIp, port etc...
// ...
// ...
SimpleListener server = new SimpleListener(tempIp, port); //tempIp is the ip address of the server.
//add handler for new client connections
server.new_tcp_client += server_new_tcp_client;
// Start listening for client requests.
server.Listen();
.... //No need to loop. The new connection is handled on server_new_tcp_client method
void server_new_tcp_client(System.Net.Sockets.TcpClient tcpclient)
{
// Buffer for reading data
Byte[] bytes = new Byte[MaxChunkSize];
String data = null;
Console.WriteLine("Connected!");
// Get a stream object for reading and writing
System.IO.Stream stream = tcpclient.GetStream();
// now that the connection is established start listening though data
// sent through the stream..
int i;
try
{
// Loop to receive all the data sent by the client.
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
// Translate data bytes to a ASCII string.
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Console.WriteLine("Received: {0}", data);
// etc..
....
}

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