Task.WaitAll is blocking indefinitely - c#

I have the following class:
class MultiWebProgram
{
static void Main(string[] args)
{
string[] websites = new string[]
{
"https://www.google.com/search?q=one",
"https://www.google.com/search?q=two",
"https://www.google.com/search?q=three",
"https://www.google.com/search?q=four"
};
Task<int>[] taskList = new Task<int>[websites.Length];
int i = 0;
foreach(var website in websites)
{
taskList[i] = Task<int>.Run(() => GetSiteBytes(website));
i++;
}
Task.WaitAll(taskList);
}
public static int GetSiteBytes(string website)
{
WebClient client = new WebClient();
var stream = client.OpenRead(new Uri(website));
byte[] buffer = new byte[4096];
int totalBytes = 0;
int bytesRead = 0;
do
{
bytesRead = stream.Read(buffer, 0, 4096);
totalBytes += bytesRead;
}
while (bytesRead >= 4096);
Console.WriteLine("Got {0} bytes from {1}", totalBytes, website);
return totalBytes;
}
}
When I run this, the code blocks on the WaitAll command.
I tried changing the program to this:
class MultiWebProgram
{
static void Main(string[] args)
{
string[] websites = new string[]
{
"https://www.google.com/search?q=one",
"https://www.google.com/search?q=two",
"https://www.google.com/search?q=three",
"https://www.google.com/search?q=four"
};
Task<int>[] taskList = new Task<int>[websites.Length];
int i = 0;
foreach(var website in websites)
{
taskList[i] = GetSiteBytesAsync(website);
i++;
}
Task.WaitAll(taskList);
}
public async static Task<int> GetSiteBytesAsync(string website)
{
WebClient client = new WebClient();
var stream = await client.OpenReadTaskAsync(new Uri(website));
byte[] buffer = new byte[4096];
int totalBytes = 0;
int bytesRead = 0;
do
{
bytesRead = await stream.ReadAsync(buffer, 0, 4096);
totalBytes += bytesRead;
}
while (bytesRead >= 4096);
Console.WriteLine("Got {0} bytes from {1}", totalBytes, website);
return totalBytes;
}
}
In other words, I made the GetSiteBytes method async - but it made no difference.
One thing I did notice; when I started up Fiddler and ran either version of the program, there was no blocking.
What could be going on here?
** EDIT: **
The problem seemed to be the OpenRead method. When I used DownloadData/DownloadDataAsync, the blocking went away.

You forgot about closing the stream after reading all data. Try this and it will work:
using (var stream = client.OpenRead(new Uri(website)))
{
...
}
I'm not sure what OpenRead method does under the hood but I assume that it allocates some resources which are limited and you cannot use more than is available. Personally I always assume that if a method returns a stream, then I have to close it.

Related

C# WPF Show loading screen while socket sending and receiving data C#

I'm building a WPF application which is using socket to transfer data to and from the server.
The problem: While sending and receiving data from the server, the screen is frozen, and I would like to add a simple loading animation so the end user will know that it's currently loading, but I don't know how
My C# socket code:
public static string SendRecOne(string dataToSvr)
{
TcpClient client = new TcpClient(SERVER_NAME, PORT);
#region SendRequest
int ByteCount = Encoding.ASCII.GetByteCount(dataToSvr); //How much bytes?
byte[] ByteBuffer = new byte[1024]; //initialize byte array
ByteBuffer = Encoding.ASCII.GetBytes(dataToSvr);
NetworkStream stream = client.GetStream();
stream.Write(ByteBuffer, 0, ByteBuffer.Length);
#endregion
#region Receive Response
//byte[] responseData = new byte[client.ReceiveBufferSize];
//int bytesRead = stream.Read(responseData, 0, client.ReceiveBufferSize);
int i;
string ToReturn = null;
ByteBuffer = new byte[ByteBuffer.Length];
MemoryStream ms = new MemoryStream();
while (true)
{
if (stream.DataAvailable)
{
while ((i = stream.Read(ByteBuffer, 0, ByteBuffer.Length)) != 0)
{
ms.Write(ByteBuffer, 0, ByteBuffer.Length);
if (stream.DataAvailable)
continue;
else
break;
}
ToReturn = Encoding.ASCII.GetString(ms.ToArray());
return ToReturn;
}
}
#endregion
and I'm calling it after pressing a button in window which it's name is "login.xaml", and after checking the data IS ok, it closes the current windows and initializes dashboard.xaml.
I just need to add an animation while communicating with server.
Thanks!
Call your SendRecOne method on a background thread or make it asynchronous by using the *Async overloads:
public static async Task<string> SendRecOne(string dataToSvr)
{
progressBar.Visibility = Visibility.Visible;
string ToReturn = null;
using (TcpClient client = new TcpClient(SERVER_NAME, PORT))
{
int ByteCount = Encoding.ASCII.GetByteCount(dataToSvr); //How much bytes?
byte[] ByteBuffer = new byte[1024]; //initialize byte array
ByteBuffer = Encoding.ASCII.GetBytes(dataToSvr);
NetworkStream stream = client.GetStream();
await stream.WriteAsync(ByteBuffer, 0, ByteBuffer.Length);
//byte[] responseData = new byte[client.ReceiveBufferSize];
//int bytesRead = await stream.ReadAsync(responseData, 0, client.ReceiveBufferSize);
int i;
ByteBuffer = new byte[ByteBuffer.Length];
MemoryStream ms = new MemoryStream();
if (stream.DataAvailable)
{
while ((i = await stream.ReadAsync(ByteBuffer, 0, ByteBuffer.Length)) != 0)
{
await ms.WriteAsync(ByteBuffer, 0, ByteBuffer.Length);
if (!stream.DataAvailable)
break;
}
ToReturn = Encoding.ASCII.GetString(ms.ToArray());
}
progressBar.Visibility = Visibility.Collapsed;
}
return ToReturn;
}
XAML:
<ProgressBar x:Name="progressBar" IsIndeterminate="True" />
The UI thread cannot both process messages and execute your code simultaneously.

