create c# asynchronous socket client in multithreaded environment - c#

I am trying to create asynchronous socket client in multithreaded environment but it is not working correctly.
As below sample code,
If i create new AsyncSocketClient and call StartClent from multi-threaded environment it will process only one or two for rest, it is not processing.(I am creating new AsyncSocketClient with every new request)
Is it because of static variables,
class AsyncSocketClient
{
private static AutoResetEvent sendDone =
new AutoResetEvent(false);
private static AutoResetEvent receiveDone =
new AutoResetEvent(false);
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
static private String response = "";
public void StartClent()
{
Socket workSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// clientSock.ReceiveTimeout = 1;
try
{
workSocket.BeginConnect(new IPEndPoint(IPAddress.Loopback, 8080), new AsyncCallback(ConnectCallBack), workSocket);
connectDone.WaitOne();
Send(s.workSocket, "<EOF>");
sendDone.WaitOne();
Receive(workSocket);
receiveDone.WaitOne();
}
catch(Exception ex)
{
}
}
private void ConnectCallBack(IAsyncResult ar)
{
Socket workSocket = (Socket)ar.AsyncState;
workSocket.EndConnect(ar);
connectDone.Set();
}
private void Receive(Socket client)
{
StateObject state = new StateObject();
state.workSocket = client;
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
}
private void ReceiveCallBack(IAsyncResult ar)
{
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
int byteReceived= client.EndReceive(ar);
if (byteReceived > 0)
{
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, state.buffer.Length));
Array.Clear(state.buffer, 0, state.buffer.Length);
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
}
else
{
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
receiveDone.Set();
}
}
private void Send(Socket client,string data)
{
byte[] sendBufer = Encoding.ASCII.GetBytes(data);
client.BeginSend(sendBufer, 0, sendBufer.Length, 0, new AsyncCallback(BeginSendCallBack), client);
}
private void BeginSendCallBack(IAsyncResult ar)
{
Socket client = (Socket)ar.AsyncState;
int byteSent= client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", byteSent);
sendDone.Set();
}
}
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 30;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}

Here is an example of a non blocking client and server with a simple echo implemented. There is no error checking and nothing is closed correctly which should be done. The server has some synchronous code just to make it easier to follow.
Client
public class AsyncClient
{
private const int Port = 9999;
private readonly string _clientId;
private readonly Random _random;
public AsyncClient(int clientId)
{
_clientId = string.Format("Client Id: {0}", clientId);
_random = new Random(clientId);
}
public void StartClient()
{
try
{
var workSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
var state = new ClientState { WorkSocket = workSocket };
workSocket.BeginConnect(new IPEndPoint(IPAddress.Loopback, Port), ConnectCallBack, state);
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
private void ConnectCallBack(IAsyncResult ar)
{
var state = (ClientState) ar.AsyncState;
state.WorkSocket.EndConnect(ar);
Send(state);
}
private void Receive(ClientState clientState)
{
clientState.WorkSocket.BeginReceive(clientState.Buffer, 0, ClientState.BufferSize, 0, ReceiveCallBack, clientState);
}
private void ReceiveCallBack(IAsyncResult ar)
{
var state = (ClientState) ar.AsyncState;
Socket client = state.WorkSocket;
int byteReceived= client.EndReceive(ar);
if (byteReceived > 0)
{
var receivedString = Encoding.UTF8.GetString(state.Buffer, 0, byteReceived);
Console.WriteLine("From Server: " + receivedString);
Array.Clear(state.Buffer, 0, state.Buffer.Length);
state.Count++;
Thread.Sleep(1000 + _random.Next(2000));
Send(state);
}
}
private void Send(ClientState clientState)
{
Console.WriteLine("Sending " + _clientId);
byte[] buffer = Encoding.UTF8.GetBytes(string.Format("Send from Thread {0} Client id {1} Count {2}", Thread.CurrentThread.ManagedThreadId, _clientId,clientState.Count));
clientState.WorkSocket.BeginSend(buffer, 0, buffer.Length, 0, BeginSendCallBack, clientState);
}
private void BeginSendCallBack(IAsyncResult ar)
{
var state = (ClientState) ar.AsyncState;
int byteSent= state.WorkSocket.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", byteSent);
Receive(state);
}
}
public class ClientState
{
// Client socket.
public Socket WorkSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] Buffer = new byte[BufferSize];
public int Count = 0;
}
Server
public class AsyncServer
{
private const int Port = 9999;
public void StartServer()
{
var thread = new Thread(Run) {IsBackground = true};
thread.Start();
}
private void Run()
{
Console.WriteLine("Running");
var tcpListener = new TcpListener(IPAddress.Loopback, Port);
tcpListener.Start();
while (true)
{
Console.WriteLine("Before Accept");
var state = new ServerState {WorkSocket = tcpListener.AcceptSocket()};
Console.WriteLine("Before Recieve");
Receive(state);
}
}
private void Receive(ServerState state)
{
state.WorkSocket.BeginReceive(state.Buffer, 0, ServerState.BufferSize, 0, ReceiveCallBack, state);
}
private void ReceiveCallBack(IAsyncResult ar)
{
Console.WriteLine("ReceiveCallBack");
var state = (ServerState) ar.AsyncState;
try
{
int byteReceived= state.WorkSocket.EndReceive(ar);
if (byteReceived > 0)
{
var receivedString = Encoding.UTF8.GetString(state.Buffer, 0, byteReceived);
Console.WriteLine("Received: " + receivedString);
var bytesToSend = Encoding.UTF8.GetBytes("Server Got --> " + receivedString);
Array.Copy(bytesToSend, state.Buffer, bytesToSend.Length);
state.WorkSocket.Send(state.Buffer, 0, bytesToSend.Length, SocketFlags.None);
Array.Clear(state.Buffer, 0, state.Buffer.Length);
Receive(state);
}
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
private class ServerState
{
public const int BufferSize = 1024;
public readonly byte[] Buffer = new byte[1024];
public Socket WorkSocket;
}
I have run this using a console you can either have two applications or just launch the client and server separately.
static void Main(string[] args)
{
if (args.Length != 0)
{
var server = new AsyncServer();
server.StartServer();
}
else
{
for(int i = 0; i < 10; i++)
{
var client = new AsyncClient(i);
client.StartClient();
}
}
Console.WriteLine("Press a key to exit");
Console.ReadKey();
}

