Sockets not able to receive message from the server - c#

I am trying to connect to a application using sockets.
The application communicates using port 6100.
I am am able to send the messages to the application but not able to receive any message.
This is my code please let me know if i am doing anything wrong.
public void Connect2(string host, int port, string cmd)
{
byte[] bytes = new byte[10024];
IPAddress[] IPs = Dns.GetHostAddresses(host);
Socket s = new Socket(AddressFamily.InterNetwork,
SocketType.Stream,
ProtocolType.Tcp);
s.SendTimeout = 100;
Console.WriteLine("Establishing Connection to {0}",
host);
try
{
s.Connect(IPs[0], port);
}
catch (Exception e)
{
MessageBox.Show(e.Message);
}
byte[] sendBites = System.Text.Encoding.ASCII.GetBytes(cmd);
int bytesSent = s.Send(sendBites);
int bytesRec = s.Receive(bytes);
s.ReceiveFrom(bytes, ref tmpRemote);
MessageBox.Show(s.ReceiveBufferSize.ToString());
MessageBox.Show(Encoding.ASCII.GetString(bytes, 0, bytesRec));
s.Shutdown(SocketShutdown.Both);
s.Close();
}

First when the Connect failes, you're still trying to send/receive data. Put the send and receive inside the try/catch.
I can see that you're calling receive twice:
int bytesRec = s.Receive(bytes);
s.ReceiveFrom(bytes, ref tmpRemote);
What probably happens is:
You are sending a command
You are waiting for a response "int bytesRec = s.Receive(bytes);"
Then again you are waiting for more data.. "s.ReceiveFrom(bytes, ref tmpRemote);"
But probably the server won't send additional data, so you are waiting "forever"
Try again removing the s.ReceiveFrom(bytes, ref tmpRemote);
The Socket.ReceiveFrom() is usually used for receiving UDP broadcasts.

This piece of code works fine.
public string SocketSendReceive(string server, int port, string cmd)
{
byte[] recvBuffer = new byte[1024];
string host = "127.0.0.1";
TcpClient tcpClient = new TcpClient();
try
{
tcpClient.Connect(host, 6100);
}
catch (SocketException /*e*/)
{
tcpClient = null;
}
if (tcpClient != null && tcpClient.Connected)
{
tcpClient.Client.Send(Encoding.UTF8.GetBytes(cmd));
tcpClient.Client.Receive(recvBuffer);
// port = Convert.ToInt16(Encoding.UTF8.GetString(recvBuffer).Substring(2));
tcpClient.Close();
}
return Encoding.ASCII.GetString(recvBuffer, 0, recvBuffer.Length);
}

Related

C# Receive TCP messages while sending

I'm having an issue with making an async tcp listener in C# (.NET 6). Basically, I have two computers (one with an IP of 172.22.167.159 and the other with an IP of 172.22.160.1). On the computer with an IP of .160.1, I want to be able to send text to the computer with IP .167.159 while being able to receive messages from it too. Currently, I'm able to send messages to .167.159, but when I try to set up an async function to receive messages (so I can still send while receiving). However, I'm unable to make it work (when I run it, the whole program just doesn't do anything). Below is my code, thanks for the help:
using System.Net;
using System.Net.Sockets;
using System.Text;
namespace TcpTest
{
public class Program
{
public static void Main(string[] args)
{
// create socket to .167.159
Socket soc = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPAddress ipAdd = IPAddress.Parse("172.22.167.159");
IPEndPoint remoteEP = new IPEndPoint(ipAdd, 44444);
soc.Connect(remoteEP);
Listen(); // listen for text from .167.159 async so input isn't blocked, allowing me to still send text
// send data to .167.159
while (true)
{
byte[] byData = Encoding.ASCII.GetBytes($"{Console.ReadLine()}\n");
soc.Send(byData);
}
}
private static async void Listen()
{
try
{
int port = 44444;
IPAddress ipAddress = IPAddress.Parse("172.22.160.1");
TcpListener server = new TcpListener(ipAddress, port);
server.Start();
byte[] bytes = new byte[256];
string? data = null;
while (true)
{
TcpClient client = server.AcceptTcpClient();
data = null;
NetworkStream stream = client.GetStream();
int i;
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Console.WriteLine($"Received: {data}");
data = data.ToUpper();
byte[] msg = System.Text.Encoding.ASCII.GetBytes(data);
stream.Write(msg, 0, msg.Length);
Console.WriteLine($"Sent: {data}");
}
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
}
}

Cannot connect to a localhost. Is it client or localhost issue?

