I am new to c# and I am building server / client application.
I have created both the server and the client successfully , but when any client connects to the server... I need to save that client because the server is supposed to send them a message after 10 minutes .
private void Form1_Load(object sender, EventArgs e) {
TcpListener myList;
myList = new TcpListener(IPAddress.Any, 8001);
while (true)
{
TcpClient client = myList.AcceptTcpClient();
MessageBox.Show("Connection accepted from " + client.Client.LocalEndPoint.ToString());
}
}
Now , my problem is how to save "client" id or anything about this client which is connected, to send message after 10 minutes from server to this client.
Can anyone help please?
Form onLoad is rather bad place to accept clients. Instead use ,for example, Background Worker. Also you might want to avoid using while(true) without any way to break the loop.
Object storage must be outside of method (event handler) to preserve connections from evil Garbage Collector. There are many ways to store object, it might be array (bothersome) or some collection, which although heavier to compute are pleasant to use. You can even use Concurent collections which will take care of thread synchronization on their own.
Dictionary<string,TcpClient> clientDict;
List<TcpClient> clientList;
...
void acceptClients()
{
TcpListener myList;
myList = new TcpListener(IPAddress.Any, 8001);
while (true)
{
TcpClient client = myList.AcceptTcpClient();
clientDict.Add("client nickname, id etc.",client);
clientList.Add(client);
MessageBox.Show("Connection accepted from " + client.Client.LocalEndPoint.ToString());
if (clientList.count>=8 || clientDict.count>=8)
{
break; // I want to break freeeeee!!!!
}
}
}
...
void sendToClient(string nick)
{
if (clientDict.ContainsKey(nick))
{
TcpClient client = clientDict[nick];
//and use selected client.
}
}
void broadcast()
{
foreach(TcpClient client in clientList) //clientList can be replaced with clientDict.Values
{
//and use selected client.
}
}
you would have to store the TCPClient in some list/dictionary. Regarding identifying connections you can use IP/Port in the TCPClient to differentiate between different connections.
Below is one such article i have posted to create a multi-threaded TCP chat application. it might be helpful.
http://shoaibsheikh.blogspot.com/2012/05/multi-threaded-tcp-socket-chat-server.html
The only possible way is to keep the connection open. Because many clients connect from behind NAT devices (corporate access points, home routers etc) is not possible to ask the client for a 'call back' address (IP:port).
What that mean in C# code, you need a reference to the client object you created in AcceptTcpClient. When you want to send something, you must retrieve this object and Write something into the client's stream (obtained via client.GetStream()). How exactly this is accomplished, it depends entirely on your code. A Dictionary perhaps? Do expect the connection to had closed by then for various reasons, even if KeepAlive is set.
Note that having a large number of accepted connections is not feasible (for many reasons).
Related
First, I don't know if Stackoverflow is the best site to post this kind of message, but I don't know another sites like this.
In oder to understand properly tcp programmation in C#, I decided to do all possible ways from scratch. Here is what I want to know (not in the right order:
- Simple One Thread Socket Server (this article)
- Simple Multiple Threads Socket Server (I don't know how, cause threads are complicated)
- Simple Thread Socket Server (put the client management in another thread)
- Multiple Threads Socket Server
- Using tcpListener
- Using async / Await
- Using tasks
The ultimate objective is to know how to do the best tcp server, without just copy/paste some parts of come, but understand properly all things.
So, this is my first part : a single thread tcp server.
There is my code, but I don't think anybody will correct something, because it's quite a copy from MSDN : http://msdn.microsoft.com/en-us/library/6y0e13d3(v=vs.110).aspx
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
namespace SimpleOneThreadSocket
{
public class ServerSocket
{
private int _iPport = -1;
private static int BUFFER_SIZE = 1024;
private Socket _listener = null;
public ServerSocket(int iPort)
{
// Create a TCP/IP socket.
this._listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Save the port
this._iPport = iPort;
}
public void Start()
{
byte[] buffer = null;
String sDatasReceived = null;
// Bind the socket to loopback address
try
{
this._listener.Bind(new System.Net.IPEndPoint(System.Net.IPAddress.Loopback, _iPport));
this._listener.Listen(2);
}
catch (Exception e)
{
System.Console.WriteLine(e.ToString());
}
// Listening
try
{
Console.WriteLine("Server listening on 127.0.0.1:" + _iPport);
while (true)
{
Socket client = this._listener.Accept();
Console.WriteLine("Incoming connection from : " + IPAddress.Parse(((IPEndPoint)client.RemoteEndPoint).Address.ToString()) + ":" + ((IPEndPoint)client.RemoteEndPoint).Port.ToString());
// An incoming connection needs to be processed.
while (true)
{
buffer = new byte[BUFFER_SIZE];
int bytesRec = client.Receive(buffer);
sDatasReceived += Encoding.ASCII.GetString(buffer, 0, bytesRec);
if (sDatasReceived.IndexOf("<EOF>") > -1)
{
// Show the data on the console.