How to split file into parts and download

I'm working on a split downloader for c#. It is downloading fine (so the logic is working) but the problem is that whatever file it downloads it corrupts. I have no idea on how to fix it. Here's the code:
private void mergeClean()
{
const int chunkSize = 1 * 1024; // 2KB
using (var output = File.Create("output.jpg"))
{
foreach (var file in Files)
{
using (var input = File.OpenRead(file))
{
var buffer = new byte[chunkSize];
int bytesRead;
while ((bytesRead = input.Read(buffer, 0, buffer.Length)) > 0)
{
output.Write(buffer, 0, bytesRead);
}
}
}
}
foreach (var file in Files)
{
File.Delete(file);
}
}
private void SaveFileStream(String path, Stream stream)
{
var fileStream = new FileStream(path, FileMode.Create, FileAccess.Write);
stream.CopyTo(fileStream);
fileStream.Dispose();
}
public void SplitDownload(string URL)
{
System.Net.WebRequest req = System.Net.HttpWebRequest.Create(URL);
req.Method = "HEAD";
System.Net.WebResponse resp = req.GetResponse();
var responseLength = double.Parse(resp.Headers.Get("Content-Length"));
var partSize = Math.Ceiling(responseLength / 10);
var previous = 0;
for (int i = (int)partSize; i <= responseLength; i = i + (int)partSize)
{
Thread t = new Thread(() => Download(URL, previous, i));
t.Start();
t.Join();
previous = i;
}
mergeClean();
}
private void Download(string URL, int Start, int End)
{
Console.WriteLine(String.Format("{0},{1}", Start, End));
HttpWebRequest myHttpWebRequest = (HttpWebRequest)WebRequest.Create(URL);
myHttpWebRequest.AddRange(Start, End);
HttpWebResponse myHttpWebResponse = (HttpWebResponse)myHttpWebRequest.GetResponse();
Stream streamResponse = myHttpWebResponse.GetResponseStream();
String name = GenerateTempName();
SaveFileStream(name, streamResponse);
Files.Add(name);
}
Here is an example of what it does:
UPDATED CODE:
static string GenerateTempName(int start)
{
String name = String.Format("{0:D6}.tmp", start);
return name;
}
static public List<string> Files = new List<string>();
static private void mergeClean()
{
Files.Sort();
const int chunkSize = 1 * 1024; // 2KB
using (var output = File.Create("output.jpg"))
{
foreach (var file in Files)
{
using (var input = File.OpenRead(file))
{
var buffer = new byte[chunkSize];
int bytesRead;
while ((bytesRead = input.Read(buffer, 0, buffer.Length)) > 0)
{
output.Write(buffer, 0, bytesRead);
}
}
}
}
foreach (var file in Files)
{
File.Delete(file);
}
}
You need to recombine file from pieces in correct order - current code create random file names and even if items are added to list of files they are added in random order due to unpredictable time when segment download finishes.
Possible fix: use block start offset as part of the file name String name = String.Format("file{0:D6}.tmp", Start) and sort files by name before combining them back.
Note that {0:D6} formatting is used to pad index with 0 to allow sorting by name to be easier and avoid need for natural sort code.

