Multi-threaded TCP Server with high CPU and keep increase thread count - c#

I wrote simple Multi-Threaded TCP C# Server program.After I run my program I got high CPU usage and thread count is keep increasing in task manager. Can anyone help me to figure out how to solve and give suggestions?
This is my code.
public class Program
{
static void Main(string[] args)
{
int _Port = Convert.ToInt32(System.Configuration.ConfigurationManager.AppSettings["TCPPort"]);
string _IP = System.Configuration.ConfigurationManager.AppSettings["TCPIP"];
TcpServer server = new TcpServer(_Port);
}
}
public class TcpServer
{
private TcpListener _server;
private Boolean _isRunning;
private static int defaultMax = 8;
public TcpServer(int port)
{
_server = new TcpListener(IPAddress.Any, port);
_server.Start();
_isRunning = true;
LoopClients();
}
public void LoopClients()
{
while (_isRunning)
{
TcpClient newClient = _server.AcceptTcpClient();
SentFirstTimeData_New(newClient);
Thread t = new Thread(new ParameterizedThreadStart(HandleClient));
t.Start(newClient);
}
}
public void HandleClient(object obj)
{
int requestCount = 0;
byte[] bytesFrom = new byte[209666];
string dataFromClient = null;
Byte[] sendBytes = null;
requestCount = 0;
int byteread = 0;
string respdata = string.Empty;
byte[] buffer = new byte[4096];
int numberOfBytesRead;
TcpClient client = (TcpClient)obj;
NetworkStream networkStream = client.GetStream();
IPAddress address = ((IPEndPoint)client.Client.RemoteEndPoint).Address;
Boolean bClientConnected = true;
int id = Thread.CurrentThread.ManagedThreadId;
while (bClientConnected)
{
try {
if (networkStream.DataAvailable)
{
byteread = networkStream.Read(bytesFrom, 0, (int)client.ReceiveBufferSize);
dataFromClient = Encoding.ASCII.GetString(bytesFrom).TrimEnd('\0');
System.Text.Encoding.ASCII.GetString(bytesFrom);
XmlDocument doc = new XmlDocument();
string xml = Encoding.UTF8.GetString(bytesFrom).TrimEnd('\0');
doc.LoadXml(xml);
XElement incc = XElement.Load(new XmlNodeReader(doc));
respdata = AysncTCPIncomeString(incc);
sendBytes = Encoding.ASCII.GetBytes(respdata);
networkStream.Write(sendBytes, 0, sendBytes.Length);
networkStream.Flush();
}
}
catch (Exception ex)
{
Helper.WriteLog("Exception=" + ex.Message);
}
}
}
public void SentFirstTimeData_New(TcpClient tc)
{
try
{
int threadid = Thread.CurrentThread.ManagedThreadId;
string Msg = HLStatusResponse.FirstTimeStatusSuccessfulResponse("STATUS", "1");
NetworkStream _NetworkStream = tc.GetStream();
if (_NetworkStream != null)
{
byte[] data = Encoding.ASCII.GetBytes(Msg);
_NetworkStream.Write(data, 0, data.Length);
Helper.WriteLog("ThreadId=" + threadid.ToString() + ";SentFirstTimeData :\t " + Msg);
}
}
catch (Exception ex)
{
Helper.WriteLog("Sent Though Tcp Eror :" + ex.ToString());
}
}
}

Consider this chunk of code:
Boolean bClientConnected = true;
int id = Thread.CurrentThread.ManagedThreadId;
while (bClientConnected)
{
try {
if (networkStream.DataAvailable)
You never change bClientConnected - it is always true, so your loop never exits.
Also, if the connection is idle - that is, if networkStream.DataAvailable is false - then you just spin in your while loop doing nothing.
If you have a thread per client, why don't you just let the thread be blocked by performing a read from the socket? Then the thread won't spin wasting cpu doing nothing.