Console.WriteLine("Text received : {0}", sDatasReceived);
// Echo the data back to the client.
byte[] msg = Encoding.ASCII.GetBytes(sDatasReceived);
client.Send(msg);
sDatasReceived = "";
buffer = null;
}
else if (sDatasReceived.IndexOf("exit") > -1)
{
client.Shutdown(SocketShutdown.Both);
client.Close();
sDatasReceived = "";
buffer = null;
break;
}
}
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
}
}
But I have some questions about that :
Listen Method from Socket have a parameter : backlog. According to MSDN, backlog is the number of available connection. I don't know why, when I put 0, I can connect to my server with multiple Telnet sessions. EDIT : 0 & 1 both allow 2 connections (1 current, 1 pending), 2 allow 3 connections (1 current, 2 pending), etc... So I didn't understand well the meaning of MSDN.
Can you confirm that Accept Method will take each connection one after one, that's why I see text from differents Telnet session in my server ?
Can you confirm (my server is a C# library) I can't kill my server (with this kind of code) without killing the process ? It could be possible with threads but it will come later.
If something is wrong in my code, please help me :)
I will come back soon with a simple multiple thread socket server, but I don't know how (I think one step is available before using threads or async/await).
First off, do your best not to even learn this. If you can possibly use a SignalR server, then do so. There is no such thing as a "simple" socket server at the TCP/IP level.
If you insist on the painful route (i.e., learning proper TCP/IP server design), then there's a lot to learn. First, the MSDN examples are notoriously bad starting points; they barely work and tend to not handle any kind of error conditions, which is absolutely necessary in the real world when working at the TCP/IP level. Think of them as examples of how to call the methods, not examples of socket clients or servers.
I have a TCP/IP FAQ that may help you, including a description of the backlog parameter. This is how many connections the OS will accept on your behalf before your code gets around to accepting them, and it's only a hint anyway.
To answer your other questions: A single call to Accept will accept a single new socket connection. The code as-written has an infinite loop, so it will work like any other infinite loop; it will continue executing until it encounters an exception or its thread is aborted (which happens on process shutdown).
If something is wrong in my code, please help me
Oh, yes. There are lots of things wrong with this code. It's an MSDN socket example, after all. :) Off the top of my head:
The buffer size is an arbitrary value, rather low. I would start at 8K myself, so it's possible to get a full Ethernet packet in a single read.
The Bind explicitly uses the loopback address. OK for playing around, I guess, but remember to set this to IPAddress.Any in the real world.
backlog parameter is OK for testing, but should be int.MaxValue on a true server to enable the dynamic backlog in modern server OSes.
Code will fall through the first catch and attempt to Accept after a Bind/Listen failed.
If any exception occurs (e.g., from Listen or Receive), then the entire server shuts down. Note that a client socket being terminated will result in an exception that should be logged/ignored, but it would stop this server.
The read buffer is re-allocated on each time through the loop, even though the old buffer is never used again.
ASCII is a lossy encoding.
If a client cleanly shuts down without sending <EOF>, then the server enters an infinite busy loop.
Received data is not properly separated into messages; it is possible that the echoed message contains all of one message and part of another. In this particular example it doesn't matter (since it's just an echo server and it's using ASCII instead of a real encoding), but this example hides the fact that you need to handle message framing properly in any real-world application.
The decoding should be done after the message framing. This isn't necessary for ASCII (a lossy encoding), but it's required for any real encodings like UTF8.
Since the server is only either receiving or sending at any time (and never both), it cannot detect or recover from a half-open socket situation. A half-open socket will cause this server to hang.
The server is only capable of a single connection at a time.
That was just after a brief readthrough. There could easily be more.
I have a metro app talking to a device over wifi using UDP. However, when I disconnect the device from the network or start the app with the device disconnected, nothing happens. ConnectAsync doesn't throw an exception, the app doesn't throw an exception, the app runs like nothing's wrong.
