I'm sending 10 messages from a client to a server in a loop, and then responses back from the server to the client using TPL's FromAsync (targeting .NET 4.0)
After the last message is sent from the client, I'm trying to measure the total time taken until the final response is received. To do this, I call Task.WaitAll but I get an AggregateException who's inner exception says "A task was cancelled" for all the tasks. The server is receiving the requests.
Code:
private static double MeasureAsyncTPL(List<string> stringList)
{
var stopwatch = new Stopwatch();
stopwatch.Start();
var tasks = new Task[stringList.Count];
for (int i = 0; i < stringList.Count; i++)
{
string source = stringList[i];
tasks[i] = SendMessageToServerAsync(source);
//SendMessageToServerAsync(source);
}
Task.WaitAll(tasks);
stopwatch.Stop();
return stopwatch.Elapsed.TotalMilliseconds;
}
static Task SendMessageToServerAsync(string message)
{
Task task;
var byteArray = MessageToByteArray(message, Encoding.UTF8);
using (var tcpClient = new TcpClient())
{
tcpClient.Connect("127.0.0.1", 5000);
using (var networkStream = tcpClient.GetStream())
{
task = Write(networkStream,byteArray,0);
Task continuation = task.ContinueWith(ant => Read(ant, networkStream), TaskContinuationOptions.NotOnFaulted | TaskContinuationOptions.AttachedToParent);
return continuation;
}
}
}
private static Task Write(NetworkStream stream, byte[] buffer, int offset)
{
return Task.Factory.FromAsync(stream.BeginWrite, stream.EndWrite, buffer, offset, buffer.Length, null);
}
private static Task Read(Task write, NetworkStream stream)
{
byte[] data = new byte[50];
return Task<int>.Factory.FromAsync(stream.BeginRead, stream.EndRead, data, 0, data.Length, null);
}
The exception is being picked up inside MeasureAsyncTPL on the line Task.WaitAll(tasks). How can I fix this exception?
Second question - is FromAsync inside my Read method guaranteed to return the entire message from the server? Or do I need to call it multiple times while keeping track of a the size of the byte array that the server sent?
You are disposing of the networkStream and tcpClient before the write and read operations start or have time to work.
With .NET 4.0, you need to do something as complex as this (this is something to start with, it needs more work):
var byteArray = MessageToByteArray(message, Encoding.UTF8);
var tcpClient = new TcpClient();
NetworkStream networkStream = null;
try
{
tcpClient.Connect("127.0.0.1", 5000);
networkStream = tcpClient.GetStream();
}
catch
{
((IDisposable)tcpClient).Dispose();
throw;
}
byte[] read_buffer = new byte[50];
Action dispose_action = () =>
{
((IDisposable)tcpClient).Dispose();
networkStream.Dispose();
};
var write_task = networkStream.WriteAsync(byteArray, 0, byteArray.Length);
write_task
.ContinueWith(wt =>
{
var read_task = networkStream.ReadAsync(read_buffer, 0, read_buffer.Length);
read_task.ContinueWith(rt =>
{
//See if rt task is successful and if so, process read data here
dispose_action();
});
},
TaskContinuationOptions.OnlyOnRanToCompletion);
write_task.ContinueWith(wt => dispose_action, TaskContinuationOptions.NotOnRanToCompletion);
The main idea of the code above is that you don't dispose of the TCP client and the network stream object until the read/write operations are done.
Imagine how complex this code would become if you want to read multiple times in some kind of loop.
