I have a simple C# Windows Service that should respond "OK" to GET requests on port 8080.
Everything works fine, with one simple itch...
Every single request made to the service stays in TIME_WAIT.
Am I missing something, I've looked around and most samples I've seen on HTTPListeners and Windows Services are doing it in a similar fashion?!
private HttpListener _listener;
protected override void OnStart(string[] args)
{
_listener = new HttpListener();
_listener.Prefixes.Add("http://*:8080/");
_listener.Start();
_listener.BeginGetContext(new AsyncCallback(OnRequestReceive), _listener);
}
protected override void OnStop()
{
_listener.Stop();
}
private void OnRequestReceive(IAsyncResult result)
{
if (!_listener.IsListening)
return;
//Get context for a request.
HttpListenerContext context = _listener.EndGetContext(result);
HttpListenerRequest request = context.Request;
//Obtain a response object.
HttpListenerResponse response = context.Response;
response.ContentType = "application/json";
response.KeepAlive = false;
//Our return message...
string responseString = "OK";
//Construct the response.
byte[] buffer = Encoding.UTF8.GetBytes(responseString);
Stream output = response.OutputStream;
response.ContentLength64 = buffer.Length;
output.Write(buffer, 0, buffer.Length);
//Close and send response
try
{
output.Flush();
output.Close();
response.Close();
}
finally
{
//Wait for another request
_listener.BeginGetContext(new AsyncCallback(OnRequestReceive), _listener);
}
}
Edit: Fixed Local declaration of _listener.
Thanks to rene for pointing out the correct direction...
TIME-WAIT
(either server or client) represents waiting for enough time to pass to be sure the remote TCP received the acknowledgment of its connection termination request. [According to RFC 793 a connection can stay in TIME-WAIT for a maximum of four minutes known as a MSL (maximum segment lifetime).]
For anyone else who wants to change this behavior:
The TIME_WAIT period is configurable by modifying the following DWORD registry setting that represents the TIME_WAIT period in seconds.
HKEY_LOCAL_MACHINE\System\CurrentControlSet\Services\TCPIP\Parameters\TcpTimedWaitDelay
Related
Update
I figured out what the problem was. I was trying to move too much data over TCP, and it was causing freeze-ups. For some reason, this wasn't manifesting in the editor...who knows for what reason. If anyone else stumbles upon this problem (in a program like Unity, where functions are looping constantly and data is always being processed), consider that you're moving too much irrelevant data.
Original Post
I've run into quite the problem, and I'm hoping I can receive some guidance.
In short, I'm wondering how to use TCP to communicate two Unity apps over the same computer. I've gotten it functioning in editor, but when both apps are built, communication quickly breaks down.
This is really stumping me, because I don't understand why an app would work in the Editor environment, but not in the official build.
When I use TCP to communicate between two Unity apps (on the same computer), it works so long as one of them is kept in the Unity environment. That is, if I build one app, and open the other in the Unity editor, TCP communication works flawlessly.
Here is some more background: One of my apps is functioning as a User Interface, and the other is interfacing with a Looking Glass to provide a holographic display of in-game objects. Originally, they were combined into one App - but I had a lot of trouble getting Unity's multidisplay support to function between two monitors of different resolutions. Looking Glass factory even provides a prefab to do just this, but it is broken in the current SDK. So I have resorted to using sockets to interface between two apps, one for each monitor.
I'm using C#'s TCP listener class: https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.tcplistener?view=netframework-4.8
And TCP client class: https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.tcpclient?view=netframework-4.8
Presently, the UI is acting as the TCPListener, and the application that produces holograms is the TCPClient. Within each of these applications, I'm using two Queues - an IncomingMessages queue and an Outgoing Messages queue - which are global variables shared between the main thread and the networking thread.
TCP Listener:
private void Start()
{
incomingMessages = new Queue();
outgoingMessages = new Queue();
Application.runInBackground = true;
thread = new Thread(new ThreadStart(Receive));
thread.Start();
//stuff happens that's irrelevant to this question. And then...
}
void Receive()
{
TcpListener server = null;
try
{
// Set the TcpListener on port 13000.
Int32 port = 13000;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
// TcpListener server = new TcpListener(port);
server = new TcpListener(localAddr, port);
// Start listening for client requests.
server.Start();
// Buffer for reading data
Byte[] bytes = new Byte[256];
String data = null;
// Enter the listening loop.
Debug.Log("About to reenter main while in Server...");
while (threadContinue)
{
Debug.Log("Waiting for a connection... ");
// Perform a blocking call to accept requests.