TcpClient performance on Xamarin.Android

I have encountered a problem with TcpClient running on an Android device. The issue is that reading from NetworkStream takes a lot of time. I use it to send bitmaps from server application (also written in C#) to my Android device (Nexus 9). I push 6000 bitmaps each of them around 1.4KB in size. That takes around 30 seconds to complete (5ms per bitmap). On the other hand I also implemented the same in Java and it takes 5 seconds to do the same (less than 1ms per bitmap)!
Are you aware of any issues regarding TcpClient in Xamarin.Android? I have to admit that this is very surprising as I have never had similar problems with Xamarin.
I pasted just a little code below so you can take a look if it is not me that messed up something. At the very bottom I also pasted Java code and as you can see it is very similar. Do you have any suggestions regarding this? I appreciate any feedback.
Here is the method that I use to receive bitmaps (this function runs asynchronously and is started through Task.Factory.StartNew()):
private void HandleRequestBitmaps(TcpClient client, CancellationToken token)
{
if (client == null)
{
throw new ArgumentNullException("client");
}
var encoder = new UTF8Encoding();
using (var stream = client.GetStream())
{
stream.WriteMessageWithLength(ServerCommand.PushBitmaps.ServerCommandToBytes(encoder));
var initialMetadataBytes = stream.ReadMessageWithLength(client.ReceiveBufferSize);
int[] initialMetadata;
if (!TryParseMetadataMessage(initialMetadataBytes, encoder, 3, out initialMetadata))
{
BitmapReceiveEnd(this, new BitmapReceiveEndEventArgs(false));
return;
}
BitmapsReceiveBegin(this,
new BitmapsReceiveBeginEventArgs(initialMetadata[0], initialMetadata[1], initialMetadata[2]));
while (!token.IsCancellationRequested)
{
var messageBytes = stream.ReadMessageWithLength(client.ReceiveBufferSize);
if (ServerCommand.PushBitmapsDone.Equals(messageBytes.BytesToServerCommand(encoder)))
{
BitmapReceiveEnd(this, new BitmapReceiveEndEventArgs(true));
break;
}
int[] metadata;
if (!TryParseMetadataMessage(messageBytes, encoder, 3, out metadata))
{
BitmapReceiveEnd(this, new BitmapReceiveEndEventArgs(false));
return;
}
var bitmapBytes = stream.ReadMessageWithLength(client.ReceiveBufferSize);
BitmapReceived(this,
new BitmapReceivedEventArgs(metadata[0], new Point(metadata[1], metadata[2]), bitmapBytes));
}
}
}
Where TryParseMetadaMessage method looks like this:
private static bool TryParseMetadataMessage(byte[] message, Encoding encoder, int expectedLength,
out int[] metadata)
{
var messageString = encoder.GetString(message, 0, message.Length);
var messageStringSeparated = messageString.Split('x');
if (messageStringSeparated.Length != expectedLength)
{
metadata = new int[0];
return false;
}
var parameteres = new List<int>();
foreach (var messageStringPart in messageStringSeparated)
{
int value;
if (!int.TryParse(messageStringPart, out value))
{
metadata = new int[0];
return false;
}
parameteres.Add(value);
}
metadata = parameteres.ToArray();
return true;
}
}
Also ReadMessage with length looks like this:
public static byte[] ReadMessageWithLength(this Stream stream, int bufferSize = 2048)
{
if (stream == null)
{
throw new ArgumentNullException("stream");
}
var messageSizeBuffer = new byte[4];
if (stream.Read(messageSizeBuffer, 0, messageSizeBuffer.Length) < 1)
{
return new byte[0];
}
if (BitConverter.IsLittleEndian)
{
Array.Reverse(messageSizeBuffer);
}
var totalBytesToRead = BitConverter.ToInt32(messageSizeBuffer, 0);
if (totalBytesToRead < 0)
{
throw new Exception("Number of bytes to read cannot be negative!");
}
using (var memoryStream = new MemoryStream())
{