With .NET 4.5, you can use async and await to do something (simpler) like this:
static async Task SendMessageToServerAsync(string message)
{
var byteArray = MessageToByteArray(message, Encoding.UTF8);
using (var tcpClient = new TcpClient())
{
tcpClient.Connect("127.0.0.1", 5000);
using (var networkStream = tcpClient.GetStream())
{
await networkStream.WriteAsync(byteArray, 0, byteArray.Length);
byte[] read_buffer = new byte[50];
int read = await networkStream.ReadAsync(read_buffer, 0, read_buffer.Length);
// do something with the read_buffer
}
}
}
Related
Ok, so I've been making an asynchronous IRC and it works fine except for one issue. The client can write and the server can read. Except the server can't write and the client can't read. Any help?
https://github.com/theprogrammer4568/IRC
async public static Task Receive()
{
while(true)
{
Byte[] bytes = new Byte[256];
int data = await Server.stream.ReadAsync(bytes, 0, bytes.Length);
string message = System.Text.Encoding.ASCII.GetString(bytes, 0, data);
Console.WriteLine(message);
}
}
async public static Task Send()
{
while(true)
{
Byte[] bytes = new Byte[256];
string message = Console.ReadLine();
Byte[] data = System.Text.Encoding.ASCII.GetBytes(message);
await Server.stream.WriteAsync(data, 0, data.Length);
}
}
async static Task Async()
{
await Task.Run(Read.Receive);
await Task.Run(Write.Send);
}
Your Send function never runs, because your Receive function loops forever.
Even though you are running them on different threads with Task.Run(), you are still awaiting the result of Receive before running Send.
The example shown on the following page doesn't work:
Using c# ClientWebSocket with streams
It hangs on the following line:
await ws.ConnectAsync(serverUri, CancellationToken.None);
It appears the connection is not made.
Please indicate the simplest modification to make the following code work. I do not wish to use any 3rd party tools or libraries.
private static async Task DoClientWebSocket()
{
using (ClientWebSocket ws = new ClientWebSocket())
{
Uri serverUri = new Uri("wss://echo.websocket.org/");
await ws.ConnectAsync(serverUri, CancellationToken.None);
while (ws.State == WebSocketState.Open)
{
string msg = "hello123";
ArraySegment<byte> bytesToSend = new ArraySegment<byte>(Encoding.UTF8.GetBytes(msg));
await ws.SendAsync(bytesToSend, WebSocketMessageType.Text, true, CancellationToken.None);
ArraySegment<byte> bytesReceived = new ArraySegment<byte>(new byte[1024]);
WebSocketReceiveResult result = await ws.ReceiveAsync(bytesReceived, CancellationToken.None);
Console.WriteLine(Encoding.UTF8.GetString(bytesReceived.Array, 0, result.Count));
}
}
}
You are correct. You don't need to add any header in order to use wss://echo.websocket.org/. Your code run just fine at my end. But I'll suggest one improvement to include timeout for your ConnectAsync, SendAsync and ReceiveAsync calls so that it do not get stuck for long.
I have restricted code to call SendAsync to just 5 times so that its easier to verify output.
[Edited:] Include logic to receive complete response by calling `ReceiveAsync multiple times.
private static async Task DoClientWebSocket()
{
using (ClientWebSocket ws = new ClientWebSocket())
{
Uri serverUri = new Uri("wss://echo.websocket.org/");
//Implementation of timeout of 5000 ms
var source = new CancellationTokenSource();
source.CancelAfter(5000);
await ws.ConnectAsync(serverUri, source.Token);
var iterationNo = 0;
// restricted to 5 iteration only
while (ws.State == WebSocketState.Open && iterationNo++ < 5)
{
string msg = "hello0123456789123456789123456789123456789123456789123456789";
ArraySegment<byte> bytesToSend =
new ArraySegment<byte>(Encoding.UTF8.GetBytes(msg));
await ws.SendAsync(bytesToSend, WebSocketMessageType.Text,
true, source.Token);
//Receive buffer
var receiveBuffer = new byte[200];
//Multipacket response
var offset = 0;
var dataPerPacket = 10; //Just for example
while (true)
{
ArraySegment<byte> bytesReceived =
new ArraySegment<byte>(receiveBuffer, offset, dataPerPacket);
WebSocketReceiveResult result = await ws.ReceiveAsync(bytesReceived,
source.Token);
//Partial data received
Console.WriteLine("Data:{0}",
Encoding.UTF8.GetString(receiveBuffer, offset,
result.Count));
offset += result.Count;
if (result.EndOfMessage)
break;
}
Console.WriteLine("Complete response: {0}",
Encoding.UTF8.GetString(receiveBuffer, 0,
offset));
}
}
}
static void Main(string[] args)
{
var taskWebConnect = Task.Run(() => DoClientWebSocket());
taskWebConnect.Wait();
}
Output on command prompt:
Data:hello01234
Data:5678912345
Data:6789123456
Data:7891234567
Data:8912345678
Data:9123456789
Complete response: hello0123456789123456789123456789123456789123456789123456789
I have implemented a socket client using TcpClient class. So I can send and receive data, everything works good. But I ask some of the guru's out there :) Is there something wrong with my implementation? maybe there is a better way of doing things. In particular, how do I handle disconnects? Is there some indicator (or maybe I can write one myself) that tells me that socket has disconnected?
