Socket Programming: Server/Clients and Thread Usage - c#

static void Main(string[] args)
{
Console.Title = "Socket Server";
Console.WriteLine("Listening for client messages");
Socket serverSocket = new Socket(AddressFamily.InterNetwork,
SocketType.Stream,
ProtocolType.Tcp);
IPAddress serverIp = IPAddress.Any;
IPEndPoint serverEP = new IPEndPoint(serverIp, 8000);
SocketPermission socketPermission = new SocketPermission(NetworkAccess.Accept,
TransportType.Tcp,
"127.0.0.1", 8000);
serverSocket.Bind(serverEP);
serverSocket.Listen(2);
while(true)
{
//Socket connection = serverSocket.Accept();
connection = serverSocket.Accept();
Thread clientThread = new Thread(new ParameterizedThreadStart(MultiUser));
clientThread.Start(connection);
}
}
public static void MultiUser(object connection)
{
byte[] serverBuffer = new byte[10025];
string message = string.Empty;
int bytes = ((Socket)connection).Receive(serverBuffer, serverBuffer.Length, 0);
message += Encoding.ASCII.GetString(serverBuffer, 0, bytes);
Console.WriteLine(message);
TcpClient client = new TcpClient();
client.Client = ((Socket)connection);
IntPtr handle = client.Client.Handle;
}
I want to write a chat program which has one server and 2 clients. The problem is that, I can not direct the message sent from the client1 to client2 via the server. How can the server distinguish threads so that it can send the received message from client1 to client2?

Each client has their own handle. You can access this via the Handle property. For example:
TcpClient client = tcpListener.AcceptTcpClient();
IntPtr handle = client.Client.Handle; //returns a handle to the connection
Then all you need to do is store this in a hashtable, and iterate through it, looking for available data. When you detect data on the wire for one of the connections, then save it and retransmit it to the other clients in the table.
Remember to make sure that you make this multithreaded so a listen request on one client does not block any send or receive functions on other clients!
I've added some code here you should be able to work with (tested it out on my system)
private void HandleClients(object newClient)
{
//check to see if we are adding a new client, or just iterating through existing clients
if (newClient != null)
{
TcpClient newTcpClient = (TcpClient)newClient;
//add this client to our list
clientList.Add(newTcpClient.Client.Handle, newTcpClient);
Console.WriteLine("Adding handle: " + newTcpClient.Client.Handle); //for debugging
}
//iterate through existing clients to see if there is any data on the wire
foreach (TcpClient tc in clientList.Values)
{
if (tc.Available > 0)
{
int dataSize = tc.Available;
Console.WriteLine("Received data from: " + tc.Client.Handle); //for debugging
string text = GetNetworkString(tc.GetStream());
//and transmit it to everyone else
foreach (TcpClient otherClient in clientList.Values)
{
if (tc.Client.Handle != otherClient.Client.Handle)
{
Send(otherClient.GetStream(), text);
}
}
}
}
}
public void Send(NetworkStream ns, string data)
{
try
{
byte[] bdata = GetBytes(data, Encoding.ASCII);
ns.Write(bdata, 0, bdata.Length);
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine(ex.Message);
}
}
protected string GetNetworkString(NetworkStream ns)
{
if (ns.CanRead)
{
string receivedString;
byte[] b = GetNetworkData(ns);
receivedString = System.Text.Encoding.UTF8.GetString(b);
log.Info("Received string: " + receivedString);
return receivedString;
}
else
return null;
}
protected byte[] GetNetworkData(NetworkStream ns)
{
if (ns.CanRead)
{
log.Debug("Data detected on wire...");
byte[] b;
byte[] myReadBuffer = new byte[1024];
MemoryStream ms = new MemoryStream();
int numberOfBytesRead = 0;
// Incoming message may be larger than the buffer size.
do
{
numberOfBytesRead = ns.Read(myReadBuffer, 0, myReadBuffer.Length);
ms.Write(myReadBuffer, 0, numberOfBytesRead);
}
while (ns.DataAvailable);
//and get the full message
b = new byte[(int)ms.Length];
ms.Seek(0, SeekOrigin.Begin);
ms.Read(b, 0, (int)ms.Length);
ms.Close();
return b;
}
else
return null;
}
You will want to call HandleClients from a main thread that checks to see if there are any pending requests or not, and runs on a loop.