var buffer = new byte[bufferSize];
int chunkBytesRead, totalBytesRead = 0;
while (
(chunkBytesRead = stream.Read(buffer, 0, Math.Min(totalBytesToRead - totalBytesRead, buffer.Length))) >
0)
{
memoryStream.Write(buffer, 0, chunkBytesRead);
totalBytesRead += chunkBytesRead;
if (totalBytesRead >= totalBytesToRead)
{
break;
}
}
return memoryStream.ToArray();
}
}
Now time for Java code. The function used to receive bitmaps:
public void requestBitmaps() {
if (socket == null || !socket.isConnected()) {
throw new IllegalStateException("Socket has to be initialized and connected to call this method!");
}
requestBitmapsThread = new Thread(new Runnable() {
#Override
public void run() {
try {
InputStream sis = new BufferedInputStream(socket.getInputStream());
OutputStream sos = new BufferedOutputStream(socket.getOutputStream());
writeMessageWithLength(sos, ServerCommand.PushBitmaps.getValueBytes());
byte[] initialMetadataBytes = readMessageWithLength(sis, socket.getReceiveBufferSize());
int[] initialMetadata = parseMetadataMessage(initialMetadataBytes, 3);
if (initialMetadata == null) {
listener.onBitmapReceivedEnd(false);
return;
}
listener.onBitmapReceivedBegin(initialMetadata[0], initialMetadata[1], initialMetadata[2]);
while (!Thread.currentThread().isInterrupted()) {
byte[] messageBytes = readMessageWithLength(sis, socket.getReceiveBufferSize());
if (ServerCommand.PushBitmapsDone.equals(ServerCommand.fromValueBytes(messageBytes))) {
listener.onBitmapReceivedEnd(true);
break;
}
int[] metadata = parseMetadataMessage(messageBytes, 3);
if (metadata == null) {
listener.onBitmapReceivedEnd(false);
break;
}
byte[] bitmapBytes = readMessageWithLength(sis, socket.getReceiveBufferSize());
listener.onBitmapReceived(metadata[0], metadata[1], metadata[2], bitmapBytes);
}
} catch (IOException e) {
e.printStackTrace();
}
}
});
requestBitmapsThread.start();
}
And also parseMetadataMessage method:
private int[] parseMetadataMessage(byte[] metadataBytes, int expectedLength) {
String metadataString = new String(metadataBytes, Charset.forName("UTF-8"));
String[] metadataStringSeparated = metadataString.split("x");
if (metadataStringSeparated.length != expectedLength) {
return null;
}
try {
int[] parameters = new int[metadataStringSeparated.length];
for (int i = 0; i < metadataStringSeparated.length; i++) {
parameters[i] = Integer.parseInt(metadataStringSeparated[i]);
}
return parameters;
} catch (NumberFormatException e) {
e.printStackTrace();
return null;
}
}
And readMessageWithLength:
private byte[] readMessageWithLength(InputStream is, int bufferLength) throws IOException {
byte[] messageLengthBuffer = new byte[4];
if (is.read(messageLengthBuffer) < 0) {
return null;
}
ByteBuffer messageLengthByteBuffer = ByteBuffer.wrap(messageLengthBuffer).order(ByteOrder.BIG_ENDIAN);
int totalBytesToRead = messageLengthByteBuffer.getInt();
if (totalBytesToRead < 0) {
throw new IllegalStateException("Total bytes to read cannot be less than 0!");
}
ByteArrayOutputStream bitmapBytesBuffer = null;
try {
bitmapBytesBuffer = new ByteArrayOutputStream();
byte[] buffer = new byte[bufferLength];
int chunkBytesRead, totalBytesRead = 0;
while ((chunkBytesRead = is.read(buffer, 0, Math.min(totalBytesToRead - totalBytesRead, buffer.length))) > 0) {
bitmapBytesBuffer.write(buffer, 0, chunkBytesRead);
totalBytesRead += chunkBytesRead;
if (totalBytesRead >= totalBytesToRead) {
break;
}
}
return bitmapBytesBuffer.toByteArray();
} finally {
if (bitmapBytesBuffer != null) {
bitmapBytesBuffer.close();
}
}
}
If you have come this far, thanks for attention. I appreciate any feedback and I hope it will be possible to speed up the code.
Best regards,
Bartosz

