So my problem is the my server cannot receive all the data the client is sending , which is causing virtually no packets to be getting received at all on server side.
Basically the problem is I need to quite heavily sleep the CLientLoop , in order for the sent data to be received. as in Thread.Sleep(1000)
(This is been tested locally)
My server code is here :
public void RecieveAsync()
{
socket.BeginReceive(lenBuffer, 0, lenBuffer.Length, SocketFlags.None,recieveCallBack, null);
}
private void recieveCallBack(IAsyncResult ar)
{
int rec = socket.EndReceive(ar);
if (rec == 0)
{
if (Disconnected != null)
{
Disconnected(this);
return;
}
if (rec != 4)
{
throw new Exception();
}
}
/
buffer = new ReceiveBuffer(BitConverter.ToInt32(lenBuffer, 0));
Also my buffer class for those interested (Might help)
\ public struct ReceiveBuffer
{
public const int BUFFER_SIZE = 1024;
public byte[] Buffer;
public int ToReceive;
public MemoryStream BufStream;
public ReceiveBuffer(int toRec)
{
Buffer = new byte[BUFFER_SIZE];
ToReceive = toRec;
BufStream = new MemoryStream(toRec);
}
public void Dispose()
{
Buffer = null;
ToReceive = 0;
Close();
if (BufStream != null) BufStream.Dispose();
}
public void Close()
{
if (BufStream != null && BufStream.CanWrite)
{
BufStream.Close();
}
}
So my client is sending the data in this method
public void Send(byte[] data, int index, int length)
{
//add data as state
socket.BeginSend(BitConverter.GetBytes(length), 0, 4, SocketFlags.None, new AsyncCallback(sendCallback), data);
socket.BeginSend(data, index, length, SocketFlags.None, new AsyncCallback(sendCallback), null);
}
Where the information being sent is here
public void ClientLoop()
{
try{
Console.WriteLine("In Client loop");
client.DataRecieved +=new Client.DataRecievedEventHandler(Client_DataRecieved);
while (true)
{
byte[] playerData = PreparePlayerData();
client.Send(playerData, 0, playerData.Length);
//client.RecieveAsync();
Thread.Sleep(10);
}
}
catch (Exception ex)
{
System.Windows.Forms.MessageBox.Show(ex.ToString());
}
}
with
public byte[] PreparePlayerData()
{
BinaryWriter bw = new BinaryWriter(new MemoryStream());
bw.Write((int)Commands.Text);
string data = "";
string Position = Math.Round(MultiplayerScreen.localPlayer.Position.X, 2).ToString() + "|" + Math.Round(MultiplayerScreen.localPlayer.Position.Y, 2).ToString();
string effects = (MultiplayerScreen.localPlayer.Effects == Microsoft.Xna.Framework.Graphics.SpriteEffects.None) ? "0" : "1";
string animaton = (MultiplayerScreen.localPlayer.Animation.MoveState).ToString();
string frame = MultiplayerScreen.localPlayer.Animation.XFrame.ToString();
data = "P|" + Position + "|" + effects + "|" + animaton + "|" + frame;
bw.Write(data);
bw.Close();
byte[] toSend = ((MemoryStream)bw.BaseStream).ToArray();
bw.BaseStream.Dispose();
return toSend;
}
Also this is the method where the server processes the data received
void Client_DataRecieved(Client sender, ReceiveBuffer e)
{
BinaryReader r = new BinaryReader(e.BufStream);
Commands header = (Commands)r.ReadInt32();
string s = r.ReadString();
Console.WriteLine("Client has received " + s);
switch (header)
{
case Commands.Player:
{
HandlePlayerData(s);
Console.WriteLine("The player data has been updated");
}
break;
case Commands.Text:
{
if (s.StartsWith("clientAccepted"))
{
connectedPlayer.isOnline = true;
}
if (s.StartsWith("P|"))
{
s = s.Remove(0, 2);
HandlePlayerData(s);
}
}
break;
}
}
socket.BeginReceive(buffer.Buffer, 0, buffer.Buffer.Length, SocketFlags.None, receivePacketCallback, null);
}
void receivePacketCallback(IAsyncResult ar)
{
int rec = socket.EndReceive(ar);
if (rec <= 0)
{
return;
}
buffer.BufStream.Write(buffer.Buffer, 0, rec);
buffer.ToReceive -= rec;
if (buffer.ToReceive > 0)
{
Array.Clear(buffer.Buffer, 0, buffer.Buffer.Length);
socket.BeginReceive(buffer.Buffer, 0, buffer.Buffer.Length, SocketFlags.None, receivePacketCallback, null);
return;
}
if (DataRecieved != null)
{
buffer.BufStream.Position = 0;
DataRecieved(this, buffer);
}
buffer.Dispose();
}
Related
I have a small problem with this. I have another program / software which converts image to bytes and sends them on. So what I need to do now is catch those bytes in Unity and convert them back to image and set that as a texture.