// You could also user server.AcceptSocket() here.
TcpClient client = server.AcceptTcpClient();
Debug.Log("Connected!");
data = null;
// Get a stream object for reading and writing
NetworkStream stream = client.GetStream();
int i;
// Loop to receive all the data sent by the client.
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
// Translate data bytes to a ASCII string.
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Debug.Log("Received from Client: " + data);
lock (this)
incomingMessages.Enqueue(data);
string response = supplyData();
byte[] msg = System.Text.Encoding.ASCII.GetBytes(response);
// Send back a response.
stream.Write(msg, 0, msg.Length);
Debug.Log("Sent to Client: " + response);
}
// Shutdown and end connection
client.Close();
}
}
catch (SocketException e)
{
Debug.Log("SocketException: ");
Debug.Log(e);
}
finally
{
// Stop listening for new clients.
server.Stop();
}
Debug.Log("Exiting 'Receive'");
}
And here is the TCP Client. It attempts to connect a regular intervals, and also whenever new data is available. This is so that it can receive information from the server regularly and share new data whenever it is available:
void Start()
{
//prepare networking
Application.runInBackground = true;
outgoingMessages = new Queue();
incomingMessages = new Queue();
thread = new Thread(new ThreadStart(Connect));
thread.Start();
//stuff happens that's irrelevant to this question...
}
private void Connect()
{
String server = "127.0.0.1";
Int32 port = 13000;
string message = "";
while (threadContinue == true)
{
if (timeToConnect())
{
lastConnection = ourTime;
if (outgoingMessages.Count > 0)
message = outgoingMessages.Dequeue().ToString();
else
message = "Nothing to report.";
try
{
// Create a TcpClient.
// Note, for this client to work you need to have a TcpServer
// connected to the same address as specified by the server, port
// combination.
client = new TcpClient(server, port);
// Translate the passed message into ASCII and store it as a Byte array.
Byte[] data = System.Text.Encoding.ASCII.GetBytes(message);
// Get a client stream for reading and writing.
// Stream stream = client.GetStream();
stream = client.GetStream();
// Send the message to the connected TcpServer.
stream.Write(data, 0, data.Length);
Debug.Log("Sent to Server: " + message);
// Buffer to store the response bytes.
data = new Byte[256];
// 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);
lock (this)
incomingMessages.Enqueue(responseData);
Debug.Log("Received from Server: " + responseData);
stream.Close();
client.Close();
}
catch (ArgumentNullException e)
{
Debug.Log("ArgumentNullException: ");
Debug.Log(e);
outgoingMessages.Enqueue(message);
}
catch (SocketException e)
{
Debug.Log("SocketException: ");
Debug.Log(e);
outgoingMessages.Enqueue(message);
}
}
}
}
private bool timeToConnect()
{
if ((ourTime - lastConnection > NETWORK_DELAY) || (outgoingMessages.Count > 0))
return true;
return false;
}
Instantiated in separate threads so that Unity's main thread can continue unhindered.
Again - it works in Editor, but when I build it, it breaks.
Update
I figured out what the problem was. I was trying to move too much data over TCP, and it was causing freeze-ups. For some reason, this wasn't manifesting in the editor...just in the exported app. Who knows for what reason. If anyone else stumbles upon this problem...where you're bypassing Unity's multidisplay functionality by building multiple apps that communicate over network...consider that you're burdening your queues with too much data.
I've made a server and a client. The client should re-attempt to connect to the server if I close the server. I've made it so when the try/catch during waitForCommands fails, it restarts the attemptConnection method in a new thread. The problem I have here is that it simply won't reconnect. As a test, I open my TCP server and the TCP client. The client connects to the server as usual. Then, I close the TCP Server, and the clients spits out this error: 'System.Net.Sockets.SocketException' rapidly, and never connects.
class Program
{
public static TcpClient client = new TcpClient();
public static NetworkStream stream;
public static byte[] readBuffer;
static void Main(string[] args)
{
new Thread(attemptConnection).Start();
}
public static void waitForCommands()
{
while (client.Connected)
{
try
{
readBuffer = new byte[client.ReceiveBufferSize];
int data = stream.Read(readBuffer, 0, readBuffer.Length);
string plainText = Encoding.ASCII.GetString(readBuffer, 0, data);
if (plainText.Contains("mbox"))
{
MessageBox.Show("");
}
}
catch
{
new Thread(attemptConnection).Start();
}
}
}
public static void attemptConnection()
{
while(!client.Connected)
{
try
{
client.Connect("127.0.0.1", 23154);
stream = client.GetStream();
new Thread(waitForCommands).Start();
}
catch(Exception ex)
{
Console.WriteLine(ex.Data);
}
}
}
}
An interesting thing I noticed, is that if I write 'client.Close();' on the server exit event, I get no error messages when the client tries to reconnect. It just shows a blank screen and does nothing
If you'd like to see the code that waits for connections on my server, it's really simple so I'm not sure why this problem is occuring.