I can't ping the other end but If I give it a formatted string it will respond. The device is currently connected to a router which has internet access but I'm eventually planning to use a router without internet access. I've never done anything with UDP so I'm at a loss here.
Here is an implementation of a UDP listener/writer(taken from Pete Bright at 10rem.net)
class Network
{
private DatagramSocket _socket;
public bool IsConnected { get; set; }
public bool recieved;
public string ret;
public Network()
{
IsConnected = false;
_socket = new DatagramSocket();
_socket.MessageReceived += OnSocketMessageReceived;
}
public async void Connect(HostName remoteHostName, string remoteServiceNameOrPort)
{
try
{
await _socket.ConnectAsync(remoteHostName, remoteServiceNameOrPort);
}
catch (Exception e)
{
var msg = new MessageDialog(e.ToString());
msg.ShowAsync();
}
IsConnected = true;
}
private void OnSocketMessageReceived(DatagramSocket sender, DatagramSocketMessageReceivedEventArgs args)
{
var reader = args.GetDataReader();
var count = reader.UnconsumedBufferLength;
var data = reader.ReadString(count);
ret = data.Trim();
recieved = true;
}
DataWriter _writer =null;
public async void SendMessage(string message)
{
if (String.IsNullOrEmpty(message)) return;
if (_writer == null)
{
var stream = _socket.OutputStream;
_writer = new DataWriter(stream);
}
_writer.WriteString(message);
await _writer.StoreAsync();
}
}
UDP Sockets are "connection-less", so the protocol does not know anything about whether or not the server and client are connected. To know if a a connection is still "active" you will have to implement your own connection detection.
I might recommend reading beej's guide to sockets. It's a good read and pretty funny:
http://beej.us/guide/bgnet/
As it was said, there is no concept like there is in tcp/ip with sync/ack, etc to communicate back and forth and ensure something is there.
Clients are neither connected nor disconnected, only listening or sending really.
So with that said you need to implement a receive timeout from the client.
There are some funny jokes with UDP, since you send data and just essentially fling it out into space. The order the packets are received can't matter either or you are stuck implementing your own scheme here as well.
What you'll need to do here is actually try to reach the device. If you care, then you can do this every X seconds.
As it is stated here: How to test a remote UDP Port
(keep with me, a better approach below this but wanted to provide multiple means)
You can use UdpClient, set a receive timeout on the underlying socket,
make a connection to that remote server/port, Send some small message
(byte[] !) and call Receive.
IF the port is closed you get an exception saying that the connection
was forcibly closed (SocketException with
ErrorCode 10054 = WSAECONNRESET)... which means the port is NOT open.
However- I think a better approach is to actually agree upon a protocol id or some specific data that the clients send every X seconds. If received, then update your 'client connected' table, otherwise consider them disconnected until the client sends a packet with a protocol id over.
A great series on this that you can probably easily adapt to c# is at:
http://gafferongames.com/networking-for-game-programmers/virtual-connection-over-udp/
I believe your code above can be refactored as well to only Send() to an address rather than connect, since there really is no true connect.
To help out people that stumble upon this:Apparently my google-fu is pretty weak. This shows how to set timeouts for TCP and UDP sockets. Default behavior is to never time out(which is consistent with what I saw).
Edit: It doesn't work. Even with a timeout of 500ms I'm still seeing the same behavior of "no exception thrown".
Probably just watch this video: http://screencast.com/t/OWE1OWVkO
As you see, the delay between a connection being initiated (via telnet or firefox) and my program first getting word of it.
Here's the code that waits for the connection
public IDLServer(System.Net.IPAddress addr,int port)
{
Listener = new TcpListener(addr, port);
Listener.Server.NoDelay = true;//I added this just for testing, it has no impact
Listener.Start();
ConnectionThread = new Thread(ConnectionListener);
ConnectionThread.Start();
}
private void ConnectionListener()
{
while (Running)
{
while (Listener.Pending() == false) { System.Threading.Thread.Sleep(1); }//this is the part with the lag
Console.WriteLine("Client available");//from this point on everything runs perfectly fast
TcpClient cl = Listener.AcceptTcpClient();
Thread proct = new Thread(new ParameterizedThreadStart(InstanceHandler));
proct.Start(cl);
}
}
(I was having some trouble getting the code into a code block)
I've tried a couple different things, could it be I'm using TcpClient/Listener instead of a raw Socket object? It's not a mandatory TCP overhead I know, and I've tried running everything in the same thread, etc.