High CPU % when using delegate

I'm running the following piece of code which uses a delegate to return an asynchronous Network Stream:
static void Main(string[] args)
{
NetworkStream myNetworkStream;
Socket socket;
IPEndPoint maxPort = new IPEndPoint(IPAddress.Parse("xxx.xxx.xxx.xxx"), xxxx);
socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IP);
socket.Connect(maxPort);
myNetworkStream = new NetworkStream(socket);
byte[] buffer = new byte[1024];
int offset = 0;
int count = 1024;
string Command = "LOGIN,,,xxxx\n";
ASCIIEncoding encoder = new ASCIIEncoding();
myNetworkStream.BeginRead(buffer, offset, count, new AsyncCallback(OnBeginRead), myNetworkStream);
myNetworkStream.Write(encoder.GetBytes(Command), 0, encoder.GetByteCount(Command));
while (true) { }
}
public static void OnBeginRead(IAsyncResult ar)
{
NetworkStream ns = (NetworkStream)ar.AsyncState;
int bufferSize = 1024;
byte[] received = new byte[bufferSize];
ns.EndRead(ar);
int read;
while (true)
{
if (ns.DataAvailable)
{
string result = String.Empty;
read = ns.Read(received, 0, bufferSize);
result += Encoding.ASCII.GetString(received);
received = new byte[bufferSize];
result = result.Replace(" ", "");
result = result.Replace("\0", "");
result = result.Replace("\r\n", ",");
Console.WriteLine(result);
}
}
}
It works, but my CPU usage is through the roof (50% on an Intel Core i3), so obviously I'm doing it wrong, but how so?
Thanks
You're only reading the very first bytes asynchronously, afterwards you end up in an infinite loop with sync read operations in your OnBeginRead method (which is a confusing name BTW). At the same time, those first bytes are discarded in your current code.
You need to process the data after EndRead (which is a function returning how many bytes were read into the buffer in this async operation), and then start another async read with BeginRead and return (there is no looping in the async code!).
Edited to add a sample showing how async reading would work:
internal class StreamHelper {
private readonly NetworkStream stream;
private readonly byte[] buffer = new byte[1024];
public StreamHelper(Socket socket) {
stream = new NetworkStream(socket);
}
public NetworkStream Stream {
get {
return stream;
}
}
public byte[] Buffer {
get {
return buffer;
}
}
}
private static void Main(string[] args) {
IPEndPoint maxPort = new IPEndPoint(IPAddress.Parse("xxx.xxx.xxx.xxx"), 100);
Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IP);
socket.Connect(maxPort);
StreamHelper helper = new StreamHelper(socket);
helper.Stream.BeginRead(helper.Buffer, 0, helper.Buffer.Length, StreamReadCallback, helper);
string Command = "LOGIN,,,xxxx\n";
byte[] bytes = Encoding.ASCII.GetBytes(Command);
// note: the write isn't async, but should maybe be converted as well
helper.Stream.Write(bytes, 0, bytes.Length);
Console.ReadLine(); // wait for a return key press
}
private static void StreamReadCallback(IAsyncResult ar) {
StreamHelper helper = (StreamHelper)ar.AsyncState;
// note: EndRead will throw an exception if something went wrong - you should deal with that
int bytesRead = helper.Stream.EndRead(ar);
if (bytesRead > 0) {
string charsRead = Encoding.ASCII.GetString(helper.Buffer, 0, bytesRead);
Console.Write(charsRead);
helper.Stream.BeginRead(helper.Buffer, 0, helper.Buffer.Length, StreamReadCallback, helper);
}
}
You are looping continuously on the main thread:
while (true) { }
This causes the CPU core of that thread to be at full capacity at all times. Try to sleep in order to prevent the thread from taking up CPU time unnecessarily:
while (true) { Thread.Sleep(5000); }
Perhaps replace the inefficiency of spinning the processor at the bottom of your main method from
while (true) { }
to
Console.ReadLine();
Incidentally Lucero is spot on. You're moving into an infinte loop (in OnBeginRead) with the thread that calls the callback method. This feels wrong. Callbacks should be dealt with asap to let the calling thread carry on processing. Normally you would extract the data in the callback and post a signal to your own thread to process the rest. Perhaps a TPL thread will help here.