Related

Unable to read data from tcp server

I have created a simple C# client application. Once it connects to the server it should read the messages sent from the server. It also has the ability to send messages to server too. However I am unable to figure out to correct way to read the data.
I am spawning a thread once it connects to the server. The thread runs in infinite loop and have two interfaces each for reading and writing. Connect() method is called from a ButtonClick event.
My code snippet is as below:
namespace WpfApp1
{
public class TCPClientClass
{
private StreamWriter SwSender;
NetworkStream Sender;
NetworkStream Receiver;
//private StreamReader SrReciever;
private Thread thrMessaging;
TcpClient tcp;
bool connected = false;
public bool Connected { get { return connected; } set { connected = value; } }
//public bool Connect(IPAddress IP, int nPortNo)
public async Task Connect(IPAddress IP, int nPortNo)
{
tcp = new TcpClient();
try
{
//tcp.Connect(strIPAddress.Parse("192.168.137.1"), 2000);
// tcp.Connect(IP , nPortNo);
await tcp.ConnectAsync(IP, nPortNo);
thrMessaging = new Thread(new ThreadStart(ThreadFunction));
thrMessaging.Start();
Connected = true;
}
catch
{
MessageBox.Show("Unable to connect to server");
//return false;
}
//return true;
}
public void Disconnect()
{
Sender?.Close();
Receiver?.Close();
tcp?.Close();
//tcp?.Client.Disconnect(false);
thrMessaging.Abort();
Connected = false;
}
private void ThreadFunction()
{
while (thrMessaging.IsAlive)
DoTasks();
}
private void DoTasks()
{
if (Connected)
{
var a = ReadMessages();
SendMessages();
}
}
private /*void*/async Task ReadMessages()
{
byte[] data = new byte[4096];
//Int32 bytesRead = 0;
//Task<int> bytesReadTask;
String responseData = String.Empty;
Receiver = tcp.GetStream();
try
{
//bytesReadTask = Receiver.ReadAsync(data, 0, data.Length);
//responseData = System.Text.Encoding.ASCII.GetString(data, 0, bytesReadTask.Result);
var response = await Receiver.ReadAsync(data, 0, data.Length);
MessageBox.Show("Server response was " + response);
Thread.Sleep(1000);
}
catch (Exception e)
{
MessageBox.Show(e.Message);
}
}
private void SendMessages()
{
try
{
string strSendData = "Hello from GUI";
Byte[] data = System.Text.Encoding.ASCII.GetBytes(strSendData);
Sender = tcp.GetStream();
Sender.Write(data, 0, data.Length);
Sender.Flush();
Thread.Sleep(1000);
}
catch (Exception e)
{
MessageBox.Show(e.Message);
}
}
}
}
you should change
var response = await Receiver.ReadAsync(data, 0, data.Length);
MessageBox.Show("Server response was " + response);
to
var response = await Receiver.ReadAsync(data, 0, data.Length);
string result = System.Text.Encoding.Default.GetString(data);
MessageBox.Show("Server response was " + result);
if you´re still having problems..my server Code:
public class tcpServer
{
public void method()
{
TcpListener server = new TcpListener(IPAddress.Any, 9999);
server.Start();
TcpClient client = server.AcceptTcpClient();
NetworkStream ns = client.GetStream();
byte[] hello = new byte[100];
hello = Encoding.Default.GetBytes("hello world");
while (client.Connected)
{
ns.Write(hello, 0, hello.Length);
}
}
}