Maybe it's some kind of dns resolve? Are you using IP address to access your server's host or some name which is being resolved by your DNS? The code ParmesanCodice gave should work with no delay unless there's something wrong on client/network side.
Try to add following line to your windows\system32\drivers\etc\hosts:
127.0.0.1 localhost
it may solve your problem or just connect as 127.0.0.1:85
You should consider accepting your clients asynchronously, this will most likely remove the lag you are seeing.
I've modified your code slightly
public IDLServer(System.Net.IPAddress addr,int port)
{
Listener = new TcpListener(addr, port);
Listener.Start();
// Use the BeginXXXX Pattern to accept clients asynchronously
listener.BeginAcceptTcpClient(this.OnAcceptConnection, listener);
}
private void OnAcceptConnection(IAsyncResult asyn)
{
// Get the listener that handles the client request.
TcpListener listener = (TcpListener) asyn.AsyncState;
// Get the newly connected TcpClient
TcpClient client = listener.EndAcceptTcpClient(asyn);
// Start the client work
Thread proct = new Thread(new ParameterizedThreadStart(InstanceHandler));
proct.Start(client);
// Issue another connect, only do this if you want to handle multiple clients
listener.BeginAcceptTcpClient(this.OnAcceptConnection, listener);
}
Doesn't the debugger add overhead ?
I had issues like this when I was building my MMO server.
can't remember how I got round it now.
I think this has something to do with resource allocation on services, I use the approach suggested by ParmesanCodice (well a similar one at least) and during testing I found that the first 5 to 10 connections were rubbish but after that the service seems to hammmer out new connections like theres no tomorrow ...
Maybe its a socket thing in the framework.
Have you tried a load test?
Throw say 1000 connections at it and see what happens, it should get faster after handling each one.
You could avoid the entire Listener.Pending while loop. AcceptTcpClient() is a blocking call so you could just let your code run and pend on that. I don't know why that loop would take 1 second (instead of 1 millisecond) but since you indicate that is where the lag is, you can get rid of it.
I read 2 C# chat source code & I see a problem:
One source uses Socket class:
private void StartToListen(object sender , DoWorkEventArgs e)
{
this.listenerSocket = new Socket(AddressFamily.InterNetwork , SocketType.Stream , ProtocolType.Tcp);
this.listenerSocket.Bind(new IPEndPoint(this.serverIP , this.serverPort));
this.listenerSocket.Listen(200);
while ( true )
this.CreateNewClientManager(this.listenerSocket.Accept());
}
And other one uses TcpListener class:
server = new TcpListener(portNumber);
logger.Info("Server starts");
while (true)
{
server.Start();
if (server.Pending())
{
TcpClient connection = server.AcceptTcpClient();
logger.Info("Connection made");
BackForth BF = new BackForth(connection);
}
}
Please help me to choose the one. I should use Socket class or TcpListener class. Socket connection is TCP or UDP? Thanks.
UDP is connectionless, but can have a fake connection enforced at both ends on the socket objects. TCP is a stream protocol (what you send will be received in chunks on the other end), and additionally creates endpoint sockets for each accepted socket connection (the main listening socket is left untouched, although you'd probably need to call listen() again). UDP uses datagrams, chunks of data which are received whole on the other side (unless the size is bigger than the MTU, but that's a different story).
It looks to me like these two pieces of code are both using TCP, and so as the underlying protocol is the same, they should be completely compatible with each other. It looks as if you should use the second bit of code since it's higher level, but only the server can really use this, the client needs a different bit of code since it doesn't listen, it connects... If you can find the 'connecting' code at the same level of abstraction, use that.
I read some C# chat source code & I see that: on chat server with a lot of connected clients, server listener will run in a separated thread & each connected client will also run in a separated thread.
