I want to send a message from a C# application to the Android emulator or device over TCP. I have searched on Google and got the maximum results for Android client and C# server but not what I want to acheive.
Here is what I have tried; maybe I am going about it the wrong way but what I want is to send a message over TCP to an Android device.
Server Code to send a message:
private static int port = 4444;
private static TcpListener listener;
private static Thread thread;
private static int clientId = 0;
listener = new TcpListener(new IPAddress(new byte[] { 127, 0, 0, 1 }), port);
thread = new Thread(new ThreadStart(Listen));
thread.Start();
private static void Listen()
{
listener.Start();
MessageBox.Show("Listening on: " + port.ToString());
while (true)
{
MessageBox.Show("Waiting for connection....");
MessageBox.Show("Client No: " + clientId);
TcpClient client = listener.AcceptTcpClient();
Thread listenThread = new Thread(new ParameterizedThreadStart(ListenThread));
listenThread.Start(client);
}
}
private static void ListenThread(Object client)
{
NetworkStream netstream = ((TcpClient)client).GetStream();
MessageBox.Show("Request made");
clientId = clientId + 1;
// String message = "Hello world";
byte[] resMessage = Encoding.ASCII.GetBytes(clientId.ToString());
netstream.Write(resMessage, 0, resMessage.Length);
netstream.Close();
}
Client Code
private TextView textDisplay;
Socket socket;
private static final int TCP_SERVER_PORT = 4444;
ServerSocket ss = null;
try {
ss = new ServerSocket(TCP_SERVER_PORT);
//ss.setSoTimeout(10000);
//accept connections
Socket s = ss.accept();
BufferedReader in = new BufferedReader(new InputStreamReader(s.getInputStream()));
BufferedWriter out = new BufferedWriter(new OutputStreamWriter(s.getOutputStream()));
//receive a message
String incomingMsg = in.readLine() + System.getProperty("line.separator");
Log.d("TcpServer", "received: " + incomingMsg);
textDisplay.append("received: " + incomingMsg);
//send a message
String outgoingMsg = "goodbye from port " + TCP_SERVER_PORT + System.getProperty("line.separator");
out.write(outgoingMsg);
out.flush();
Log.d("TcpServer", "sent: " + outgoingMsg);
textDisplay.append("sent: " + outgoingMsg);
//SystemClock.sleep(5000);
s.close();
} catch (InterruptedIOException e) {
//if timeout occurs
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
} finally {
if (ss != null) {
try {
ss.close();
} catch (IOException e) {
Log.d("Error",e.toString());
}
}
}
The problem lies in your Client code.
A socket is opened between two parties, one that plays the role of the listener / server that does bind->listen->accept and a client that connect
In your code there are two problems:
Your client should connect and not accept
Both your client and your server will try to read from the socket and write afterwards. There would be no problem if your read and write operations from the socket were on different threads.In your case this will result in a deadlock.
If you want both operations to be done on the same thread , sequentially then your client and server should perform the read and write in opposite order :
Client : read -> write
Server: write-> read
Related
I'm writing app on android, which would communicate with c# server via TCP protocol. My code works fine when I use wi-fi and now I want to change it that it would work even if android client would use mobile data
Server in c# (only recive and send data):
static void Main(string[] args)
{
//setup
Program prog = new Program();//to run non-static void from static context
//main server
try
{
IPAddress ipAd = IPAddress.Parse("192.168.x.xxx");
// Initializes the Listener
TcpListener myList = new TcpListener(ipAd, 11000);
/* Start Listeneting at the specified port */
myList.Start();
//label com
com:
//accept connection
Socket s = myList.AcceptSocket();
Console.WriteLine("Connection accepted from " + s.RemoteEndPoint);
//recive data
byte[] b = new byte[100];
int k = s.Receive(b);
char cc = ' ';
string text = null;//wil produce recived text
Console.Write("Recieved: ");
for (int i = 0; i < k - 1; i++)
{
Console.Write(Convert.ToChar(b[i]));
cc = Convert.ToChar(b[i]);
text += cc.ToString();
}
Console.WriteLine();
//analyze text
string reply = prog.analyzeText(text);
//send reply
ASCIIEncoding asen = new ASCIIEncoding();//is using to encode reply<string> to possible to send format
s.Send(asen.GetBytes(reply));//send
s.Close();
/* clean up */
goto com;
s.Close();
myList.Stop();
Console.ReadLine();
}
catch (Exception e)
{
Console.WriteLine("Error: " + e.StackTrace);
Console.ReadLine();
}
}
and android client code:
private String connectSocket(String msg) {//send and receive data from server
try {
InetAddress serverAddr = InetAddress.getByName("192.168.x.xxx");
Socket socket = new Socket(serverAddr, 11000);
//define PrintWriter
PrintWriter out = null;
try {
out = new PrintWriter(new BufferedWriter(new OutputStreamWriter(socket.getOutputStream())), true);
final BufferedReader in = new BufferedReader(new InputStreamReader(socket.getInputStream()));
out.println(msg);
String text = "";
String finalText = "";
while ((text = in.readLine()) != null) {
finalText += text;
}
socket.close();
return finalText;
} catch (Exception e) {
Toast.makeText(getApplicationContext(),"Something went wrong.\nTry again in few minutes",Toast.LENGTH_SHORT).show();
return "exception";
} finally {
socket.close();
}
} catch (UnknownHostException e) {
return "UnknownHostException";
} catch (IOException e) {
return "IOException";
}
}
PS. sorry for my english, but I started learning it only 1 year ago
There's no code changes needed. You might need to set up your network correctly so there's no firewalls in the way around your test server (and that may include talking to your ISP, if they have a firewall preventing incoming connections). But standard socket communication works over wifi or mobile.