I also have looked into async await features of Socket class, but can't wrap my head around "SocketAsyncEventArgs", why is it there in the first place.
Why cant i just: await Client.SendAsync("data"); ?
public class Client
{
private TcpClient tcpClient;
public void Initialize(string ip, int port)
{
try
{
tcpClient = new TcpClient(ip, port);
if (tcpClient.Connected)
Console.WriteLine("Connected to: {0}:{1}", ip, port);
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
Initialize(ip, port);
}
}
public void BeginRead()
{
var buffer = new byte[4096];
var ns = tcpClient.GetStream();
ns.BeginRead(buffer, 0, buffer.Length, EndRead, buffer);
}
public void EndRead(IAsyncResult result)
{
var buffer = (byte[])result.AsyncState;
var ns = tcpClient.GetStream();
var bytesAvailable = ns.EndRead(result);
Console.WriteLine(Encoding.ASCII.GetString(buffer, 0, bytesAvailable));
BeginRead();
}
public void BeginSend(string xml)
{
var bytes = Encoding.ASCII.GetBytes(xml);
var ns = tcpClient.GetStream();
ns.BeginWrite(bytes, 0, bytes.Length, EndSend, bytes);
}
public void EndSend(IAsyncResult result)
{
var bytes = (byte[])result.AsyncState;
Console.WriteLine("Sent {0} bytes to server.", bytes.Length);
Console.WriteLine("Sent: {0}", Encoding.ASCII.GetString(bytes));
}
}
And the usage:
static void Main(string[] args)
{
var client = new Client();
client.Initialize("127.0.0.1", 8778);
client.BeginRead();
client.BeginSend("<Names><Name>John</Name></Names>");
Console.ReadLine();
}
Okay it took me 10 seconds to find biggest issue you could've done :
public void BeginRead()
{
var buffer = new byte[4096];
var ns = tcpClient.GetStream();
ns.BeginRead(buffer, 0, buffer.Length, EndRead, buffer);
}
But don't worry that's why we are on SO.
First let me explain why it's such a big issue.
Assume that you're sending message which is 4097 bytes long. Your buffer can only accept 4096 bytes meaning that you cannot pack whole message into this buffer.
Assume you're sending message which is 12 bytes long. You're still allocating 4096 bytes in your memory just to store 12 bytes.
How to deal with this?
Every time you work with networking you should consider making some kind of protocol ( some people call it message framing, but it's just a protocol ) that will help you to identify incomming package.
Example of a protocol could be :
[1B = type of message][4B = length][XB = message]
- where X == BitConvert.ToInt32(length);
Receiver:
byte messageType = (byte)netStream.ReadByte();
byte[] lengthBuffer = new byte[sizeof(int)];
int recv = netStream.Read(lengthBuffer, 0, lengthBuffer.Length);
if(recv == sizeof(int))
{
int messageLen = BitConverter.ToInt32(lengthBuffer, 0);
byte[] messageBuffer = new byte[messageLen];
recv = netStream.Read(messageBuffer, 0, messageBuffer.Length);
if(recv == messageLen)
{
// messageBuffer contains your whole message ...