Code examples:
Start server & begin listening in a separated thread:
public void StartListening()
{
// Get the IP of the first network device, however this can prove unreliable on certain configurations
IPAddress ipaLocal = ipAddress;
// Create the TCP listener object using the IP of the server and the specified port
tlsClient = new TcpListener(1986);
// Start the TCP listener and listen for connections
tlsClient.Start();
// The while loop will check for true in this before checking for connections
ServRunning = true;
// Start the new tread that hosts the listener
thrListener = new Thread(KeepListening);
thrListener.Start();
}
private void KeepListening()
{
// While the server is running
while (ServRunning == true)
{
// Accept a pending connection
tcpClient = tlsClient.AcceptTcpClient();
// Create a new instance of Connection
Connection newConnection = new Connection(tcpClient);
}
}
And a connection will also run in a separated thread:
public Connection(TcpClient tcpCon)
{
tcpClient = tcpCon;
// The thread that accepts the client and awaits messages
thrSender = new Thread(AcceptClient);
// The thread calls the AcceptClient() method
thrSender.Start();
}
So, if a chat server with 10000 connected clients, the chat server application will have 10002 threads (one main thread, one server thread & 10000 client threads). I think the chat server will be overhead with a big number of threads. Please help me a solution. Thanks.
UPDATE:
I believe chat examples are only for learning networking & they are not suitable in real-world model. Please give me a real-world solution. Thanks.
If you use .Net framework 2.0 SP2 or higher, than you may use new asyncrhronous sockets model based on IO Completion ports. In this case you shouldn't create your own threads, because IO Completion ports do all job for you.
Here some examples:
tcpServer = new System.Net.Sockets.TcpListener(IPAddress.Any, port);
tcpServer.Start();
tcpServer.BeginAcceptSocket(EndAcceptSocket, tcpServer);
private void EndAcceptSocket(IAsyncResult asyncResult)
{
TcpListener lister = (TcpListener)asyncResult.AsyncState;
Socket sock = lister.EndAcceptSocket(asyncResult);
//handle socket connection (you may add socket to you internal storage or something)
//start accepting another sockets
lister.BeginAcceptSocket(EndAcceptSocket, lister);
SocketAsyncEventArgs e = new SocketAsyncEventArgs();
e.Completed += ReceiveCompleted;
e.SetBuffer(new byte[socketBufferSize], 0, socketBufferSize);
sock.ReceiveAsync(e);
}
void ReceiveCompleted(object sender, SocketAsyncEventArgs e)
{
var sock = (Socket)sender;
if (!sock.Connected)
{
//handle socket disconnection
}
var buf = new byte[size];
Array.Copy(e.Buffer, buf, size);
//handle received data
//start reading new data
sock.ReceiveAsync(e);
}
A standard mechanism to ease the burden is known as selection, which can multiplex multiple Socket instances to watch for the ones that are ready to be read or written to. See this document: http://codeidol.com/csharp/csharp-network/Csharp-Network-Programming-Classes/Csharp-Socket-Programming/ and scroll down to the section on select().
1) You'll NEVER want that many threads running - even if you could get them to run on your box (which you can't - each thread has a stack associated with it that takes real RAM and as you start more and more and more you'll run out of physical resources in your box and watch it blow up).
2) You'll want to look into thread pooling - using a smaller amount of threads to tackle a larger amount of work - typically reading from a queue of work that you try to get through as quickly as possible.
3) You'll want to look into io completion ports - a means of having a callback when io (likek a disk read or a network io) is waiting for you to take action - think of a thread (or pool of threads) dedicated to getting io notifications and then shoving the action to take for that io into a queue and then another pool of threads that take care of the actual messaging/logging/etc.
4) What happens when you scale beyond one machine? Which you hope to do if you're successful right? :-) Typically people dedicate a set of N machines to chat - then they hash based on a identifier for the user (think a GUID that represented the user - or a UserID/bigint depending on what corresponds to some internal authentication token that is consistent from login to login) which allows them to deterministically route the user's status/state information to a specific machine in that set of N boxes dedicated to messaging. So if a user that hashes to server N[2] needs to check if theri friends ar logged in it is easy to know for each of their friends exactly which machine their friend's status should be in because the backend consistently hashes those friends to the IM machine that corresponds to each userid hash. (i.e. you know just from the userid what server in the farm should be handling the IM status for that user.
Just dont' think you're gonna spin up a bunch of threads and that will save the day. It's sloppy and works only in very small numbers.
To make the matter worse you would also have to communicate between some arbitrary number of threads (it's a chat server, people want to talk to each other, not themselves.) I would suggest looking into UDP - can be done with a single thread on the server and fits the network activity well - people rarely write more then couple of sentences at a time in chat exchanges, which is very convenient for size-limited UDP datagrams.
There are other approaches of course, but one sure thing though is that you will never be able to do thread per socket at that scale.
I suggest you to read this great article on MSDN Magazine.
Describing:
Threaded Server
Select-Based Server
Asynchronous Server
codes in C# & VB.Net