TCP/IP listener variable byte length

I have a stream coming in that varies in length but has a start and stop character. When I run this code:
public TCPListener()
{
Int32 port = 31001;
IPAddress localAddr = IPAddress.Parse("192.168.0.78"); //Local
server = new TcpListener(localAddr, port);
server.Start();
while (true)
{
// Console.Write("Waiting for a connection...-- ");
TcpClient client = server.AcceptTcpClient();
// Console.WriteLine("new client connected");
try
{
ThreadPool.QueueUserWorkItem(new WaitCallback(HandleClient), client);
}
catch (Exception ex)
{ }
}
}
private void HandleClient(object tcpClient)
{
// string path = #"c:\Test.txt";
TcpClient client = (TcpClient)tcpClient;
Byte[] bytes = new Byte[135];
String data = null;
int i;
try
{
NetworkStream stream = client.GetStream();
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
URLObject oU = new URLObject();
oU = oDecode.TextFrameDecode(data);
Console.WriteLine(data);
Console.WriteLine("");
}
}
catch (Exception ex)
{ }
// Console.WriteLine(data);
}
I get a lot of data every second; I get the data, but it's broken up sometimes into chunks that are not parsable. When I run this code to look for the end delimiter, the feed only get one connection every couple of minutes with only one record so I think the data is getting truncated which is not correct.
static void Main(string[] args)
{
Int32 port = 31001;
IPAddress localAddr = IPAddress.Parse("192.168.0.78"); //Local
server = new TcpListener(localAddr, port);
server.Start();
while (true)
{
Console.Write("Waiting for a connection...-- ");
TcpClient client = server.AcceptTcpClient();
Console.WriteLine("new client connected");
try
{
ThreadPool.QueueUserWorkItem(new WaitCallback(HandleClient), client);
}
catch (Exception ex)
{ }
}
}
static void HandleClient(object tcpClient)
{
TcpClient client = (TcpClient)tcpClient;
Byte[] bytes = new Byte[135];
String data = null;
int i;
try
{
using (NetworkStream stream = client.GetStream())
using (StreamReader reader = new StreamReader(stream))
{
string inputLine = reader.ReadLineSingleBreak();
inputLine = inputLine + "#";
Console.WriteLine(inputLine);
URLObject oU = new URLObject();
oU = oDecode.TextFrameDecode(inputLine);
}
}
catch (Exception ex)
{ }
}
}
public static class StreamReaderExtensions
{
public static string ReadLineSingleBreak(this StreamReader self)
{
StringBuilder currentLine = new StringBuilder();
int i;
char c;
while ((i = self.Read()) >= 0)
{
c = (char)i;
if (c == '#')
{
break;
}
currentLine.Append(c);
}
return currentLine.ToString();
}
}
I need a mix of both... get all the data but then parse it correctly.
I did fix it by Pieter Witvoet advice:
static private TcpListener server = null;
static private Decode oDecode = new Decode();
static private string sLeftOver = string.Empty;
static void Main(string[] args)
{
Int32 port = 31001;
IPAddress localAddr = IPAddress.Parse("192.168.0.78"); //Local
server = new TcpListener(localAddr, port);
server.Start();
while (true)
{
Console.Write("Waiting for a connection...-- ");
TcpClient client = server.AcceptTcpClient();
Console.WriteLine("new client connected");
try
{
ThreadPool.QueueUserWorkItem(new WaitCallback(HandleClient), client);
}
catch (Exception ex)
{ }
}
}
static void HandleClient(object tcpClient)
{
TcpClient client = (TcpClient)tcpClient;
Byte[] bytes = new Byte[256];
String data = null;
int i;
try
{
NetworkStream stream = client.GetStream();
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
URLObject oU = new URLObject();
Console.WriteLine(data);
Console.WriteLine("");
//Split data here
string[] aData = Regex.Split(data, #"(?<=[#])");
foreach (string s in aData)
{
string sData = s;
sData = sLeftOver + sData;
if (sData.EndsWith("#"))
{
sLeftOver = string.Empty;
Console.WriteLine(sData);
Console.WriteLine("");
oU = oDecode.TextFrameDecode(sData);
}
else
{
sLeftOver = s;
}
}
}
}
catch (Exception ex)
{ }
}