First of all, I'm absolutely not a network programmer. What I try to do, is a very simple TCP/IP communication between a Java server and a C# client.
Java server:
public void run(){
try {
// Open server socket
_server = new ServerSocket(SERVER_PORT);
_client = _server.accept();
System.out.println("ComInterface: client connected.");
// Wait for a client data output stream
while(true){
// Receive message from client
BufferedReader is =
new BufferedReader(new InputStreamReader(_client.getInputStream()));
msg = is.readLine();
// Process message
if(msg!=null){
System.out.println("ComInterface: Message Received : <" + msg + ">.");
processMessage(msg); // Independant method
}
else{
System.out.println("ComInterface: client closed connection.");
_client.close();
_client = _server.accept();
System.out.println("ComInterface: client connected.");
}
}
} catch (IOException e) {
e.printStackTrace();
}
}
public void sendMessage(String msg){
try {
// Out stream
DataOutputStream os = new DataOutputStream(_client.getOutputStream());
os.writeBytes((String)(msg+"\n"+(char)13));
os.flush();
System.out.println("ComInterface: Message <" + msg + "> sent");
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
And here's the C# client:
public class ComInterface : MonoBehaviour
{
public const String SERVER_IP = "127.0.0.1"; // Localhost
public const int PORT = 1100; // Default port
public const int READ_BUFFER_SIZE = 5000; // 4.8828125 kilobytes
private TcpClient _client;
private ASCIIEncoding _asen;
private byte[] _readBuffer;
private String _msg;
public Boolean connected { get; internal set; } // setter is for internal use only
/**
* Initialize internal variables (buffer, socket...)
*/
public ComInterface()
{
connected = false;
_client = new TcpClient();
_asen = new ASCIIEncoding();
_readBuffer = new Byte[READ_BUFFER_SIZE];
_msg = String.Empty;
}
/**
* Connect to server at SERVER_IP:PORT
* Return true if connection was a success, or false if failure.
*/
public Boolean Connect()
{
try
{
_client.Connect(SERVER_IP, PORT);
connected = true;
Array.Clear(_readBuffer, 0, _readBuffer.Length);
Debug.Log("TCPClient: <Connect> Connected to the server");
// Start an asynchronous read invoking ReceiveComMessage
_client.GetStream().BeginRead(_readBuffer, 0, READ_BUFFER_SIZE, new AsyncCallback(ReceiveComMessage), _client.GetStream());
}
catch (Exception ex)
{
Debug.Log("TCPClient: <Connect> Cannot connect to the server - " + ex.Message);
connected = false;
}
// Return connection state
return connected;
}
/**
* Received a message from Communicator
*/
private void ReceiveComMessage(IAsyncResult ar)
{
int BytesRead;
String msg;
try
{
BytesRead = _client.GetStream().EndRead(ar);
if (BytesRead < 1)
{
// if no bytes were read server has close.
Debug.Log("TCPClient: <ReceiveComMessage> The server has closed (BytesRead<1)");
this.Disconnect();
return;
}
// Convert the byte array the message was saved into,
msg = Encoding.ASCII.GetString(_readBuffer);
Debug.Log("C# Message: \"" + msg + "\""); // Output example in log below
BytesRead = 0;
Array.Clear(_readBuffer, 0, _readBuffer.Length);
// Start a new asynchronous read into readBuffer.