Related

System.Net.Sockets.SocketException: 'An existing connection was forcibly closed by the remote host'

I create a TCP connection between a server and a client, but after few requests I have this error message :
System.Net.Sockets.SocketException: 'An existing connection was forcibly closed by the remote host'
On this line :
_clientSocket.Send(buffer,0,buffer.Length,SocketFlags.None);
How can I resolve this error ?
Server code
private static Socket _serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
private static List<Socket> _clientSockets = new List<Socket>();
private static byte[] _buffer = new byte[1024];
protected override void OnStart(string[] args)
{
SetupServer();
}
private static void SetupServer()
{
Log.writeEventLog("Setting up server...");
_serverSocket.Bind(new IPEndPoint(IPAddress.Any, 100));
_serverSocket.Listen(1);// max listen client
_serverSocket.BeginAccept(new AsyncCallback(AcceptCallback), null);
}
private static void AcceptCallback(IAsyncResult AR)
{
Socket socket = _serverSocket.EndAccept(AR);
_clientSockets.Add(socket);
Log.writeEventLog("Client connected");
socket.BeginReceive(_buffer,0,_buffer.Length,SocketFlags.None,new AsyncCallback(ReceiveCallback),socket);
_serverSocket.BeginAccept(new AsyncCallback(AcceptCallback), null);
}
private static void ReceiveCallback(IAsyncResult AR)
{
Socket socket = (Socket)AR.AsyncState;
int received = socket.EndReceive(AR);
byte[] dataBuf = new byte[received];
Array.Copy(_buffer,dataBuf,received);
string text = Encoding.ASCII.GetString(dataBuf);
Log.writeEventLog("TEXT RECEIVED: " + text);
string response = string.Empty;
if(text.ToLower() != "get authentication key")
{
response = "Invalid Request";
}
else
{
response = "TEST";
}
byte[] data = Encoding.ASCII.GetBytes(response);
socket.BeginSend(data, 0, data.Length, SocketFlags.None, new AsyncCallback(SendCallBack), null);
socket.BeginReceive(_buffer, 0, _buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), socket);
}
private static void SendCallBack(IAsyncResult AR)
{
Socket socket = (Socket)AR.AsyncState;
socket.EndSend(AR);
}
Client code
private static Socket _clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
static void Main(string[] args)
{
LoopConnect();
SendLoop();
Console.ReadLine();
Console.ReadKey();
}
private static void SendLoop()
{
while (true)
{
Console.WriteLine("Enter a request: ");
string req = Console.ReadLine();
byte[] buffer = Encoding.ASCII.GetBytes(req);
_clientSocket.Send(buffer,0,buffer.Length,SocketFlags.None);
var receivedBuffer = new byte[2048];
int rec = _clientSocket.Receive(receivedBuffer,SocketFlags.None);
byte[] data = new byte[rec];
Array.Copy(receivedBuffer, data, rec);
Console.WriteLine("Received : " + Encoding.ASCII.GetString(data));
}
}
private static void LoopConnect()
{
int attempts = 0;
while (!_clientSocket.Connected)
{
try
{
attempts++;
_clientSocket.Connect(IPAddress.Loopback, 100);
}
catch (SocketException) {
Console.Clear();
Console.WriteLine("Connection attenpts: "+ attempts.ToString());
}
}
Console.Clear();
Console.WriteLine("Connected");
}
Update:
socket.BeginSend(data, 0, data.Length, SocketFlags.None,
new AsyncCallback(SendCallBack), socket);