Broadcasting message over UDP C#

I'm having communication problems with my Program.cs class and my handleClinet.cs class.. Program handles accepting connection from every new client that attempts connecting, and handleClinet is responsible for handling every client's individual interaction.
I have a while loop in each class which is, i assume, where the problem lies.. but I'm not sure how else to do this. The server responses are not corresponding to what they're supposed to be responding. (i.e. not going into my broadcast function and executing the statements in the Program while loop) does anyone have a solution to this? Thanks in advance
class Program
{
public static Hashtable clientsList = new Hashtable();
static void Main(string[] args)
{
UdpClient server = new UdpClient(8888);
IPEndPoint remoteEndPoint = new IPEndPoint(IPAddress.Any, 0);
string data = "";
Console.WriteLine("Auction Server Started ....");
while (true)
{
try
{
//Reads data
byte[] inStream = server.Receive(ref remoteEndPoint);
data = Encoding.ASCII.GetString(inStream);
Console.WriteLine("REGISTER Client at " + remoteEndPoint);
byte[] sendBytes = Encoding.ASCII.GetBytes("REGISTERED " + remoteEndPoint.ToString());
server.Send(sendBytes, sendBytes.Length, remoteEndPoint);
handleClinet client = new handleClinet();
clientsList.Add(data, server);
client.startClient(server, data, clientsList, remoteEndPoint);
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
//break;
}
}
}
//Broadcast method is used to send message to ALL clients
public static void broadcast(UdpClient dest, string msg, string uName, bool flag, IPEndPoint sendEP)
{
foreach (DictionaryEntry Item in clientsList)
{
Byte[] broadcastBytes = null;
if (flag == true)
{
broadcastBytes = Encoding.ASCII.GetBytes(msg);
}
else
{
broadcastBytes = Encoding.ASCII.GetBytes(msg);
}
dest.Send(broadcastBytes, broadcastBytes.Length, sendEP);
}
}
}//end Main class
}
public class handleClinet
{
UdpClient clientSocket;
string clNo;
Hashtable clientsList;
IPEndPoint remoteIPEndPoint = new IPEndPoint(IPAddress.Any, 0);
IPEndPoint myEP = new IPEndPoint(IPAddress.Any, 0);
public void startClient(UdpClient inClientSocket, string clineNo, Hashtable cList, IPEndPoint tempEP)
{
this.myEP = tempEP;
this.clientSocket = inClientSocket;
this.clNo = clineNo;
this.clientsList = cList;
Thread ctThread = new Thread(doChat);
ctThread.Start();
}
private void doChat()
{
int requestCount = 0;
byte[] bytesFrom = new byte[10025];
string dataFromClient = null;
string rCount = null;
requestCount = 0;
while ((true))
{
try
{
requestCount = requestCount + 1;
byte[] received = clientSocket.Receive(ref remoteIPEndPoint);
dataFromClient = Encoding.ASCII.GetString(received);
Console.WriteLine(dataFromClient);
rCount = Convert.ToString(requestCount);
if (dataFromClient.Contains("DEREGISTER"))
Program.broadcast(clientSocket, "DREG-CONF", clNo, true, myEP);
else
Program.broadcast(clientSocket, dataFromClient, clNo, true, myEP);
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
break;
}
}//end while
}//end doChat
} //end class handleClinet
}