_client.GetStream().BeginRead(_readBuffer, 0, READ_BUFFER_SIZE, new AsyncCallback(ReceiveComMessage), _readBuffer);
}
catch (Exception ex)
{
Debug.Log("TCPClient: <ReceiveComMessage> The server has closed (Exception):" + ex.Message + " see " + ex.StackTrace);
this.Disconnect();
}
The main problem is that all the message are arriving incomplete. Here's the log trace:
C#: Message "{
C#: Message ""sender":"Bob"",
C#: Message ""recipient":",
etc...
Instead of for instance
C#: Message "{"sender":"Bob","recipient":[1,2,3]}"
I'm a bit confused and I'd need some help to resolve this. Thank you very much!
TCP is a stream-oriented connection, not message-oriented. It has no concept of a message. When you write out your serialized string, it only sees a meaningless sequence of bytes. TCP is free to break up that stream up into multiple fragments and they will be received at the client in those fragment-sized chunks. It is up to you to reconstruct the entire message on the other end.
In your scenario, one would typically send a message length prefix. This way, the client first reads the length prefix so it can then know how large the incoming message is supposed to be.
I would seriously consider using something like Google's Protocol Buffers as a good way of declaring your messages and then streaming them with the size prefix option. The nice thing is that you define your set of messages once and then use the available tools to automatically generate C++, Java, C#, etc code from the message definitions. This will help in having a consistent messaging set that works between languages.
A message (any data, I mean), when sent through a socket, is divided into several packets.
When printing each received packet, you don't see your whole message.
You should define an end of message string (something like ".#."). Until you receive this sequence, you keep concatenating the messages you receive.
This is what session protocols (that is, protocols that run on the top of TCP) do.
Hope this helps.
Regards, Calil
Take a look at this example...
Java TCP Server...
import java.net.*;
import java.io.*;
public class TcpServer
{
public static void main(String h[])
{
try
{
ServerSocket serverSocket = new ServerSocket(1100);
Socket socket = serverSocket.accept();
System.out.println("Client Accepted");
BufferedReader bufferedReader = new BufferedReader(new InputStreamReader(socket.getInputStream()));
System.out.println("Received: " + bufferedReader.readLine());
PrintWriter printWriter = new PrintWriter(new OutputStreamWriter(socket.getOutputStream()), true);
printWriter.println("Hello Theo. Welcome to socket programming.");
} catch (Exception e)
{
System.out.println(e);
}
}
}
C# TCP Client...
using System;
using System.IO;
using System.Net.Sockets;
class Program
{
static void Main(string[] args)
{
try
{
var client = new TcpClient("localhost", 1100);
var stream = client.GetStream();
var streamWriter = new StreamWriter(stream);
streamWriter.WriteLine("My name is Theo");
streamWriter.Flush();
var streamReader = new StreamReader(stream);
Console.WriteLine("Received: " + streamReader.ReadLine());
}
catch (Exception ex)
{
Console.WriteLine(ex);
}
Console.WriteLine("Press a key to continue.");
Console.ReadKey();
}
}
I am making a program in 2 parts.
Part 1: C# server-socket Application running on PC, listening for commands, and acts accordingly.
Part 2: Java client-socket application running on phone, that sends a command to the pc, when a button is pressed.
Currently, i can send commands from the client to the server, and its all good.
But my problem is this: When i send a specific command to the server, i want the server to reply to the client, and the client to read that reply.
Thing just is, when the client tries to read, it time-outs.
Java client program:
class ClientThread implements Runnable
{
public void run()
{
try
{
Socket socket = new Socket(serverIpAddress, serverPort);
socket.setSoTimeout(5000);
while (true)
{
try
{
PrintWriter out = new PrintWriter(new BufferedWriter(new OutputStreamWriter(socket.getOutputStream())), true);
Log.d("Nicklas", "Out it goes");
out.println(Command);
if (Command == "CMD:GetOptions<EOF>")
{
Log.d("Nicklas", "Getting options");
try
{
Log.d("Nicklas", "Line 1");
BufferedReader in = new BufferedReader(new InputStreamReader(socket.getInputStream()));
Log.d("Nicklas", "Line 2");
String answer = in.readLine();
Log.d("Nicklas", "answer = " + answer );
}
catch (Exception ee)
{
Log.d("Nicklasasasas", ee.toString());
}
}
break;
}
catch (Exception e)
{
Log.d("Nicklas", "CAE = " + e.toString());
break;
}
}
socket.close();
}
catch (ConnectException ee)
{
Log.d("Nicklas", "Kunne ikke forbinde");
}
catch (Exception e)
{
Log.d("Nicklasssssss", e.toString());
}
}
}
This is called with:
Thread cThread = new Thread(new ClientThread());
cThread.start();
And uses the global variable "Command", which will contain different information, depending on what button was pressed.