Related

TcpListener Client stays connected sending multiple messages but server only receives or processes the first message

I am setting up a server to read some network clients using TcpListener. The Client sends some data I verify that data and send a response to that data, the client stays connected and sends a second response and I verify that data and send a response back, its like logging in to the server twice. The first login get sent back to the client just fine but the second time the client responds the server does not show that it received anymore data from the client.
I have tested it by setting up a dummy client (the real client is Cell phone based ODB2). With the dummy client set up I did verify that the first handshake happens but the when the client sends the second set of text it does not show up on the server.
class Program
{
static private TcpListener listener = null;
static private TcpClient client = null;
static private NetworkStream stream = null;
static private int iCount = 0;
static Int32 port = 8090;
static IPAddress localAddr = IPAddress.Parse("192.168.1.17");
static void Main(string[] args)
{
listener = new TcpListener(localAddr, port);
listener.Start();
while (true)
{
try
{
client = listener.AcceptTcpClient();
ThreadPool.QueueUserWorkItem(ThreadProc, client);
}
catch (IOException ioex)
{
RestartStream();
}
}
}
private static void ThreadProc(object obj)
{
var client = (TcpClient)obj;
Byte[] bytes = new Byte[client.ReceiveBufferSize];
stream = client.GetStream();
try
{
int bytesRead = stream.Read(bytes, 0, (int)client.ReceiveBufferSize);
string returndata = Encoding.ASCII.GetString(bytes, 0, bytesRead).Replace("-", "");
byte[] sendBytes;
if (returndata.ToLower().StartsWith("7e") && returndata.ToLower().EndsWith("7e"))
{
//… do stuff with the data and send it back to the client
sendBytes = Encoding.Default.GetBytes(login1);
stream.Write(sendBytes, 0, sendBytes.Length);
stream.Flush();
}
else
{
SaveStream(returndata);
}
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
Test Client Code:
//---data to send to the server---
string textToSend = "7E010000360141850000080000000000000000000000000000000000000000000000000000000000000035303030303038003131313131313131313131313131313131F67E";
//---create a TCPClient object at the IP and port no.---
TcpClient client = new TcpClient(SERVER_IP, PORT_NO);
NetworkStream nwStream = client.GetStream();
byte[] bytesToSend = ASCIIEncoding.ASCII.GetBytes(textToSend);
//---send the text---
Console.WriteLine("Sending : " + textToSend);
nwStream.Write(bytesToSend, 0, bytesToSend.Length);
//---read back the text---
byte[] bytesToRead = new byte[client.ReceiveBufferSize];
int bytesRead = nwStream.Read(bytesToRead, 0, client.ReceiveBufferSize);
Console.WriteLine("Received : " + Encoding.ASCII.GetString(bytesToRead, 0, bytesRead));
string Text2 = "7E0100003601418535303030303038003131313131313131313131313131313131F67E";
Console.WriteLine("Sending : " + Text2);
byte[] bytesToSend2 = ASCIIEncoding.ASCII.GetBytes(Text2);
nwStream.Write(bytesToSend2, 0, bytesToSend2.Length);
client.Close();
Console.ReadLine();
What I need to happen is my understanding is the client stays connected the whole time and send data over and over, my system seems to accept it once and then stops receiving it, I need it to continue to receive the client data and process it.
Ok so I figured it out, there should be a second while loop in side the thread.
static void Main(string[] args)
{
listener = new TcpListener(localAddr, port);
var clientSocket = default(TcpClient);
listener.Start();
var counter = 0;
while (true)
{
clientSocket = listener.AcceptTcpClient();
var client = new ConnectedDevice();
client.startClient(clientSocket, counter.ToString(), sqlConnString);
}
}
ConnectedDevice class:
class ConnectedDevice
{
private TcpClient _clientSocket;
private string _clientNumber;
private string _sqlConnString;
public void startClient(TcpClient clientSocket, string clientNumber, string sqlConnString)
{
_clientSocket = clientSocket;
_clientNumber = clientNumber;
_sqlConnString = sqlConnString;
var ctThread = new Thread(ProcessClient);
ctThread.Start();
}
private void ProcessClient()
{
while (_clientSocket.Connected)
{
try
{
Byte[] bytes = new Byte[_clientSocket.ReceiveBufferSize];
var networkStream = _clientSocket.GetStream();
networkStream.ReadTimeout = 10000;
int i;
while ((i = networkStream.Read(bytes, 0, bytes.Length)) != 0)
{
var data = System.Text.Encoding.ASCII.GetString(bytes, 0, i).Replace("-", "");
byte[] sendBytes;
Console.WriteLine(data);
string sLogin1 = "7E81000013014185000008000000000054523230313731303138303930303137497E";
sendBytes = Encoding.ASCII.GetBytes(sLogin1);
networkStream.Write(sendBytes, 0, sendBytes.Length);
networkStream.Flush();
}
}
catch (Exception ex)
{
}
}
}
}