I am trying to create a thread, which keeps a listener alive at 127.0.0.1. I am using the following code to create the listener:
IPAddress ipAddress = IPAddress.Parse("127.0.0.1"); //Localhost Ip Address
TcpListener connectionListner = new TcpListener(ipAddress, 2003);
connectedSocket = connectionListner.AcceptSocket();
connectionListner.Start();
I am facing the problem at the client-side. When I try to connect a client to the above-created localhost (separate program), I get an error.
Client Code:
class Client
{
static void Main(string[] args)
{
Console.WriteLine("client has started." + Environment.NewLine);
connectToLocalHost();
}
static void connectToLocalHost()
{
string ipaddress = "127.0.0.1";
int port = 2003;
try
{
TcpClient client = new TcpClient(ipaddress, port);
NetworkStream stream = client.GetStream();
Byte[] data = new Byte[256]; // Buffer to store the response bytes.
// 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);
Console.WriteLine("Received: {0}", responseData);
// Close everything.
stream.Close();
client.Close();
}
catch (SocketException SE)
{
Console.WriteLine("Socket Error..... " + SE.StackTrace);
}
}
}
Error:
Message = "No connection could be made because the target machine
actively refused it 127.0.0.1:2003"
Maybe you need to open this port on firewall.
https://www.tomshardware.com/news/how-to-open-firewall-ports-in-windows-10,36451.html

C# How do I keep the socket or connection from closing?

I am using C# written application that connects to a few of our devices via IP. The application connects to the device just fine and we can send the required commands we need to configure it. The issue I run into is after about 40 seconds to a minute of not sending any commands the connection disconnects. I am wondering what I can do to keep the socket alive for at least a few minutes. Need some guidance on implementing a heartbeat, any assistance is appreciated.
Here is the code we are using.
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
using System.Globalization;
// State object for receiving data from remote device.
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient
{
// The port number for the remote device.
//private const int port = 1000;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
static Socket client;
internal static Boolean StartClient(string ip_address, int port)
{
// Connect to a remote device.
Boolean bRtnValue = false;
try
{
// Establish the remote endpoint for the socket.
// The name of the
// remote device is "host.contoso.com".
//IPHostEntry ipHostInfo = Dns.Resolve("host.contoso.com");
IPAddress ipAddress = IPAddress.Parse(ip_address);
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
string msg = ((char)2) + "S" + (char)13;
Send(client, msg);
//sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
//receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
bRtnValue = true;
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
//return value
return bRtnValue;
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Clear();
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
Console.WriteLine(DateTime.Now.ToLongTimeString() + ": " + state.sb.ToString());
//54A111503000000000017D8857E3
//IDSSSSSSSSSSSSSSSSTTTTCCCCKK 017D
if (state.sb.ToString(0, 2) == "54")
{
string hexString = state.sb.ToString(18, 4);
int num = Int32.Parse(hexString, NumberStyles.HexNumber);
double degreesF = ((double)num / 16.0) * 9.0 / 5.0 + 32.0;
string f = degreesF.ToString("#.#");
Console.WriteLine(" " + f);
}
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else
{
Console.WriteLine("data");
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
internal void StartListening(string ip_address, int port)
{
StartClient(ip_address, port);
}
You need to implement a timer that simulates a heart beat when the is no data to be sent, I.e. after the last packet you send you start a timer for a couple of seconds. If you have data to send before that you cancel it, send your data and restart the timer again. If the timer times out you send a dummy data packet and restart the timer to do it again after the same time out period.
The reason for this is what's known as timeout, an important feature of (to my knowledge) every network protocol in place to handle when the other end of the connection aborts, disconnects, or otherwise stops transmitting data altogether. There is, after all, no way to transmit a packet saying "my cat just knocked my router down, abort connection."
What you need to do is, as mentioned in comments, send periodic no-op (ie do-nothing) commands through the network, just to keep it from timing out. Such packets are called "heartbeat" or "keepalive" signals, and should be sent far more often than the actual timeout, in case any get lost or arrive late. This is best done by starting up a seondary thread which does nothing but send heartbeats while the connection is marked as open.

Cannot access a disposed object. in c# client & Server

I had fix my Problem Cannot access a disposed object. in c# client & Server
Following Points I Used.
Used Using for Scope Limitation
i am not Closed Socket Object
class Client
{
static void Main(string[] args)
{
Console.Title = "Client Chat";
byte[] bytes = new byte[1024];// data buffer for incoming data
string data = null;
// connect to a Remote device
try
{
// Establish the remote end point for the socket
IPHostEntry ipHost = Dns.Resolve("localhost");
IPAddress ipAddr = ipHost.AddressList[0];
IPEndPoint ipEndPoint = new IPEndPoint(ipAddr, 95);
using (Socket Socketsender = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp))
{
Socketsender.Connect(ipEndPoint);
Console.WriteLine("\n\n\tSocket Connecting To Java Server...." + Socketsender.RemoteEndPoint.ToString());
while (true)
{
Console.Write("\n\n\tClient::");
string theMessage = Console.ReadLine();
byte[] msg = Encoding.ASCII.GetBytes(theMessage);
// Send the data through the socket
int bytesSent = Socketsender.Send(msg);
//Recieved from Java Server Message
int bytesRec = Socketsender.Receive(bytes);
Console.WriteLine("\n\n\tJava Server Says:: {0}", Encoding.ASCII.GetString(bytes, 0, bytesRec));
}
//Socketsender.Close();
}
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
Console.ReadLine();
}
}
You create your Socket handler object outside the loop and close it inside the loop. The second pass through your loop you are looking at a Socket object that you have already closed.
Don't close your Socket until you are finished with it.