public static void waitForConnection()
{
server.Start();
client = server.AcceptTcpClient();
stream = client.GetStream();
f.labelControl1.Text = "Connected";
}
To expand on my comment, I think it's due to the underlying TCP connection (the network stream) not closing automatically.
Try closing the stream manually and see what it does:
client.GetStream().Close();
You could also just close the client which closes the stream for you (see https://msdn.microsoft.com/en-us/library/system.net.sockets.tcpclient.close.aspx):
client.Close();
And another way to resolve your issue (see https://stackoverflow.com/a/38006848/4408417):
client.Client.Disconnect(true);
I changed client.Connect() to
client = new TcpClient();
client.Connect("127.0.0.1", 23154);
As Jasper recommended in the comments
I believe what I am looking to create is a service that listens to a specific port, and when data is sent to that port, it sends off that data to another script for processing.
For some reason though, the service times out when I try to start it. My logs tells me TcpClient client = server.AcceptTcpClient(); is where it is stopping (actually, it is getting stuck on 'starting' in Services).
Since I have no experience with C#, making services, or working with servers in this manner, the code is pretty much just what I found online.
The OnStart method looks like this.
protected override void OnStart(string[] args)
{
try
{
TcpListener server = null;
// Set the TcpListener on port 13000.
Int32 port = 1234;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
// TcpListener server = new TcpListener(port);
server = new TcpListener(localAddr, port);
// Start listening for client requests.
server.Start();
// Buffer for reading data
Byte[] bytes = new Byte[256];
String data = null;
// Enter the listening loop.
while (true)
{
// Perform a blocking call to accept requests.
// You could also user server.AcceptSocket() here.
TcpClient client = server.AcceptTcpClient();
data = null;
// Get a stream object for reading and writing
NetworkStream stream = client.GetStream();
int i;
// Loop to receive all the data sent by the client.
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
// Translate data bytes to a ASCII string.
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
// Process the data sent by the client.
data = data.ToUpper();
byte[] msg = System.Text.Encoding.ASCII.GetBytes(data);
// Send back a response.
stream.Write(msg, 0, msg.Length);
}
// Shutdown and end connection
client.Close();
}
}
catch (SocketException e)
{
}
finally
{
}
}
As per MSDN, TcpServer.AcceptTcpClient blocks, so you're probably never returning from your Service's OnStart method, which causes the service to never actually "start".
You might consider using another thread and return from OnStart as soon as possible.
Cheers
As far as creating the Windows service itself, you should be able to use this link, even though it's dated. This companion link shows how to have the service install and uninstall itself. Finally, use this link to understand how to have your service run constantly and how to properly respond to start and stop commands.
To have your service interact with the socket, you'll want to modify the WorkerThreadFunc() from the last link. This is where you should start listening for and processing inbound socket connections.
I've been messing around with TCP sockets in C#, and I'm having some trouble communicating with an FTP server I have set up. I can connect initially and get the 220 message, but when I send the "USER nrcrast" command, I never get a response, and the DataAvailable property returns false. Anybody know what I'm doing wrong? Here's my code so far:
namespace TCPClient
{
public partial class TCPClientForm : Form
{
private TcpClient myClient;
NetworkStream stream;
public TCPClientForm()
{
InitializeComponent();
send();
}
void send()
{
while (true)
{
try
{
myClient = new TcpClient("nrcrast.dyndns.info", 21);
break;
}
catch (SocketException ex)
{
Console.WriteLine(ex.ToString());
}
}
stream = myClient.GetStream();
int sendOffset = 0;
int recOffset=0;
int dataLength;
Byte[] receiveData = new Byte[256];
// wait for a response
dataLength = stream.Read(receiveData, recOffset, receiveData.Length);
String recvdMessage = System.Text.Encoding.ASCII.GetString(receiveData, 0, dataLength);
Console.WriteLine(recvdMessage.ToString());
recOffset+=dataLength;
String message = "USER nrcrast";
Byte[] data = System.Text.Encoding.ASCII.GetBytes(message);
stream.Write(data, 0, data.Length);
sendOffset += data.Length;
// wait for a response
while (!stream.DataAvailable)
{
}
dataLength = stream.Read(receiveData, 0, receiveData.Length);
recvdMessage = System.Text.Encoding.ASCII.GetString(receiveData, 0, dataLength);
Console.WriteLine(recvdMessage.ToString());
}
}
A shoot in the dark, you need to put a carriage return and new line at the end of the command
String message = "USER nrcrast\r\n";
If you're interested in looking over someone's shoulder on a similar project (not saying its perfect), I did the same thing a long time ago (this was back in .net 1.1, and ported it to .net 2.0 when the ssl stream stuff was added).