Continuously data transfer with sockets

I've created a basic C# application that is receiving and sending data with sockets. Currently I'm able to send data from my client to my server and I can receive response.
My problem is: As a client I don't know how to check if the server has send me anything new. Normally I send something as client and receive response there is no problem but sometimes server has to send me some information.
This is my current code sample, I'll update this post if I change the code
My server side code is like this:
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public static ManualResetEvent allDone = new ManualResetEvent(false);
public void StartListening()
{
IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 10101);
Socket listener = new Socket(ipAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
try
{
listener.Bind(localEndPoint);
listener.Listen(10);
while (true)
{
allDone.Reset();
listener.BeginAccept(new AsyncCallback(AcceptCallback), listener);
allDone.WaitOne();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public void AcceptCallback(IAsyncResult ar)
{
allDone.Set();
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
StateObject state = new StateObject();
state.workSocket = handler;
ClientList.Add(handler);
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
}
public void ReadCallback(IAsyncResult ar)
{
string content = string.Empty;
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
state.sb.Append(Encoding.UTF8.GetString(state.buffer, 0, bytesRead));
content = state.sb.ToString();
if (content.IndexOf("_|_!#*#_") > -1)
{
HandleIncomingMessage(handler, content.Substring(0, content.Length - 8));
}
else
{
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
}
}
}
private void HandleIncomingMessage(Socket handler, string data)
{
CheckForIllegalCrossThreadCalls = false;
Response response = new Response();
byte[] byteData = Encoding.UTF8.GetBytes(data);
listView1.Items.Add(data);
response = ParserToSocket(data);
if (response == null)
{
response = new Response();
response.Status = "false";
response.Message = "Json not valid" + data;
}
if (response.Status == null)
response.Status = "false";
if (response.Message == null)
response.Message = "Error while creating response message";
byte[] ByteArrayToSend = Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(response) + "_|_!#*#_");
handler.BeginSend(ByteArrayToSend, 0, ByteArrayToSend.Length, 0, new AsyncCallback(SendCallback), handler);
}
private void SendCallback(IAsyncResult ar)
{
try
{
StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
Socket handler = (Socket)ar.AsyncState;
int bytesSent = handler.EndSend(ar);
StateObject state = (StateObject)ar.AsyncState;
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
and this is code for my client side :
public class StateObject
{
public Socket workSocket = null;
public const int BufferSize = 512;
public byte[] buffer = new byte[BufferSize];
public StringBuilder sb = new StringBuilder();
}
private string response = string.Empty;
public Socket ConnectedSocket;
IPHostEntry ipHostInfo;
IPAddress ipAddress;
IPEndPoint remoteEP;
private string StartClient()
{
try
{
ipHostInfo = Dns.GetHostEntry("127.0.0.1");
ipAddress = ipHostInfo.AddressList[0];
remoteEP = new IPEndPoint(ipAddress, 10101);
ConnectedSocket = new Socket(ipAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
ConnectedSocket.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), ConnectedSocket);
return "";
}
catch (Exception e)
{
Console.WriteLine("CLIENT ERROR : \n" + e.ToString());
return "";
}
}
private void ConnectCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
client.EndConnect(ar);
Console.WriteLine("Client connected to server.");
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public string SendMessageToServer(string text)
{
StartClient();
response = string.Empty;
text += "_|_!#*#_";
byte[] byteData = Encoding.UTF8.GetBytes(text);
ConnectedSocket.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), ConnectedSocket);
while(response.IndexOf("_|_!#*#_") == -1)
{
}
response = response.Replace("_|_!#*#_", "");
return response;
}
private void SendCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
int bytesSent = client.EndSend(ar);
StateObject state = new StateObject();
state.workSocket = client;
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private void ReceiveCallback(IAsyncResult ar)
{
try
{
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
state.sb.Append(Encoding.UTF8.GetString(state.buffer, 0, bytesRead));
response = state.sb.ToString();
if (response.IndexOf("_|_!#*#_") != -1)
{
state.sb.Clear();
return;
}
else
{
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReceiveCallback), state);
}
}
else
{
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
client.EndReceive(ar);
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}