The program fails on the line "String answer = in.readline();" with the exception "java.net.SocketTimeoutException".
This is the C# Server part of the program:
private void ListenForClients()
{
this.tcpListener.Start();
while (true)
{
//blocks until a client has connected to the server
TcpClient client = this.tcpListener.AcceptTcpClient();
//create a thread to handle communication
//with connected client
Thread clientThread = new Thread(new ParameterizedThreadStart(HandleClientComm));
clientThread.Start(client);
}
}
private void HandleClientComm(object client)
{
TcpClient tcpClient = (TcpClient)client;
NetworkStream clientStream = tcpClient.GetStream();
byte[] message = new byte[4096];
int bytesRead;
while (true)
{
bytesRead = 0;
try
{
//blocks until a client sends a message
bytesRead = clientStream.Read(message, 0, 4096);
}
catch
{
//a socket error has occured
break;
}
if (bytesRead == 0)
{
//the client has disconnected from the server
break;
}
//message has successfully been received
ASCIIEncoding encoder = new ASCIIEncoding();
//System.Diagnostics.Debug.WriteLine(encoder.GetString(message, 0, bytesRead));
string Input = (encoder.GetString(message, 0, bytesRead));
Input = Input.Trim();
object[] obj = new object[1];
obj[0] = Input;
if (Input == "CMD:GetOptions<EOF>")
{
try
{
byte[] buffer = encoder.GetBytes("CMD:Accepted");
clientStream.Write(buffer, 0, buffer.Length);
clientStream.Flush();
MessageBox.Show("Client program asked for reply");
}
catch (Exception e)
{
MessageBox.Show("Oh it no work!: " + e.ToString());
}
}
else
{
Udfor(Input);
}
}
tcpClient.Close();
}
Called with the following, in the Form1()
this.tcpListener = new TcpListener(IPAddress.Any, 4532);
this.listenThread = new Thread(new ThreadStart(ListenForClients));
this.listenThread.Start();
The C# Server seems to work fine, and does show the messagebox "client program asked for reply"
Anyone who can spot the error?
I figured it out!
The problem was the C#. When the server sent back the command "CMD:Accepted", it never closed the socket, so the android application had no idea of telling if it was done reading! Closing the socket right after flushing + of course not closing it again if i already did, did the trick!
I'm new to Android programming and I'm trying to send some text data to PC via TCP.
I built an example I found on the web, which has an Android Client and a Java Server.
The server runs ok.
When I run the Android Client on the emulator or on the phone, both works perfectly well.
The problem is that I need it to communicate to a C# application, so I built an TCP server in C#.
Now, if I run the Client on the emulator it works and the C# server receive the data (a little messed, but it's probably an text encoding problem which I think won't be hard to solve). But anyway, the data is arriving at the c# server.
If I try to run the same Client on the phone I can't even connect to the C# server. I get a timeout error when connecting.
Also I can ping the PC from phone and ping the phone from PC, so I don't think it's a network problem.
I have some experience in C# but not much on sockets and even less on Android. So I ask, is there any difference on TCP protocols used by Java and C#? Sorry if it's a dumb question, but I googled it for hours and haven't found a clue.
Any ideas of what may be causing it?