Multithreaded UDP client/server C#

I am trying to get a multi-threaded UDP client/server going, but i'm running into problems on the server side. When a client attempts to register, a thread is created and all the interactions for that client are handled in that thread, but for some reason it only enters the thread once then exits right away.. can anyone help figure out why this happens? -Thanks in advance..
namespace AuctionServer
{
class Program
{
public static Hashtable clientsList = new Hashtable();
static void Main(string[] args)
{
//IPAddress ipAd = IPAddress.Parse("255.255.255.255");
UdpClient server = new UdpClient(8888);
IPEndPoint remoteEndPoint = new IPEndPoint(IPAddress.Any, 0);
string data = "";
int listSize = 0;
Console.WriteLine("Auction Server Started ....");
listSize = clientsList.Count;
while (true)
{
//Reads data
byte[] inStream = server.Receive(ref remoteEndPoint);
data = Encoding.ASCII.GetString(inStream);
//Console.WriteLine("REGISTER " + remoteEndPoint);
if (!data.Contains("DEREGISTER "))
{
byte[] sendBytes = Encoding.ASCII.GetBytes(data + remoteEndPoint.ToString());
server.Send(sendBytes, sendBytes.Length, remoteEndPoint);
handleClinet client = new handleClinet();
Console.WriteLine(data);
clientsList.Add(data, server);
client.startClient(server, data, clientsList, remoteEndPoint);
data = "";
}
}
}
//Broadcast method is used to send message to ALL clients
public static void broadcast(UdpClient dest, string msg, string uName, bool flag, IPEndPoint sendEP, Hashtable clientsList)
{
foreach (DictionaryEntry Item in clientsList)
{
Byte[] broadcastBytes = null;
if (flag == true)
{
broadcastBytes = Encoding.ASCII.GetBytes(msg);
}
else
{
broadcastBytes = Encoding.ASCII.GetBytes(msg);
}
dest.Send(broadcastBytes, broadcastBytes.Length, sendEP);
}
}
}//end Main class
}
namespace AuctionServer
{
public class handleClinet
{
UdpClient clientSocket;
string clNo;
Hashtable clientsList;
IPEndPoint remoteIPEndPoint = new IPEndPoint(IPAddress.Any, 0);
IPEndPoint myEP = new IPEndPoint(IPAddress.Any, 0);
public void startClient(UdpClient inClientSocket, string clineNo, Hashtable cList, IPEndPoint tempEP)
{
this.myEP = tempEP;
this.clientSocket = inClientSocket;
this.clNo = clineNo;
this.clientsList = cList;
Thread ctThread = new Thread(doChat);
ctThread.Start();
}
private void doChat()
{
int requestCount = 0;
byte[] bytesFrom = new byte[10025];
string dataFromClient = null;
string rCount = null;
requestCount = 0;
while ((true))
{
try
{
//Thread.Sleep(1000);
if (requestCount == 0)
{
Console.WriteLine("Thread Created");
requestCount++;
}
byte[] received = clientSocket.Receive(ref remoteIPEndPoint);
dataFromClient = Encoding.ASCII.GetString(received);
Console.WriteLine(dataFromClient);
if (dataFromClient.Contains("DEREGISTER"))
clientSocket.Send(received, received.Length, remoteIPEndPoint);
//Program.broadcast(clientSocket, "DREG-CONF", clNo, true, myEP, clientsList);
//else
// Program.broadcast(clientSocket, dataFromClient, clNo, true, myEP, clientsList);
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
Console.ReadKey();
break;
}
}//end while
}//end doChat
}
The two loops run on different threads. So the loop in Main() is executing concurrently with the loop in your handleClinet class.
If you want to switch to the handleClinet class's loop and debug it, then use the Threads window in the debugger (Debug menu, Windows menu item, then Threads...or press Ctrl-D, T) to switch to that thread. Then you can see the call stack and state of that thread.
Note that this may not work on the Express version of Visual Studio. I haven't tried the most recent version, but past versions did not support the Threads window. (You can still debug a specific thread by setting a breakpoint there…it's just that you can't switch to the thread manually).