Very basic web server in C#

I'm wanting to run a little socket server in C# to be accessed by a browser. I have a socket listener up and running on a specific port, and am trying to access it via the browser:
class WebSocketServer
{
private static string output = string.Empty;
public void CreateListener()
{
TcpListener tcpListener = null;
var ipAddress = Dns.GetHostEntry("localhost").AddressList[0];
try
{
tcpListener = new TcpListener(ipAddress, 1313);
tcpListener.Start();
output = "Waiting for a connection";
}
catch (Exception e)
{
throw;
}
var socketHelper = new SocketHelper();
while (true)
{
Thread.Sleep(10);
TcpClient tcpClient = tcpListener.AcceptTcpClient();
byte[] bytes = new byte[256];
var stream = tcpClient.GetStream();
stream.Read(bytes, 0, bytes.Length);
socketHelper.ProcessMessage(tcpClient, stream, bytes);
}
}
}
class SocketHelper
{
private static int counter = 0;
public void ProcessMessage(TcpClient tcpClient, NetworkStream stream, byte[] bytesReceived)
{
// handle message received and send response to client
var msg = Encoding.ASCII.GetString(bytesReceived);
string response = string.Empty;
if (msg.Substring(0, 10) == "GET / HTTP")
{
response = "";// html page
}
byte[] bytesToSend = Encoding.ASCII.GetBytes(response);
stream.Write(bytesToSend, 0, bytesToSend.Length);
}
The browser appears to connect to it, but it never seems to display the html - what's wrong? I'm eventually wanting to be able to serve up JSON data via a REST interface. In addition, is there a much easier solution to (I assume) this common problem.

lua socket communication from c# receiving nil

I'm trying to use lua script to extract some data from a program, and then send that data to a c# script which then processed it and returns some simple messages for the lua script to then pass along to the program.
The lua script is as follows
-- Socket decls
local socket = require("socket")
local host, port = "127.0.0.1", 3000
local tcp = assert(socket.tcp())
tcp:connect(host,port)
tcp:settimeout(0)
tcp:send("Stream starting...")
function sendEventInfoToServer(string)
tcp:send(string)
end
function processEventInfo()
local received, status = tcp:receive()
if received ~= nil then
print(received, status);
end
end
while true do
-- unrelated logic
processEventInfo();
end
and on the C# end
public class SimpleTCPListener
{
private TcpListener tcpListener;
private TcpClient _tcpClient;
private Thread listenThread;
private NetworkStream clientStream;
List<string> eventsWaiting;
public List<string> EventsWaiting {
get {
List<string> tempList = new List<string>();
for (int i = 0; i < eventsWaiting.Count; i++)
tempList.Add(eventsWaiting[i]);
EventsWaiting = new List<string>();
return tempList;
}
private set { eventsWaiting = value; }
}
public SimpleTCPListener()
{
EventsWaiting = new List<string>();
this.tcpListener = new TcpListener(IPAddress.Any, 3000);
this.listenThread = new Thread(new ThreadStart(ListenForClients));
this.listenThread.Start();
}
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(HandleClientCom));
clientThread.Start(client);
clientStream = client.GetStream();
}
}
public void SendSavestateLoadRequest()
{
if(clientStream != null)
{
ASCIIEncoding encoder = new ASCIIEncoding();
byte[] buffer = encoder.GetBytes("HelloLua!\n");
Console.WriteLine("Sending data back to lua");
if (clientStream.CanWrite)
clientStream.Write(buffer, 0, buffer.Length);
else
Console.WriteLine("Connection close!");
//clientStream.Flush();
}
}
private void HandleClientCom(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 disconnected
break;
}
// message has been recieved
ASCIIEncoding encoder = new ASCIIEncoding();
System.Diagnostics.Debug.WriteLine(encoder.GetString(message, 0, bytesRead));
string s = encoder.GetString(message, 0, bytesRead);
Console.WriteLine(s);
if (!string.IsNullOrEmpty(s))
eventsWaiting.Add(s);
}
tcpClient.Close();
}
}
Now, the Lua talks to the C# thread no problem, and the C# doesn't report any errors when sending data back to the lua, but on the lua side it's constantly receiving nil, however if I remove the nil check it sometimes receives and prints the string, but with the nil check it never seems to find 'received' as not nil. I'm really new with lua script so hopefully it's something simple I'm not understanding about the syntax but I can't seem to find lot of documentation.
Any suggestions would be hugely appreciated.