The Java server code is this:
public class Servidor {
private static boolean executando = true;
private static String mensagem;
private static final int PORTA = 1234;
public static void main(String[] args) {
try {
ServerSocket server = new ServerSocket(1234);
InetAddress addr = InetAddress.getLocalHost();
System.out.println("----------- SERVER CONNECTED "
+ addr.getHostAddress() + " PORT " + PORTA
+ " -----------");
System.out.println("Waiting connections.");
Socket socket = server.accept();
System.out.println("Server -> Connected Ip "
+ socket.getInetAddress().getHostAddress());
DataInputStream in = new DataInputStream(socket.getInputStream());
try {
while (executando) {
mensagem = in.readUTF();
System.out.println("Server-> Received Message: "
+ mensagem);
}
System.out.println("Servidor-> Finalizado.");
in.close();
socket.close();
server.close();
} catch (Exception e) {
System.err.println("Server -> Error: " + e.getMessage());
executando = false;
}
} catch (Exception e) {
e.printStackTrace();
}
} }
The C# Server code is this:
class Server
{
private TcpListener tcpListener;
private Thread listenThread;
public Server()
{
Console.WriteLine("\nStarting server...");
this.tcpListener = new TcpListener(IPAddress.Any, 1234);
this.listenThread = new Thread(new ThreadStart(ListenForClients));
this.listenThread.Start();
}
private void ListenForClients()
{
Console.WriteLine("\nWaiting for clients to connect...");
this.tcpListener.Start();
while (true)
{
blocks until a client has connected to the server
TcpClient client = this.tcpListener.AcceptTcpClient();
create a thread to handle communication
with connected client
Thread clientThread = new Thread(new ParameterizedThreadStart(HandleClientComm));
clientThread.Start(client);
}
}
private void HandleClientComm(object client)
{
Console.WriteLine("\nIncoming from client...");
TcpClient tcpClient = (TcpClient)client;
NetworkStream clientStream = tcpClient.GetStream();
byte[] message = new byte[4096];
int bytesRead;
while (true)
{
bytesRead = 0;
try
{
blocks until a client sends a message
bytesRead = clientStream.Read(message, 0, 4096);
}
catch
{
a socket error has occured
break;
}
if (bytesRead == 0)
{
the client has disconnected from the server
break;
}
message has successfully been received
ASCIIEncoding encoder = new ASCIIEncoding();
Console.WriteLine("\nReceived: \n\n" + encoder.GetString(message, 0, bytesRead));
}
tcpClient.Close();
}
}
If needed, the Android Client code is exactly the one on the following link:
http://www.portalandroid.org/comunidade/viewtopic.php?f=7&t=11077&p=127577
I have make an application to communicate with an IP Camera. That is configured to make connection on a predefined address. And TCP Listener is running on that address and accepts connection from camera. When camera connects i send command to get MJpeg stream from camera and camera starts sending stream in response to command.
I am using asynchronous method to read stream from socket. But after sometime my application is stuck while reading data from network stream.
I am using this code to read Data from network stream and i have write some messages on the screen to get status of camera connection.
private void ReadData()
{
try
{
string msg = "Reading Data... client connected " + _camClient.Connected.ToString() +
"... netStream Readable " +
_netStream.CanRead.ToString();
Console.WriteLine(msg);
_callback = new AsyncCallback(GetData);
_buffer = new byte[Buffersize];
_async = _netStream.BeginRead(_buffer, 0, Buffersize, _callback, null);
}
catch (Exception ex) { Console.WriteLine("ReadData: " + ex.Message); }
}
private void GetData(IAsyncResult result)
{
try
{
int read = _netStream.EndRead(result);
if (read > 0)
{
_data = new byte[read];
Array.Copy(_buffer, 0, _data, 0, read);
ProcessData();
}
ReadData();
}
catch (Exception ex) { Console.WriteLine("GetData: " + ex.Message); }
}
Firstly asynchronous methods on network streams are well known for loosing data or for never returning data!
In your case it could be the ProcessData call is blocking.
What you should do is to spawn a new background thread with a blocking listener (non asynchronous) and then use a new thread to read the data while the listener continues to listen.
I have an example here.
private static Socket s_chatListener;
public static void Listen(IPAddress LocalIPAddress, int Port)
{
IPEndPoint ipend = new IPEndPoint(LocalIPAddress, Port);
s_chatListener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
s_chatListener.Bind(ipend);
s_chatListener.Listen(10);
while (true)
{
Socket handler = s_chatListener.Accept();
ParameterizedThreadStart pst = new ParameterizedThreadStart(loadMessageFromSocket);
Thread t = new Thread(pst);
t.Start(handler);
}
}
private static void loadMessageFromSocket(object socket)
{
Socket handler = (Socket)socket;
string data = "";
while (true)
{
byte[] butes = new byte[1024];
int rec = handler.Receive(butes);
data += ASCIIEncoding.ASCII.GetString(butes);
if (data.IndexOf("\0") > -1)
break;
}
handler.Shutdown(SocketShutdown.Both);
handler.Close();
Console.Write(data);
}
Now just call the Listen Method from a new Thread in your main form or caller class.
Hope this helps.