C# Asynchronous Chat Server

I'm trying to build an Asynchronous Chat Server and this is what I got so far:
Server
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
public class StateObject
{
public Socket workSocket = null;
public const int BufferSize = 1024;
public byte[] buffer = new byte[BufferSize];
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousSocketListener
{
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener()
{
}
public static void StartListening()
{
byte[] bytes = new Byte[1024];
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
Socket listener = new Socket(AddressFamily.InterNetwork,SocketType.Stream, ProtocolType.Tcp);
try
{
listener.Bind(localEndPoint);
listener.Listen(100);
while (true)
{
allDone.Reset();
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(new AsyncCallback(AcceptCallback),listener);
allDone.WaitOne();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
public static void AcceptCallback(IAsyncResult ar)
{
allDone.Set();
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar)
{
String content = String.Empty;
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
content = state.sb.ToString();
if (content.IndexOf("<EOF>") > -1)
{
Console.WriteLine("Read {0} bytes from socket. \n Data : {1}",content.Length, content);
Send(handler, content);
}
else
{
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,new AsyncCallback(ReadCallback), state);
}
}
}
private static void Send(Socket handler, String data)
{
byte[] byteData = Encoding.ASCII.GetBytes(data);
handler.BeginSend(byteData, 0, byteData.Length, 0,new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
Socket handler = (Socket)ar.AsyncState;
int bytesSent = handler.EndSend(ar);
Console.WriteLine("Sent {0} bytes to client.", bytesSent);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartListening();
return 0;
}
}
Client
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
public class StateObject
{
public Socket workSocket = null;
public const int BufferSize = 256;
public byte[] buffer = new byte[BufferSize];
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient
{
private const int port = 11000;
private static ManualResetEvent connectDone =new ManualResetEvent(false);
private static ManualResetEvent sendDone =new ManualResetEvent(false);
private static ManualResetEvent receiveDone =new ManualResetEvent(false);
private static String response = String.Empty;
static String username = "";
static int a = 1;
private static void StartClient()
{
try
{
Console.WriteLine("Username: ");
username = Console.ReadLine();
while (a == 1)
{
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
Socket client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
Console.WriteLine("Receiver: ");
String receiver = Console.ReadLine();
Console.WriteLine("Message: ");
String message = Console.ReadLine();
String Message = username + "[" + receiver + "[" + message + "<EOF>";
Send(client, Message);
sendDone.WaitOne();
Receive(client);
receiveDone.WaitOne();
Console.WriteLine("Response received : {0}", response);
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
client.EndConnect(ar);
connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
StateObject state = new StateObject();
state.workSocket = client;
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
{
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,new AsyncCallback(ReceiveCallback), state);
}
else
{
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
byte[] byteData = Encoding.ASCII.GetBytes(data);
client.BeginSend(byteData, 0, byteData.Length, 0,new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartClient();
return 0;
}
}
I'm able to send messages to the server and get back an answer, but the connection is cut every time and I have to reconnect it and like this I wouldn't be able to get messages after I send one. I'm looking for a way to connect my client to the server, send messages in both ways and stop the connection manualy.
Furthermore I'm looking for a way to send messages from one client to another one and to send a message to all clients, who are connected to the server.
Another Question I have, how can I set up multiple ports and let the server listen to all ports? I wanted to open one port for the login and one port for the messages.
I'm looking for a way to connect my client to the server, send messages in both ways and stop the connection manualy.
Closing the connection could be done by adding a disconnect call after the loop: client.Disconnect(false). After some exit condition you simply quit the loop.
It would be preferable to create the client in a using statement though, this way it will be disposed automatically.
but the connection is cut every time
because your explicitly close it in SendCallback
Socket handler = (Socket) ar.AsyncState;
handler.Shutdown(SocketShutdown.Both);
handler.Close();
You may call handler.BeginReceive instead