}
}
Sender:
byte messageType = (1 << 3); // assume that 0000 1000 would be XML
byte[] message = Encoding.ASCII.GetBytes(xml);
byte[] length = BitConverter.GetBytes(message.Length);
byte[] buffer = new byte[sizeof(int) + message.Length + 1];
buffer[0] = messageType;
for(int i = 0; i < sizeof(int); i++)
{
buffer[i + 1] = length[i];
}
for(int i = 0; i < message.Length; i++)
{
buffer[i + 1 + sizeof(int)] = message[i];
}
netStream.Write(buffer);
Rest of your code looks okay. But in my opinion using asynchronous operations in your case is just useless. You can do the same with synchronous calls.
It's hard to answer because theres no exact question here but more some kind of code review. But still some hints:
Your connect mechanism seems wrong. I don't think TcpClient.Connected will block until the connection was established. So it will often just fail as the connection is in progress and then you start all over again. You should switch to using a blocking or async Connect method.
SocketAsyncEventArgs is a mechanism for high performance async data transmission. There's rarely a need for it. You should just ignore it
If you want to send data asynchronously you should use the Async methods which return a Task, because these can be easily combined with async/await.
The APM model (BeginXYZ/EndXYZ) is kind of deprecated, you shouldn't use it anymore in new code. One issue with it is that sometimes the End method is called synchronously inside the Begin method which can lead to surprising behavior. If this is not the case the completion callback will be performed from a random thread on the ThreadPool. This is also often not what you want. The TPL methods avoid this.
For your simple use case the blocking methods are also totally fine and do not come with the complexity of the various async methods.
The reading side of the code with TPL methods (untested):
public async Task Initialize(string ip, int port)
{
tcpClient = new TcpClient;
await tcpClient.ConnectAsync(ip, port);
Console.WriteLine("Connected to: {0}:{1}", ip, port);
}
public async Task Read()
{
var buffer = new byte[4096];
var ns = tcpClient.GetStream();
while (true)
{
var bytesRead = await ns.ReadAsync(buffer, 0, buffer.Length);
if (bytesRead == 0) return; // Stream was closed
Console.WriteLine(Encoding.ASCII.GetString(buffer, 0, bytesRead));
}
}
In the initialization part you would do:
await client.Initialize(ip, port);
// Start reading task
Task.Run(() => client.Read());
For using synchronous methods delete all Async occurences and replace Task with Thread.
While making a c# application for remote controlling cisco routers using TCP, I got the problem of waiting for a response from the router.
For the application I have to connect to a Cisco router using a TCP connection. After the connection has been made a networkstream will push my command to the Cisco router. To let the router process the command, I am using Thread.Sleep. This is not the best solution.
Here is the complete code to get a idea what my program is doing.
string IPAddress = "192.168.1.1";
string message = "show running-config"; // command to run
int bytes;
string response = "";
byte[] responseInBytes = new byte[4096];
var client = new TcpClient();
client.ConnectAsync(IPAddress, 23).Wait(TimeSpan.FromSeconds(2));
if (client.Connected == true)
{
client.ReceiveTimeout = 3;
client.SendTimeout = 3;
byte[] messageInBytes = Encoding.ASCII.GetBytes(message);
NetworkStream stream = client.GetStream();
Console.WriteLine();
stream.Write(messageInBytes, 0, messageInBytes.Count()); //send data to router
Thread.Sleep(50); // temporary way to let the router fill his tcp response
bytes = stream.Read(responseInBytes, 0, responseInBytes.Length);
response = Encoding.ASCII.GetString(responseInBytes, 0, bytes);
return response; //whole command output
}
return null;
What is a good and reliable way to get the full response.
Thanks for any help or command.
More info:
The networksteam is always filled with something, most of the time it is filled with the cisco IOS login page. The biggest problem is to determine when the router is done filling up the response.