Multithreaded UDP client/server C#

I am trying to get a multi-threaded UDP client/server going, but i'm running into problems on the server side. When a client attempts to register, a thread is created and all the interactions for that client are handled in that thread, but for some reason it only enters the thread once then exits right away.. can anyone help figure out why this happens? -Thanks in advance..
namespace AuctionServer
{
class Program
{
public static Hashtable clientsList = new Hashtable();
static void Main(string[] args)
{
//IPAddress ipAd = IPAddress.Parse("255.255.255.255");
UdpClient server = new UdpClient(8888);
IPEndPoint remoteEndPoint = new IPEndPoint(IPAddress.Any, 0);
string data = "";
int listSize = 0;
Console.WriteLine("Auction Server Started ....");
listSize = clientsList.Count;
while (true)
{
//Reads data
byte[] inStream = server.Receive(ref remoteEndPoint);
data = Encoding.ASCII.GetString(inStream);
//Console.WriteLine("REGISTER " + remoteEndPoint);
if (!data.Contains("DEREGISTER "))
{
byte[] sendBytes = Encoding.ASCII.GetBytes(data + remoteEndPoint.ToString());
server.Send(sendBytes, sendBytes.Length, remoteEndPoint);
handleClinet client = new handleClinet();
Console.WriteLine(data);
clientsList.Add(data, server);
client.startClient(server, data, clientsList, remoteEndPoint);
data = "";
}
}
}
//Broadcast method is used to send message to ALL clients
public static void broadcast(UdpClient dest, string msg, string uName, bool flag, IPEndPoint sendEP, Hashtable clientsList)
{
foreach (DictionaryEntry Item in clientsList)
{
Byte[] broadcastBytes = null;
if (flag == true)
{
broadcastBytes = Encoding.ASCII.GetBytes(msg);
}
else
{
broadcastBytes = Encoding.ASCII.GetBytes(msg);
}
dest.Send(broadcastBytes, broadcastBytes.Length, sendEP);
}
}
}//end Main class
}
namespace AuctionServer
{
public class handleClinet
{
UdpClient clientSocket;
string clNo;
Hashtable clientsList;
IPEndPoint remoteIPEndPoint = new IPEndPoint(IPAddress.Any, 0);
IPEndPoint myEP = new IPEndPoint(IPAddress.Any, 0);
public void startClient(UdpClient inClientSocket, string clineNo, Hashtable cList, IPEndPoint tempEP)
{
this.myEP = tempEP;
this.clientSocket = inClientSocket;
this.clNo = clineNo;
this.clientsList = cList;
Thread ctThread = new Thread(doChat);
ctThread.Start();
}
private void doChat()
{
int requestCount = 0;
byte[] bytesFrom = new byte[10025];
string dataFromClient = null;
string rCount = null;
requestCount = 0;
while ((true))
{
try
{
//Thread.Sleep(1000);
if (requestCount == 0)
{
Console.WriteLine("Thread Created");
requestCount++;
}
byte[] received = clientSocket.Receive(ref remoteIPEndPoint);
dataFromClient = Encoding.ASCII.GetString(received);
Console.WriteLine(dataFromClient);
if (dataFromClient.Contains("DEREGISTER"))
clientSocket.Send(received, received.Length, remoteIPEndPoint);
//Program.broadcast(clientSocket, "DREG-CONF", clNo, true, myEP, clientsList);
//else
// Program.broadcast(clientSocket, dataFromClient, clNo, true, myEP, clientsList);
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
Console.ReadKey();
break;
}
}//end while
}//end doChat
}
The two loops run on different threads. So the loop in Main() is executing concurrently with the loop in your handleClinet class.
If you want to switch to the handleClinet class's loop and debug it, then use the Threads window in the debugger (Debug menu, Windows menu item, then Threads...or press Ctrl-D, T) to switch to that thread. Then you can see the call stack and state of that thread.
Note that this may not work on the Express version of Visual Studio. I haven't tried the most recent version, but past versions did not support the Threads window. (You can still debug a specific thread by setting a breakpoint there…it's just that you can't switch to the thread manually).