I've already established the connection to the other software via TCP/IP system, connection is working, other software is sending data, but I've got no idea how to convert those bytes to img.
Debug.Log("client message received as: " + clientMessage);
is just a test so I can see that data is coming through.
Here is my code
img.LoadRawTextureData(Loader);
img.Apply();
GameObject.Find("Plane").GetComponent<Renderer>().material.mainTexture = img;
//
private void ListenForIncommingRequests()
{
try
{
tcpListener = new TcpListener(IPAddress.Parse("127.0.0.1"), 35800);
tcpListener.Start();
Debug.Log("Server is listening");
Byte[] bytes = new Byte[1024];
while (true)
{
using (connectedTcpClient = tcpListener.AcceptTcpClient())
{
using (NetworkStream stream = connectedTcpClient.GetStream())
{
int length;
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var incommingData = new byte[length];
Array.Copy(bytes, 0, incommingData, 0, length);
Loader = incommingData;
string clientMessage = Encoding.ASCII.GetString(incommingData);
Debug.Log("client message received as: " + clientMessage);
}
}
}
}
}
catch (SocketException socketException)
{
Debug.Log("SocketException " + socketException.ToString());
}
}
Have you tried passing the bytes into LoadRawTextureData?
private byte[] ListenForIncommingRequests()
{
try
{
tcpListener = new TcpListener(IPAddress.Parse("127.0.0.1"), 35800);
tcpListener.Start();
Debug.Log("Server is listening");
Byte[] bytes = new Byte[1024];
while (true)
{
using (connectedTcpClient = tcpListener.AcceptTcpClient())
{
using (NetworkStream stream = connectedTcpClient.GetStream())
{
int length;
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var incommingData = new byte[length];
Array.Copy(bytes, 0, incommingData, 0, length);
Loader = incommingData;
string clientMessage = Encoding.ASCII.GetString(incommingData);
Debug.Log("client message received as: " + clientMessage);
}
}
}
}
}
catch (SocketException socketException)
{
Debug.Log("SocketException " + socketException.ToString());
}
return bytes;
}
And call it like this.
var result = ListenForIncommingRequests();
img.LoadRawTextureData(result);
img.Apply();
GameObject.Find("Plane").GetComponent<Renderer>().material.mainTexture = img;
I'm working on a multiplayer game and I'm having an issue with the the way I parse the packets from the connection. When I'm debugging the game it runs at a lower performance and the packets are received, when I'm not, packets aren't fully received and the ParsePacket method isn't called.
My packet structure is this:
2 Bytes Short Command, 2 Bytes Short Payload Size, (Optional) Payload Bytes
IInputStream inputStream = null;
DataReader dataReader = null;
byte[] data = new byte[1024];
IBuffer buffer = data.AsBuffer();
try
{
inputStream = StreamSocket.InputStream;
dataReader = DataReader.FromBuffer(buffer);
dataReader.InputStreamOptions = InputStreamOptions.Partial;
dataReader.ByteOrder = ByteOrder.LittleEndian;
while (connected)
{
await inputStream.ReadAsync(buffer, 1024, InputStreamOptions.Partial);
Debug.WriteLine("Buffer " + buffer.Length);
if (buffer.Length >= PacketHeaderSize)
{
short command = dataReader.ReadInt16();
short payloadSize = dataReader.ReadInt16();
byte[] payload = null;
if (payloadSize == 0)
{
UpdateBuffer(buffer, (uint)(PacketHeaderSize + payloadSize));
Packet packet = new Packet(command, payloadSize, payload);
ParsePacket(packet);
}
else if (payloadSize > 0)
{
if (buffer.Length >= (PacketHeaderSize + payloadSize))
{
payload = new byte[payloadSize];
dataReader.ReadBytes(payload);
UpdateBuffer(buffer, (uint)(PacketHeaderSize + payloadSize));
Packet packet = new Packet(command, payloadSize, payload);
ParsePacket(packet);
}
}
}
}
}
catch (Exception e) {
// ...