Streaming image over ssl socket doesn't come across correctly

I'm trying to securely transfer files between 2 devices, so I'm using an SslStream attached to a TcpClient. Documents and text files come across just fine, but image files don't show up correctly. The following is the server code:
listener = new TcpListener(IPAddress.Any, 1337);
listener.Start();
while (true)
{
TcpClient client = listener.AcceptTcpClient();
SslStream sslStream = new SslStream(client.GetStream(), false, new RemoteCertificateValidationCallback(CertificateValidationCallback), new LocalCertificateSelectionCallback(CertificateSelectionCallback));
var certificate = Connection.GetClientCertificate(((IPEndPoint)client.Client.RemoteEndPoint).Address.ToString());
try
{
sslStream.AuthenticateAsServer(certificate, true, SslProtocols.Default, true);
sslStream.ReadTimeout = 5000;
sslStream.WriteTimeout = 5000;
var messageData = ReadMessage(sslStream);
var mode = messageData[0];
var tokenBytes = messageData.Splice(1, 16);
var fileNameBytes = messageData.Splice(17, 128);
var fileBytes = messageData.Splice(146);
var fileName = Encoding.ASCII.GetString(fileNameBytes).TrimEnd('\0');
using (var tempFile = new FileStream(fileName, FileMode.OpenOrCreate, FileAccess.Write))
{
tempFile.Write(fileBytes, 0, fileBytes.Length);
tempFile.Flush();
}
if (mode == 0)
tempFiles.Add(fileName);
Process.Start(fileName);
}
catch (AuthenticationException e)
{
MessageBox.Show("The other side failed to authenticate.");
}
finally
{
sslStream.Close();
client.Close();
}
}
And ReadMessage is defined as follows:
private static byte[] ReadMessage(SslStream sslStream)
{
byte[] buffer = new byte[2048];
MemoryStream stream = new MemoryStream();
int bytes = -1;
while (bytes != 0)
{
bytes = sslStream.Read(buffer, 0, buffer.Length);
stream.Write(buffer, 0, bytes);
}
return stream.ToArray();
}
And then the client code is this:
TcpClient client = new TcpClient();
client.Connect(new IPEndPoint(IPAddress.Parse(ip), 1337));
SslStream sslStream = new SslStream(client.GetStream(), false, new RemoteCertificateValidationCallback(CertificateValidationCallback), new LocalCertificateSelectionCallback(CertificateSelectionCallback));
var certificate = Connection.GetClientCertificate(ip);
try
{
sslStream.AuthenticateAsClient(ip, new X509CertificateCollection() { certificate }, SslProtocols.Default, false);
sslStream.ReadTimeout = 5000;
sslStream.WriteTimeout = 5000;
sslStream.Write(data);
}
catch (AuthenticationException e)
{
MessageBox.Show("The other side failed to authenticate.");
}
finally
{
sslStream.Close();
client.Close();
}
And the code that calls into it just does:
var fileBytes = File.ReadAllBytes(file);
var tokenBytes = Encoding.UTF8.GetBytes(token);
var fileNameBytes = Encoding.UTF8.GetBytes(Path.GetFileName(file));
var buffer = new byte[145 + fileBytes.Length];
buffer[0] = 1;
for (int i = 0; i < 16; i++)
{
buffer[i + 1] = tokenBytes[i];
}
for (int i = 0; i < fileNameBytes.Length; i++)
{
buffer[i + 17] = fileNameBytes[i];
}
for (int i = 0; i < fileBytes.Length; i++)
{
buffer[i + 145] = fileBytes[i];
}
SocketConnection.Send(ip, buffer);
Is there anything inherently wrong with what I'm doing, or do I need to do something different for images?
EDIT: I have changed it to reflect the current code, and also, after doing a dump of the raw bytes on both ends, it looks like for some reason the bytes are getting rearranged when they come over the wire. Is there any way to ensure that the bytes come across in the original order?
In ReadMessage you're writing bytes.Length bytes to the stream, regardless of the number of bytes that were actually read. Try:
private static byte[] ReadMessage(SslStream sslStream)
{
byte[] buffer = new byte[2048];
MemoryStream stream = new MemoryStream();
int bytes = -1;
while (bytes != 0)
{
bytes = sslStream.Read(buffer, 0, buffer.Length);
// Use "bytes" instead of "buffer.Length" here
stream.Write(buffer, 0, bytes);
}
return stream.ToArray();
}
Based on your follow-up, you're also taking the file data from the wrong point in the buffer, and so you're losing the first byte of the file.
Your code should be:
var fileBytes = messageData.Splice(145); // File data starts at 145, not 146
Is this possibly a conflict between endianness? If the bytes from the server are ABCDEF and the client is seeing the image bytes as BADCFE then that's the issue.
I haven't worked with image files, but when I read a short or an int instead of a String from the bytes coming in over the wire, I do something like this:
int intFromStream = IPAddress.NetworkToHostOrder(BitConverter.ToInt32(byteArrayWithLength4, 0));

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