Respond to a client using a socket?

I have two basic console apps that communicate "over the network" even though all of the communication takes place on my local machine.
Client code:
public static void Main()
{
while (true)
{
try
{
TcpClient client = new TcpClient();
client.Connect("127.0.0.1", 500);
Console.WriteLine("Connected.");
byte[] data = ASCIIEncoding.ASCII.GetBytes(new FeederRequest("test", TableType.Event).GetXmlRequest().ToString());
Console.WriteLine("Sending data.....");
using (var stream = client.GetStream())
{
stream.Write(data, 0, data.Length);
stream.Flush();
Console.WriteLine("Data sent.");
}
client.Close();
Console.ReadLine();
}
catch (Exception e)
{
Console.WriteLine("Error: " + e.StackTrace);
Console.ReadLine();
}
}
}
Server code:
public static void Main()
{
try
{
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
Console.WriteLine("Starting TCP listener...");
TcpListener listener = new TcpListener(ipAddress, 500);
listener.Start();
Console.WriteLine("Server is listening on " + listener.LocalEndpoint);
while (true)
{
Socket client = listener.AcceptSocket();
Console.WriteLine("\nConnection accepted.");
var childSocketThread = new Thread(() =>
{
Console.WriteLine("Reading data...\n");
byte[] data = new byte[100];
int size = client.Receive(data);
Console.WriteLine("Recieved data: ");
for (int i = 0; i < size; i++)
Console.Write(Convert.ToChar(data[i]));
//respond to client
Console.WriteLine("\n");
client.Close();
Console.WriteLine("Waiting for a connection...");
});
childSocketThread.Start();
}
}
catch (Exception e)
{
Console.WriteLine("Error: " + e.StackTrace);
Console.ReadLine();
}
}
How can I alter both of these applications so that when the Server has received the data, it responds to the Client with some kind of confirmation?
Thanks in advance!
Here a short example how I would do it:
Server:
class Server
{
static void Main(string[] args)
{
TcpListener listener = new TcpListener(IPAddress.Any, 1500);
listener.Start();
TcpClient client = listener.AcceptTcpClient();
NetworkStream stream = client.GetStream();
// Create BinaryWriter for writing to stream
BinaryWriter binaryWriter = new BinaryWriter(stream);
// Creating BinaryReader for reading the stream
BinaryReader binaryReader = new BinaryReader(stream);
while (true)
{
// Read incoming information
byte[] data = new byte[16];
int receivedDataLength = binaryReader.Read(data, 0, data.Length);
string stringData = Encoding.ASCII.GetString(data, 0, receivedDataLength);
// Write incoming information to console
Console.WriteLine("Client: " + stringData);
// Respond to client
byte[] respondData = Encoding.ASCII.GetBytes("respond");
Array.Resize(ref respondData, 16); // Resizing to 16 byte, because in this example all messages have 16 byte to make it easier to understand.
binaryWriter.Write(respondData, 0, 16);
}
}
}
Client:
class Client
{
private static void Main(string[] args)
{
Console.WriteLine("Press any key to start Client");
while (! Console.KeyAvailable)
{
}
TcpClient client = new TcpClient();
client.Connect("127.0.0.1", 1500);
NetworkStream networkStream = client.GetStream();
// Create BinaryWriter for writing to stream
BinaryWriter binaryWriter = new BinaryWriter(networkStream);
// Creating BinaryReader for reading the stream
BinaryReader binaryReader = new BinaryReader(networkStream);