c# SocketAsyncEventArgs blocking code inside ReceiveAsync handler

I have the the following two scenarios that I am testing and one works but the other does not.
I have socket server and socket client application running on two different machines
both the scenarios are using the socketasynceventargs
Scenario 1 (Works)
create 40k socket clients in a loop, wait for all connections to be established and then all clients send messages to the server at the same time and receive response from the server 10 times(i.e. send/receive happens 10 times).
Scenario 2 (Does not work. I get a lot of connection refusal errors)
create 40k socket clients in a loop and send/receive the same 10 messages to the server as soon as each client is connected instead of waiting for the 40k connections to be established.
I cant figure out why my second scenario would fail. i understand that in scenario 1 the server is not doing much until all the 40k connections are made. but it is able to communicate with all the clients at the same time. any ideas??
Thank you for you patience.
here is the socket server code
public class SocketServer
{
private static System.Timers.Timer MonitorTimer = new System.Timers.Timer();
public static SocketServerMonitor socket_monitor = new SocketServerMonitor();
private int m_numConnections;
private int m_receiveBufferSize;
public static BufferManager m_bufferManager;
Socket listenSocket;
public static SocketAsyncEventArgsPool m_readWritePool;
public static int m_numConnectedSockets;
private int cnt = 0;
public static int Closecalled=0;
public SocketServer(int numConnections, int receiveBufferSize)
{
m_numConnectedSockets = 0;
m_numConnections = numConnections;
m_receiveBufferSize = receiveBufferSize;
m_bufferManager = new BufferManager(receiveBufferSize * numConnections ,
receiveBufferSize);
m_readWritePool = new SocketAsyncEventArgsPool(numConnections);
}
public void Init()
{
MonitorTimer.Interval = 30000;
MonitorTimer.Start();
MonitorTimer.Elapsed += new System.Timers.ElapsedEventHandler(socket_monitor.Log);
m_bufferManager.InitBuffer();
SocketAsyncEventArgs readWriteEventArg;
for (int i = 0; i < m_numConnections; i++)
{
readWriteEventArg = new SocketAsyncEventArgs();
m_readWritePool.Push(readWriteEventArg);
}
}
public void Start(IPEndPoint localEndPoint)
{
listenSocket = new Socket(localEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
listenSocket.Bind(localEndPoint);
listenSocket.Listen(1000);
StartAccept(null);
}
public void Stop()
{
if (listenSocket == null)
return;
listenSocket.Close();
listenSocket = null;
Thread.Sleep(15000);
}
private void StartAccept(SocketAsyncEventArgs acceptEventArg)
{
if (acceptEventArg == null)
{
acceptEventArg = new SocketAsyncEventArgs();
acceptEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(AcceptEventArg_Completed);
}
else
{
// socket must be cleared since the context object is being reused
acceptEventArg.AcceptSocket = null;
}
try
{
bool willRaiseEvent = listenSocket.AcceptAsync(acceptEventArg);
if (!willRaiseEvent)
{
ProcessAccept(acceptEventArg);
}
}
catch (Exception e)
{
}
}
void AcceptEventArg_Completed(object sender, SocketAsyncEventArgs e)
{
ProcessAccept(e);
}
private void ProcessAccept(SocketAsyncEventArgs e)
{
Interlocked.Increment(ref m_numConnectedSockets);
socket_monitor.IncSocketsConnected();
SocketAsyncEventArgs readEventArgs = m_readWritePool.Pop();
m_bufferManager.SetBuffer(readEventArgs);
readEventArgs.UserToken = new AsyncUserToken { id = cnt++, StarTime = DateTime.Now };
readEventArgs.AcceptSocket = e.AcceptSocket;
SocketHandler handler=new SocketHandler(readEventArgs);
StartAccept(e);
}
}
class SocketHandler
{
private SocketAsyncEventArgs _socketEventArgs;
public SocketHandler(SocketAsyncEventArgs socketAsyncEventArgs)
{
_socketEventArgs = socketAsyncEventArgs;
_socketEventArgs.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
StartReceive(_socketEventArgs);
}
private void StartReceive(SocketAsyncEventArgs receiveSendEventArgs)
{
bool willRaiseEvent = receiveSendEventArgs.AcceptSocket.ReceiveAsync(receiveSendEventArgs);
if (!willRaiseEvent)
{
ProcessReceive(receiveSendEventArgs);
}
}
private void ProcessReceive(SocketAsyncEventArgs e)
{
// check if the remote host closed the connection
AsyncUserToken token = (AsyncUserToken)e.UserToken;
//token.StarTime = DateTime.Now;
if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
{
// process the data here
//reply to client
byte[] AckData1 = BitConverter.GetBytes(1);
SendData(AckData1, 0, AckData1.Length, e);
StartReceive(e);
}
else
{
CloseClientSocket(e);
}
}
private void IO_Completed(object sender, SocketAsyncEventArgs e)
{
// determine which type of operation just completed and call the associated handler
switch (e.LastOperation)
{
case SocketAsyncOperation.Receive:
ProcessReceive(e);