The response I most of the time get:
"??\u0001??\u0003??\u0018??\u001f\r\n\r\nUser Access Verification\r\n\r\nUsername: "
The return data will be diffent every time because it will be a result of a cisco command. This can vary from a short string to a very long string.
mrmathijs95 -
When reading from NetworkStream with Stream.Read it not 100% sure that you will read all expected data. Stream.Read can return when only few packet arrived and not waiting for others.
To be sure that you get all data use BinaryReader for reading.
BinaryReader.Read method will block current thread until all expected data arrived
private string GetResponse(string message)
{
const int RESPONSE_LENGTH = 4096;
byte[] messageInBytes = Encoding.ASCII.GetBytes(message);
bool leaveStreamOpen = true;
using(var writer = new BinaryWriter(client.GetStream()))
{
writer.Write(messageInBytes);
}
using(var reader = New BinaryReader(client.GetStream()))
{
byte[] bytes = reader.Read(RESPONSE_LENGTH );
return Encoding.ASCII.GetString(bytes);
}
}
Don't use Thread.Sleep. I would async/await the entire thing, given that you don't always know what the data is based on your recent edit. This is how I would do it (untested):
public class Program
{
// call Foo write with "show running-config"
}
public class Foo
{
private TcpClient _client;
private ConcurrentQueue<string> _responses;
private Task _continualRead;
private CancellationTokenSource _readCancellation;
public Foo()
{
this._responses = new ConcurrentQueue<string>();
this._readCancellation = new CancellationTokenSource();
this._continualRead = Task.Factory.StartNew(this.ContinualReadOperation, this._readCancellation.Token, this._readCancellation.Token);
}
public async Task<bool> Connect(string ip)
{
this._client = new TcpClient
{
ReceiveTimeout = 3, // probably shouldn't be 3ms.
SendTimeout = 3 // ^
};
int timeout = 1000;
return await this.AwaitTimeoutTask(this._client.ConnectAsync(ip, 23), timeout);
}
public async void StreamWrite(string message)
{
var messageBytes = Encoding.ASCII.GetBytes(message);
var stream = this._client.GetStream();
if (await this.AwaitTimeoutTask(stream.WriteAsync(messageBytes, 0, messageBytes.Length), 1000))
{
//write success
}
else
{
//write failure.
}
}
public async void ContinualReadOperation(object state)
{
var token = (CancellationToken)state;
var stream = this._client.GetStream();
var byteBuffer = new byte[4096];
while (!token.IsCancellationRequested)
{
int bytesLastRead = 0;
if (stream.DataAvailable)
{
bytesLastRead = await stream.ReadAsync(byteBuffer, 0, byteBuffer.Length, token);
}
if (bytesLastRead > 0)
{
var response = Encoding.ASCII.GetString(byteBuffer, 0, bytesLastRead);
this._responses.Enqueue(response);
}
}
}
private async Task<bool> AwaitTimeoutTask(Task task, int timeout)
{
return await Task.WhenAny(task, Task.Delay(timeout)) == task;
}
public void GetResponses()
{
//Do a TryDequeue etc... on this._responses.
}
}
I didn't expose the read cancellation publicly, but you could add this method to cancel the read operation:
public void Cancel()
{
this._readCancellation.Cancel();
}
And then dispose of your client and all that fun stuff.
Lastly, because you said there's always data available on the stream, where you're doing the read you may have to do some logic on the number of bytes last read to offset yourself within the stream if the data doesn't clear. You'll know if the responses you're getting is always the same.
This is the working code for me.
It uses the solution of Fabio,
combined with a while loop to check every X miliseconds if the response has changed.
client.ReceiveTimeout = 3;
client.SendTimeout = 3;
byte[] messageInBytes = Encoding.ASCII.GetBytes(message);
NetworkStream stream = client.GetStream();
Console.WriteLine();
using (var writer = new BinaryWriter(client.GetStream(),Encoding.ASCII,true))
{
writer.Write(messageInBytes);
}
using (var reader = new BinaryReader(client.GetStream(),Encoding.ASCII, true))
{
while (itIsTheEnd == false)
{
bytes = reader.Read(responseInBytes, 0, responseInBytes.Count());
if (lastBytesArray == responseInBytes)
{
itIsTheEnd = true;
}
lastBytesArray = responseInBytes;
Thread.Sleep(15);
}
}
response = Encoding.ASCII.GetString(responseInBytes);
Thanks for everyone who suggested a solution.