// Writing "test" to stream
byte[] writeData = Encoding.ASCII.GetBytes("test");
Array.Resize(ref writeData, 16); // Resizing to 16 byte, because in this example all messages have 16 byte to make it easier to understand.
binaryWriter.Write(writeData, 0, 16);
// Reading response and writing it to console
byte[] responeBytes = new byte[16];
binaryReader.Read(responeBytes, 0, 16);
string response = Encoding.ASCII.GetString(responeBytes);
Console.WriteLine("Server: " + response);
while (true)
{
}
}
}
I hope this helps! ;)
You can perform both Read and Write on the same stream.
After you send all the data over, just call stream.Read as in
using (var stream = client.GetStream())
{
stream.Write(data, 0, data.Length);
stream.Flush();
Console.WriteLine("Data sent.");
stream.Read(....); //added sync read here
}
MSDN documentation on TcpClient has an example as well http://msdn.microsoft.com/en-us/library/system.net.sockets.tcpclient.aspx
If you want feed back such as reporting # of bytes received so far, you'll have to use async methods.
Here's an example of what (I think) you want to do:
static void Main(string[] args) {
var server = new Task(Server);
server.Start();
System.Threading.Thread.Sleep(10); // give server thread a chance to setup
try {
TcpClient client = new TcpClient();
client.Connect("127.0.0.1", 1500);
Console.WriteLine("Connected.");
var data = new byte[100];
var hello = ASCIIEncoding.ASCII.GetBytes("Hello");
Console.WriteLine("Sending data.....");
using (var stream = client.GetStream()) {
stream.Write(hello, 0, hello.Length);
stream.Flush();
Console.WriteLine("Data sent.");
// You could then read data from server here:
var returned = stream.Read(data, 0, data.Length);
var rec = new String(ASCIIEncoding.ASCII.GetChars(data, 0, data.Length));
rec = rec.TrimEnd('\0');
if (rec == "How are you?") {
var fine = ASCIIEncoding.ASCII.GetBytes("fine and you?");
stream.Write(fine, 0, fine.Length);
}
}
client.Close();
Console.ReadLine();
}
catch (Exception e) {
Console.WriteLine("Error: " + e.StackTrace);
Console.ReadLine();
}
}
public static void Server() {
try {
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
Console.WriteLine("*Starting TCP listener...");
TcpListener listener = new TcpListener(ipAddress, 1500); // generally use ports > 1024
listener.Start();
Console.WriteLine("*Server is listening on " + listener.LocalEndpoint);
Console.WriteLine("*Waiting for a connection...");
while (true) {
Socket client = listener.AcceptSocket();
while (client.Connected) {
Console.WriteLine("*Connection accepted.");
Console.WriteLine("*Reading data...");
byte[] data = new byte[100];
int size = client.Receive(data);
Console.WriteLine("*Recieved data: ");
var rec = new String(ASCIIEncoding.ASCII.GetChars(data, 0, size));
rec = rec.TrimEnd('\0');
Console.WriteLine(rec);
if (client.Connected == false) {
client.Close();
break;
}
// you would write something back to the client here
if (rec == "Hello") {
client.Send(ASCIIEncoding.ASCII.GetBytes("How are you?"));
}
if (rec == "fine and you?") {
client.Disconnect(false);
}
}
}
listener.Stop();
}
catch (Exception e) {
Console.WriteLine("Error: " + e.StackTrace);
Console.ReadLine();
}
}
}
Keep in mind that data sent via sockets can arrive fragmented (in different packets). This doesn't usually happen with the packets are small.

Categories

Resources