HTTP GET (with Header 'Connection: keep alive') over TCP

I want to do the following with a raw C# socket. I understand that usually the most appropriate way is via HTTP, with a HTTP client. The browser understands that this connection must be kept open in some way.
http://server.domain.com/protocol/do_something.txt
I am trying the following in C#, but have had no luck. What am I doing wrong? Is there a header missing? Should I be encoding what I'm sending to the server in some way? For the ReceiverSocket client, I'm using the following code, but it's just a very standard asynchronous socket client: https://stackoverflow.com/a/10390066/971580
ReceiverSocket socket = new ReceiverSocket("server.domain.com", 80);
socket.Connect();
System.Threading.Thread.Sleep(1000);
String message = "GET /protocol/do_something.txt HTTP/1.1";
message += "\r\n";
message += "\r\n";
socket.Send(message);
The socket can connect successfully, but I don't get any response when I send anything to the server. This is how I am connecting, sending and receiving.t (Apologies: I tried to do this in snippets, rather than including all the methods, but it looked horrid. . .)
public ReceiverSocket(String address, int port) : base(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp)
{
messageQueue = new Queue<MessageBase>();
IPHostEntry ipHostInfo = Dns.GetHostEntry(address);
IPAddress ipAddress = ipHostInfo.AddressList[0];
remoteEP = new IPEndPoint(ipAddress, port);
}
public void Connect()
{
this.BeginConnect(remoteEP, ConnectCallback, this);
}
private void ConnectCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
if (client.Connected)
{
client.EndConnect(ar);
Console.WriteLine("Connect Callback - Connected");
StateObject state = new StateObject();
state.workSocket = client;
state.BufferSize = 8192;
if (SocketConnected != null)
SocketConnected(client);
client.BeginReceive(state.Buffer, state.readOffset, state.BufferSize - state.readOffset, 0, ReceiveCallback, state);
}
else
{
Thread.Sleep(5000);
Connect();
}
}
catch (Exception ex)
{
Reconnect();
}
}
private void ReceiveCallback(IAsyncResult ar)
{
Console.WriteLine("Never gets here. . . ");
try
{
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
if (client.Connected)
{
int bytesRead = client.EndReceive(ar);
foreach (MessageBase msg in MessageBase.Receive(client, bytesRead, state))
{
// Add objects to the message queue
lock (this.messageQueue)
this.messageQueue.Enqueue(msg);
}
if (DataRecieved != null)
DataRecieved(client, null);
client.BeginReceive(state.Buffer, state.readOffset, state.BufferSize - state.readOffset, 0, ReceiveCallback, state);
}
else
{
Reconnect();
}
}
catch (SocketException)
{
Reconnect();
}
}
public void Send(String msg)
{
try
{
byte[] bytes = GetBytes(msg);
if (this.Connected)
{
Console.WriteLine("Sending: " + msg);
this.BeginSend(bytes, 0, bytes.Length, 0, SendCallback, this);
}
else
{
Reconnect();
}
}
catch (SocketException sox)
{
Reconnect();
}
catch (Exception ex)
{
int i = 0;
}
}
static byte[] GetBytes(string str)
{
byte[] bytes = new byte[str.Length * sizeof(char)];
System.Buffer.BlockCopy(str.ToCharArray(), 0, bytes, 0, bytes.Length);
return bytes;
}
}
public class StateObject
{
public Socket workSocket = null;
public int readOffset = 0;
public StringBuilder sb = new StringBuilder();
private int bufferSize = 0;
public int BufferSize
{
set
{
this.bufferSize = value;
buffer = new byte[this.bufferSize];
}
get { return this.bufferSize; }
}
private byte[] buffer = null;
public byte[] Buffer
{
get { return this.buffer; }
}
}
Shouldn't the fact that I haven't included the message += "Connection: close" header mean that the socket should just start sending whatever data it has asynchronously? Just to note also: I can connect successfuly using Telnet and send the data, just not with a socket yet!
Any pointers at all would be appreciated.
Thanks.
Do NOT call Send() until ConnectCallback() is called first, otherwise you risk sending your data prematurely. Using Sleep() to wait for the connection is wrong.
Do NOT call BeginReceive() until after Send() has finished sending the data.
Because you are using HTTP 1.1, then yes, the connection is kept alive by default if you are connecting to an HTTP 1.1 server. The server's Connection response header will indicate whether the server is actually keeping the connection open or not.
Also, as stated by someone else, HTTP 1.1 requests MUST have a Host header or else the request is malformed and can be rejected/ignored by the server. HTTP 1.1 has a notion of virtual hosts running on the same IP, so the Host header tells the server which host the client wants to talk to.

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