And thanks to Fabio for the given solution.
Consider the following code:
internal class Program
{
private static void Main(string[] args)
{
var client = new TcpClient();
client.ConnectAsync("localhost", 7105).Wait();
var stream = client.GetStream();
var observable = stream.ReadDataObservable().Repeat();
var s = from d in observable.Buffer(4)
let headerLength = IPAddress.NetworkToHostOrder(BitConverter.ToInt16(d.ToArray(), 2))
let b = observable.Take(headerLength)
select b.ToEnumerable().ToArray();
s.Subscribe(a => Console.WriteLine("{0}", a));
Console.ReadLine();
}
}
public static class Extensions
{
public static IObservable<byte> ReadDataObservable(this Stream stream)
{
return Observable.Defer(async () =>
{
var buffer = new byte[1024];
var readBytes = await stream.ReadAsync(buffer, 0, buffer.Length);
return buffer.Take(readBytes).ToObservable();
});
}
}
Basically I want to parse the messages I receive with Reactive Extensions. The header of the message is parsed correctly using the Buffer(4) and I get the length of the remainder of the message. The problem that arises is that when I do stream.Take(headerLength), the code reevaluates the whole "chain" and tries to get a new message from the stream instead of returning the rest of the bytes which already has been read from the stream. To be more exact, the first ReadAsync(...) returns 38 bytes, the Buffer(4) returns the first 4 of those, the observable.Take(headerLength) does not return the remainding 34 bytes but instead tries to read a new message with ReadAsync.
The question is, how can I make sure the observable.Take(headerLength) receives the already read 34 bytes and not try to read a new message from the stream? I've searched around for a solution, but I can't really figure out how to achieve this.
Edit: This solution (Using Reactive Extensions (Rx) for socket programming practical?) is not what I'm looking for. This isn't reading everything available in the stream (up to buffersize) and makes a continous bytestream out of it. To me this solution doesn't seem like a very efficient way to read from a stream, hence my question.
This approach isn't going to work. The problem is the way you are using the observable. Buffer will not read 4 bytes and quit, it will continually read 4 byte chunks. The Take forms a second subscription that will read overlapping bytes. You'll find it much easier to parse the stream directly into messages.
The following code makes a good deal of effort to clean up properly as well.
Assuming your Message is just this, (ToString added for testing):
public class Message
{
public byte[] PayLoad;
public override string ToString()
{
return Encoding.UTF8.GetString(PayLoad);
}
}
And you have acquired a Stream then you can parse it as follows. First, a method to read an exact number of bytes from a stream:
public async static Task ReadExactBytesAsync(
Stream stream, byte[] buffer, CancellationToken ct)
{
var count = buffer.Length;
var totalBytesRemaining = count;
var totalBytesRead = 0;
while (totalBytesRemaining != 0)
{
var bytesRead = await stream.ReadAsync(
buffer, totalBytesRead, totalBytesRemaining, ct);
ct.ThrowIfCancellationRequested();
totalBytesRead += bytesRead;
totalBytesRemaining -= bytesRead;
}
}
Then the conversion of a stream to IObservable<Message>:
public static IObservable<Message> ReadMessages(
Stream sourceStream,
IScheduler scheduler = null)
{
int subscribed = 0;
scheduler = scheduler ?? Scheduler.Default;
return Observable.Create<Message>(o =>
{
// first check there is only one subscriber
// (multiple stream readers would cause havoc)
int previous = Interlocked.CompareExchange(ref subscribed, 1, 0);
if (previous != 0)
o.OnError(new Exception(
"Only one subscriber is allowed for each stream."));