break;
case SocketAsyncOperation.Send:
ProcessSend(e);
break;
default:
throw new ArgumentException("The last operation completed on the socket was not a receive or send");
}
}
private void CloseClientSocket(SocketAsyncEventArgs e)
{
AsyncUserToken token = e.UserToken as AsyncUserToken;
// close the socket associated with the client
try
{
e.AcceptSocket.Shutdown(SocketShutdown.Send);
}
catch (Exception ex)
{
}
e.AcceptSocket.Close();
Interlocked.Decrement(ref SocketServer.m_numConnectedSockets);
SocketServer.socket_monitor.DecSocketsConnected();
SocketServer.m_bufferManager.FreeBuffer(e);
e.Completed -= new EventHandler<SocketAsyncEventArgs>(IO_Completed);
SocketServer.m_readWritePool.Push(e);
}
public void SendData(Byte[] data, Int32 offset, Int32 count, SocketAsyncEventArgs args)
{
try
{
Socket socket = args.AcceptSocket;
if (socket.Connected)
{
var i = socket.Send(data, offset, count, SocketFlags.None);
}
}
catch (Exception Ex)
{
}
}
}
here is the client code that throws the error in the connectcallback method
// 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 int count = 0;
}
public class AsynchronousClient
{
// The port number for the remote device.
private const int port = 11000;
private static int closecalled = 0;
private static bool wait = true;
// 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;
private static void StartClient(Socket client, IPEndPoint remoteEP)
{
// Connect to a remote device.
try
{
// Connect to the remote endpoint.
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), new StateObject { workSocket = client });
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
StateObject state = (StateObject)ar.AsyncState;
var client = state.workSocket;
// Complete the connection.
client.EndConnect(ar);
var data = "AA5500C08308353816050322462F01020102191552E7D3FA52E7D3FB1FF85BF1FE9F201000004AB80000000500060800001EFFB72F0D00002973620000800000FFFFFFFF00009D6D00003278002EE16D0000018500000000000000000000003A0000000100000000828C80661FF8B436FE9EA9FC000000120000000700000000000000000000000400000000000000000000000000000000000000000000281E0000327800000000000000000000000000AF967D00000AEA000000000000000000000000";
Send(state, data);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(StateObject state)
{
try
{
Socket client = state.workSocket;
// 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
{
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
//if (wait)
//{
// connectDone.WaitOne();
//}
if (bytesRead > 0)
{
state.count = state.count + 1;
byte[] b = new byte[bytesRead];
Array.Copy(state.buffer, b, 1);
if (b[0] == 1)
{
if (state.count < 10)
{
var data = "AA5500C08308353816050322462F01020102191552E7D3FA52E7D3FB1FF85BF1FE9F201000004AB80000000500060800001EFFB72F0D00002973620000800000FFFFFFFF00009D6D00003278002EE16D0000018500000000000000000000003A0000000100000000828C80661FF8B436FE9EA9FC000000120000000700000000000000000000000400000000000000000000000000000000000000000000281E0000327800000000000000000000000000AF967D00000AEA000000000000000000000000";
Send(state, data);
}
else
{
Interlocked.Increment(ref closecalled);
Console.WriteLine("closecalled:-" + closecalled + " at " + DateTime.Now);
client.Close();
}
}
else
{
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
}
else
{
client.Close();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(StateObject state, String data)
{
try
{
Socket client = state.workSocket;
var hexlen = data.Length;
byte[] byteData = new byte[hexlen / 2];
int[] hexarray = new int[hexlen / 2];
int i = 0;
int k = 0;
//create the byte array
while (i < data.Length / 2)
{
string first = data[i].ToString();
i++;
string second = data[i].ToString();
string x = first + second;
byteData[k] = (byte)Convert.ToInt32(x, 16);
i++;
k++;
}
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Receive(state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
Start();
Console.ReadLine();
return 0;
}
private static void Start()
{
IPAddress ipaddress = IPAddress.Parse("10.20.2.152");
IPEndPoint remoteEP = new IPEndPoint(ipaddress, port);
for (int i = 0; i < 40000; i++)
{
Thread.Sleep(1);
// Create a TCP/IP socket.
try
{
Socket client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
StartClient(client, remoteEP);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
if (i == 39999)
{
Console.WriteLine("made all conns at " + DateTime.Now);
}
}
}
}
I would use a linear queue to accept incoming connections. Something like this:
public async Task Accept40KClients()
{
for (int i = 0; i < 40000; i++)
{
// Await this here -------v
bool willRaiseEvent = await listenSocket.AcceptAsync(acceptEventArg);
if (!willRaiseEvent)
{
ProcessAccept(acceptEventArg);
}
}
}
If that's not fast enough, maybe you can do 10 waits at a time, but I think this is good enough... I might be wrong on this though.