}
private void UpdateBuffer(IBuffer buffer, uint bytesRead)
{
if (buffer.Length > bytesRead)
{
byte[] bufferBytes = new byte[buffer.Length - bytesRead];
System.Buffer.BlockCopy(buffer.ToArray(), (int)bytesRead, bufferBytes, 0, (int)(buffer.Length - bytesRead));
buffer = bufferBytes.AsBuffer();
}
else
{
byte[] bufferBytes = new byte[1024];
buffer = bufferBytes.AsBuffer();
}
}
What I'm doing wrong?
Things fixed to make this work:
Take important variables outside the parsing packets loop as we need the value next time we need to parse another packet.
Read the packet header once if a incomplete app or game packet is received.
Load only the bytes we need
Read the header and payload once it has been fully received using UnconsumedBufferLength.
Code:
short command = 0;
short payloadSize = 0;
byte[] payload = null;
bool packetHeaderRead = false;
while (connected)
{
if (!packetHeaderRead)
{
if (dataReader.UnconsumedBufferLength < PacketHeaderSize)
{
int headerBytesLeft = PacketHeaderSize - (int)dataReader.UnconsumedBufferLength;
if (headerBytesLeft > 0)
{
await dataReader.LoadAsync((uint)headerBytesLeft);
continue;
}
}
else
{
command = dataReader.ReadInt16();
payloadSize = dataReader.ReadInt16();
packetHeaderRead = true;
continue;
}
}
else
{
int payloadBytesLeft = payloadSize - (int)dataReader.UnconsumedBufferLength;
if (payloadBytesLeft > 0)
{
await dataReader.LoadAsync((uint)payloadBytesLeft);
}
if (payloadSize == 0)
{
Packet packet = new Packet(command, payloadSize, payload);
ParsePacket(packet);
packetHeaderRead = false;
}
else if (dataReader.UnconsumedBufferLength >= payloadSize)
{
payload = new byte[payloadSize];
dataReader.ReadBytes(payload);
Packet packet = new Packet(command, payloadSize, payload);
ParsePacket(packet);
packetHeaderRead = false;
}
}
}
I want to send large file from my phone to PC server which is written in c#, The code is below,
Client side;
File sdFile=new File(mRcordFilePath);
byte[] mybytearray = new byte[(int) sdFile.length()];
FileInputStream fis = null;
try {
fis = new FileInputStream(sdFile);
} catch (FileNotFoundException e) {
e.printStackTrace();
}
BufferedInputStream bis = new BufferedInputStream(fis);
DataInputStream dis = new DataInputStream(bis);
OutputStream os;
try {
os = socket.getOutputStream();
DataOutputStream dos = new DataOutputStream(os);
String name=sdFile.getName();
dos.writeUTF(name);
dos.writeLong(mybytearray.length);
int read;
while((read = dis.read(mybytearray)) != -1) {
dos.write(mybytearray, 0, read);
}
Toast.makeText(getApplicationContext(),
"Veri Gönderildi !", Toast.LENGTH_SHORT).show();
} catch (UnknownHostException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
} catch (Exception e) {
e.printStackTrace();
}
Server side;
part of server;
int fileNameLen = 1;
String content = String.Empty;
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
if (flag == 0)
{
fileNameLen = BitConverter.ToInt32(state.buffer, 0);
string fileName = Encoding.UTF8.GetString(state.buffer, 4, fileNameLen);
receivedPath = #"C:\Users\Hankishan\Desktop\kayıtlar\" + fileName;
flag++;
}
if (flag >= 1)
{
BinaryWriter writer = new BinaryWriter(File.Open(receivedPath, FileMode.Append));
if (flag == 1)
{
writer.Write(state.buffer, 4 + fileNameLen, bytesRead - (4 + fileNameLen));
flag++;
}
else
writer.Write(state.buffer, 0, bytesRead);
writer.Close();
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
}
else
{
Invoke(new MyDelegate(LabelWriter));
}
İf I run this code,
while receiving the file (for instance 123.wav) there is an error in this row;
string fileName = Encoding.UTF8.GetString(state.buffer, 4, fileNameLen);
if I change the code as;
fileNameLen = state.buffer[1];
string fileName = Encoding.UTF8.GetString(state.buffer, 2, fileNameLen);
is ok. But in this time received file is corrupted, is not played in PC,
what can I do? What is the problem?