// we will return a disposable that cleans
// up both the scheduled task below and
// the source stream
var dispose = new CompositeDisposable
{
Disposable.Create(sourceStream.Dispose)
};
// use async scheduling to get nice imperative code
var schedule = scheduler.ScheduleAsync(async (ctrl, ct) =>
{
// store the header here each time
var header = new byte[4];
// loop until cancellation requested
while (!ct.IsCancellationRequested)
{
try
{
// read the exact number of bytes for a header
await ReadExactBytesAsync(sourceStream, header, ct);
}
catch (OperationCanceledException)
{
throw;
}
catch (Exception ex)
{
// pass through any problem in the stream and quit
o.OnError(new InvalidDataException("Error in stream.", ex));
return;
}
ct.ThrowIfCancellationRequested();
var bodyLength = IPAddress.NetworkToHostOrder(
BitConverter.ToInt16(header, 2));
// create buffer to read the message
var payload = new byte[bodyLength];
// read exact bytes as before
try
{
await ReadExactBytesAsync(sourceStream, payload, ct);
}
catch (OperationCanceledException)
{
throw;
}
catch (Exception ex)
{
o.OnError(new InvalidDataException("Error in stream.", ex));
return;
}
// create a new message and send it to client
var message = new Message { PayLoad = payload };
o.OnNext(message);
}
// wrap things up
ct.ThrowIfCancellationRequested();
o.OnCompleted();
});
// return the suscription handle
dispose.Add(schedule);
return dispose;
});
}
EDIT - Very hacky test code I used:
private static void Main(string[] args)
{
var listener = new TcpListener(IPAddress.Any, 12873);
listener.Start();
var listenTask = listener.AcceptTcpClientAsync();
listenTask.ContinueWith((Task<TcpClient> t) =>
{
var client = t.Result;
var stream = client.GetStream();
const string messageText = "Hello World!";
var body = Encoding.UTF8.GetBytes(messageText);
var header = BitConverter.GetBytes(
IPAddress.HostToNetworkOrder(body.Length));
for (int i = 0; i < 5; i++)
{
stream.Write(header, 0, 4);
stream.Write(body, 0, 4);
stream.Flush();
// deliberate nasty delay
Thread.Sleep(2000);
stream.Write(body, 4, body.Length - 4);
stream.Flush();
}
stream.Close();
listener.Stop();
});
var tcpClient = new TcpClient();
tcpClient.Connect(new IPEndPoint(IPAddress.Loopback, 12873));
var clientStream = tcpClient.GetStream();
ReadMessages(clientStream).Subscribe(
Console.WriteLine,
ex => Console.WriteLine("Error: " + ex.Message),
() => Console.WriteLine("Done!"));
Console.ReadLine();
}
Wrapping up
You need to think about setting a timeout for reads, in case the server dies, and some kind of "end message" should be sent by the server. Currently this method will just continually tries to receive bytes. As you haven't specced it, I haven't included anything like this - but if you do, then as I've written it just breaking out of the while loop will cause OnCompleted to be sent.
I guess what is needed here is Qactive: A Rx.Net based queryable reactive tcp server provider
Server
Observable
.Interval(TimeSpan.FromSeconds(1))
.ServeQbservableTcp(new IPEndPoint(IPAddress.Loopback, 3205))
.Subscribe();
Client
var datasourceAddress = new IPEndPoint(IPAddress.Loopback, 3205);
var datasource = new TcpQbservableClient<long>(datasourceAddress);
(
from value in datasource.Query()
//The code below is actually executed on the server
where value <= 5 || value >= 8
select value
)
.Subscribe(Console.WriteLine);
What´s mind blowing about this is that clients can say what and how frequently they want the data they receive and the server can still limit and control when, how frequent and how much data it returns.
For more info on this https://github.com/RxDave/Qactive
Another blog.sample
https://sachabarbs.wordpress.com/2016/12/23/rx-over-the-wire/