Socket Programming: Server/Clients and Thread Usage

static void Main(string[] args)
{
Console.Title = "Socket Server";
Console.WriteLine("Listening for client messages");
Socket serverSocket = new Socket(AddressFamily.InterNetwork,
SocketType.Stream,
ProtocolType.Tcp);
IPAddress serverIp = IPAddress.Any;
IPEndPoint serverEP = new IPEndPoint(serverIp, 8000);
SocketPermission socketPermission = new SocketPermission(NetworkAccess.Accept,
TransportType.Tcp,
"127.0.0.1", 8000);
serverSocket.Bind(serverEP);
serverSocket.Listen(2);
while(true)
{
//Socket connection = serverSocket.Accept();
connection = serverSocket.Accept();
Thread clientThread = new Thread(new ParameterizedThreadStart(MultiUser));
clientThread.Start(connection);
}
}
public static void MultiUser(object connection)
{
byte[] serverBuffer = new byte[10025];
string message = string.Empty;
int bytes = ((Socket)connection).Receive(serverBuffer, serverBuffer.Length, 0);
message += Encoding.ASCII.GetString(serverBuffer, 0, bytes);
Console.WriteLine(message);
TcpClient client = new TcpClient();
client.Client = ((Socket)connection);
IntPtr handle = client.Client.Handle;
}
I want to write a chat program which has one server and 2 clients. The problem is that, I can not direct the message sent from the client1 to client2 via the server. How can the server distinguish threads so that it can send the received message from client1 to client2?
Each client has their own handle. You can access this via the Handle property. For example:
TcpClient client = tcpListener.AcceptTcpClient();
IntPtr handle = client.Client.Handle; //returns a handle to the connection
Then all you need to do is store this in a hashtable, and iterate through it, looking for available data. When you detect data on the wire for one of the connections, then save it and retransmit it to the other clients in the table.
Remember to make sure that you make this multithreaded so a listen request on one client does not block any send or receive functions on other clients!
I've added some code here you should be able to work with (tested it out on my system)
private void HandleClients(object newClient)
{
//check to see if we are adding a new client, or just iterating through existing clients
if (newClient != null)
{
TcpClient newTcpClient = (TcpClient)newClient;
//add this client to our list
clientList.Add(newTcpClient.Client.Handle, newTcpClient);
Console.WriteLine("Adding handle: " + newTcpClient.Client.Handle); //for debugging
}
//iterate through existing clients to see if there is any data on the wire
foreach (TcpClient tc in clientList.Values)
{
if (tc.Available > 0)
{
int dataSize = tc.Available;
Console.WriteLine("Received data from: " + tc.Client.Handle); //for debugging
string text = GetNetworkString(tc.GetStream());
//and transmit it to everyone else
foreach (TcpClient otherClient in clientList.Values)
{
if (tc.Client.Handle != otherClient.Client.Handle)
{
Send(otherClient.GetStream(), text);
}
}
}
}
}
public void Send(NetworkStream ns, string data)
{
try
{
byte[] bdata = GetBytes(data, Encoding.ASCII);
ns.Write(bdata, 0, bdata.Length);
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine(ex.Message);
}
}
protected string GetNetworkString(NetworkStream ns)
{
if (ns.CanRead)
{
string receivedString;
byte[] b = GetNetworkData(ns);
receivedString = System.Text.Encoding.UTF8.GetString(b);
log.Info("Received string: " + receivedString);
return receivedString;
}
else
return null;
}
protected byte[] GetNetworkData(NetworkStream ns)
{
if (ns.CanRead)
{
log.Debug("Data detected on wire...");
byte[] b;
byte[] myReadBuffer = new byte[1024];
MemoryStream ms = new MemoryStream();
int numberOfBytesRead = 0;
// Incoming message may be larger than the buffer size.
do
{
numberOfBytesRead = ns.Read(myReadBuffer, 0, myReadBuffer.Length);
ms.Write(myReadBuffer, 0, numberOfBytesRead);
}
while (ns.DataAvailable);
//and get the full message
b = new byte[(int)ms.Length];
ms.Seek(0, SeekOrigin.Begin);
ms.Read(b, 0, (int)ms.Length);
ms.Close();
return b;
}
else
return null;
}
You will want to call HandleClients from a main thread that checks to see if there are any pending requests or not, and runs on a loop.

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