I solved the problem. The code is here;
public void ReadCallback (IAsyncResult ar)
{
int fileNameLen = 1;
String content = String.Empty;
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
if (flag == 0)
{
fileNameLen = state.buffer[1];
//fileNameLen = BitConverter.ToInt32(state.buffer, 0);
string fileName = Encoding.UTF8.GetString(state.buffer, 2, fileNameLen);
receivedPath = #"C:\Users\Hankishan\Desktop\kayitlar\" + fileName;
flag++;
}
if (flag >= 1)
{
BinaryWriter writer = new BinaryWriter(File.Open(receivedPath, FileMode.Append));
if (flag == 1)
{
writer.Write(state.buffer, 2 + fileNameLen, bytesRead - (2 + fileNameLen));
flag++;
}
else
{
if (flag == 2)
{
for (int i = 0; i < state.buffer.Length; i++)
{
if (i + 8 == 1023)
break;
state.buffer[i] = state.buffer[i + 8];
}
writer.Write(state.buffer, 0, bytesRead);
flag++;
}else
writer.Write(state.buffer, 0, bytesRead);
}
writer.Close();
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
}
else
{
Invoke(new MyDelegate(LabelWriter));
}
}
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
So trying to Transfer a large byte[] for that chose to separate it in chunks of 20MB, and in the first chunk received create the file and add that,the rest open the existing file and add the remaining.The problem that I am having is instead of send the first part and reconnect to receive the second part its establishing the two connections and sending the two chunks at the same time.. how can send the second after the first as finished?
client.OpenWriteAsync(ub.Uri);
void client_OpenWriteCompleted(object sender, OpenWriteCompletedEventArgs e)
{
if (e.Cancelled)
{
MessageBox.Show("Cancelled");
}
else if (e.Error != null)
{
MessageBox.Show("Deu erro");
}
else
{
try
{
using (Stream output = e.Result)
{
int countbytes;
//for (int i = 0; i < max; i++)
//{
if ( (max+1) != maxAux)
{
countbytes = zippedMemoryStream.Read(PartOfDataSet, 0 , 20000000);//maxAux * 20000000
output.Write(PartOfDataSet, 0, (int)countbytes);
if (max != maxAux)
{
client.OpenWriteAsync(ub.Uri);
}
maxAux++;
}
//}
//numeroimagem++;
}
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
//throw;
}
}
}
public void ProcessRequest(HttpContext context)
{
//context.Response.ContentType = "text/plain";
//context.Response.Write("Hello World");
string ImageName = context.Request.QueryString["ImageName"];
string UploadPath = context.Server.MapPath("~/ServerImages/");
byte[] bytes = new byte[20000000];
int bytesToRead = 0;
if (!File.Exists(UploadPath + ImageName))
{
using (FileStream stream = File.Create(UploadPath + ImageName))
{
try
{
//List<byte> bytes = new List<byte>();
while ((bytesToRead =
context.Request.InputStream.Read(bytes, 0, bytes.Length)) != 0)
//context.Request.InputStream.Read(bytes, 0, 200000)) != 0)
{
stream.Write(bytes, 0, bytesToRead);
stream.Close();
}
bytes = null;
}
catch (Exception ex)
{
string error = ex.Message;
throw;
}
}
}
else
{
using (FileStream stream = File.Open(UploadPath + ImageName,FileMode.Append))
{
try
{
while ((bytesToRead =
context.Request.InputStream.Read(bytes, 0, bytes.Length)) != 0)
{
stream.Write(bytes, 0, bytesToRead);
stream.Close();
}
bytes = null;
}
catch (Exception ex)
{
string error = ex.Message;
throw;
}
}
}
}
public bool IsReusable
{
get
{
return false;
}
}
In fact you gain nothing by opening the client again. You can just loop over your zippedMemoryStream in chunks and write it to the output stream. Then the data will arrive in order on the server side.
Otherwise look into the UploadData methods, if you really want to create a new connection each time.