there are some tricky pieces to the FTP protocols with respect to timings of when you send commands, when the server expects you to open the data connection, when you read the server response, and so forth (depending on active / passive modes).
anyway, feel free to look over My FTP Client Library source code for reference as you do your own implementation. it's a pretty complete implementation and does auth ssl/tls as well.
I created simple HttpListener that listens to port 9090 and depending on a request's URL writes some info to the console.
But I'm stuck :( I thought of multithreading, event based system, but I dind't manage to do anything with it.
Here is the code of my listener that I launched as a separate console app:
string urlTemplate = String.Format("/prefix/{0}/suffix", id);
string prefix = String.Format("http://localhost:9090/");
HttpListener listener = new HttpListener();
listener.Prefixes.Add(prefix);
listener.Start();
Console.WriteLine("Listening to {0}...", prefix);
while (true)
{
HttpListenerContext context = listener.GetContext();
HttpListenerRequest request = context.Request;
//Response object
HttpListenerResponse response = context.Response;
//Construct response
if (request.RawUrl.Contains(urlTemplate) && request.HttpMethod == "POST")
{
string requestBody;
Stream iStream = request.InputStream;
Encoding encoding = request.ContentEncoding;
StreamReader reader = new StreamReader(iStream, encoding);
requestBody = reader.ReadToEnd();
Console.WriteLine("POST request on {0} with body = [{1}]", request.RawUrl, requestBody);
response.StatusCode = (int)HttpStatusCode.OK;
//Return a response
using (Stream stream = response.OutputStream) { }
}
else
{
response.StatusCode = (int)HttpStatusCode.BadRequest;
Console.WriteLine("Invalid HTTP request: [{0}] {1}", request.HttpMethod, request.Url);
using (Stream stream = response.OutputStream) { }
}
}
I decided to use it as an utility for unit tests (maybe somewhere else). So when test starts I need to configure the listener, run it, then make some requests and receive the info (which listener wrote earlier to Console), and at the end of the test stop the listener.
My main idea was to incapsulate this listener to separate class MyHttpListener which has methods: StartListener(), StopListener().
But when I call StartListener() my test freezes because of infinite while loop. I tried to create separate background thread or event based system, but my lack of experience with them, prevents me from doing it. I've already spent a lot of time trying to find the solution, but all for nothing.
Hope you can help me finding the solution for such trivial task.
Thanks in advance.
One of the responder's variant (it seems he deleted his post) looked good, but it didn't work for me. I tried to fix things in order it started working, but at the end that variant gave me an idea how to solve the problem - with multithreading and events :)
Here's what I have now and it works:
public delegate void HttpListenerRequestHandler(object sender, HttpListenerEventArgs e);
public event HttpListenerRequestHandler OnCorrectRequest;
...
if(OnCorrectRequest != null)
OnCorrectRequest(this, new HttpListenerEventArgs(response));
lock (threadLock)
{
Console.WriteLine("POST request on {0} with body = [{1}]", request.RawUrl, requestBody);
}
...
public class HttpListenerEventArgs : EventArgs
{
public readonly HttpListenerResponse response;
public HttpListenerEventArgs(HttpListenerResponse httpResponse)
{
response = httpResponse;
}
}
In order to receive detailed responses from HttpListener in main thread, I use the following:
private HttpListenerResponse response;
public void HttpCallbackRequestCorrect(object sender, HttpListenerEventArgs e)
{
response = e.response;
Console.WriteLine("{0} sent: {1}", sender, e.response.StatusCode);
}
Unfortunately I have the following exception which I don't know how to handle:
System.Net.HttpListenerException: The I/O operation has been aborted because of either a thread exit or an application request
at System.Net.HttpListener.GetContext()