How to receive file from multiple client at a time over TCP connection using C#?

I am having a server and multiple clients in my project. Server need to send the files by request, and it store the files from clients. I have coding, that connects with multiple clients but receives one file at time. Other file store requests will proceed after the previous file received completely.
My files size is around 200 MB. So it takes more time to respond all clients. How i will solve this. Any one help me. Thanks in advance.
public partial class Form1 : Form
{
byte[] Echo;
byte[] a;
Thread t1;
int flag = 0;
string receivedPath = "yok";
public delegate void MyDelegate();
private string fileName;
public Form1()
{
t1 = new Thread(new ThreadStart(StartListening));
t1.Start();
InitializeComponent();
}
delegate void SetTextCallback(string text);
public class StateObject
{
// Client socket.
public Socket workSocket = null;
public const int BufferSize = 8069;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
}
public static ManualResetEvent allDone = new ManualResetEvent(true);
public void StartListening()
{
StateObject state = new StateObject();
byte[] bytes = new Byte[8069];
IPEndPoint ipEnd = new IPEndPoint(IPAddress.Any, 9050);
Socket listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
try
{
listener.Bind(ipEnd);
listener.Listen(100);
while (true)
{
allDone.Reset();
listener.BeginAccept(new AsyncCallback(AcceptCallback), listener);
allDone.WaitOne();
}
}
catch (Exception ex)
{
SetText(ex.ToString());
}
}
public void AcceptCallback(IAsyncResult ar)
{
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, SocketFlags.None, new AsyncCallback(ReadCallback), state);
flag = 0;
}
public void ReadCallback(IAsyncResult ar)
{
int fileNameLen = 1;
String content = String.Empty;
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
try
{
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
if (flag == 0)
{
fileNameLen = BitConverter.ToInt32(state.buffer, 0);
fileName = Encoding.UTF8.GetString(state.buffer, 4, fileNameLen);
receivedPath = #"D:\" + fileName;
flag++;
}
if (flag >= 1)
{
BinaryWriter writer = new BinaryWriter(File.Open(receivedPath, FileMode.Append));
if (flag == 1)
{
writer.Write(state.buffer, 4 + fileNameLen, bytesRead - (4 + fileNameLen));
flag++;
}
else
writer.Write(state.buffer, 0, bytesRead);
writer.Close();
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, SocketFlags.None, new AsyncCallback(ReadCallback), state);
}
}
else
{
allDone.Set();
Invoke(new MyDelegate(LabelWriter));
}
}
catch
{
}
}
public void LabelWriter()
{
label1.Text = "Data has been received " + fileName;
}
private void Form1_FormClosed(object sender, FormClosedEventArgs e)
{
t1.Abort();
}
}
You can trigger your allDone event within the AcceptCallback method. Immidiatly after accepting a client, you can spin of a process that is communicating with that client while in the meantime start listening for the next client.

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