Send File From Java to C# using Socket - c#

Can anyone give me a small tutorial on how to send file from java server to c# client and on receive complete acknowledgment message from c# to java. Actually I'm new to C# and dont know how to do socket programming. I'm stuck in it since long. Tried many codes. Some codes receive incomplete files some stuck in infinite loop. Please help me in this regard.
Thanks
EDIT
Here is what I have tried:
C# Server:
{
IPAddress ipAd = IPAddress.Parse("192.168.1.131");
// use local m/c IP address, and
// use the same in the client
/* Initializes the Listener */
TcpListener myList = new TcpListener(ipAd, 5600);
/* Start Listeneting at the specified port */
myList.Start();
Console.WriteLine("The server is running at port 5600...");
Console.WriteLine("The local End point is :" +
myList.LocalEndpoint);
Console.WriteLine("Waiting for a connection.....");
m:
clientSock = myList.AcceptSocket();
//clientSock.SetSocketOption(SocketOptionLevel.Socket,SocketOptionName.ReceiveTimeout,10000);
Console.WriteLine("Connection accepted from " + clientSock.RemoteEndPoint);
//byte[] b = new byte[100];
//int k = clientSock.Receive(b);
string fileName = "hello.wav";
NetworkStream networkStream = new NetworkStream(clientSock);
StreamReader sr = new StreamReader(networkStream);
//read file length
int length = int.Parse(sr.ReadLine());
if (networkStream.CanRead)
{
BinaryWriter bWrite = new BinaryWriter(File.Open(receivedPath + fileName, FileMode.Create));
int receivedBytesLen = -1;
byte[] clientData = new byte[4096 * 5000];
receivedBytesLen = networkStream.Read(clientData, 0, clientData.Length);
bWrite.Write(clientData, 0, receivedBytesLen);
do
{
receivedBytesLen = networkStream.Read(clientData, 0,clientData .Length);
bWrite.Write(clientData, 0, receivedBytesLen);
} while (receivedBytesLen > 0);
bWrite.Close();
networkStream.Close();
}
Console.WriteLine("Client:{0} connected & File {1} started received.", clientSock.RemoteEndPoint, fileName);
Console.WriteLine("File: {0} received & saved at path: {1}", fileName, receivedPath);
Recognizer_2 recognizeVoice = new Recognizer_2(clientSock);
recognizeVoice.recognize_wav(); // Acknowledgement
Console.WriteLine("\nResult Sent to the Client");
goto m;
}
Java Client:
Socket socket = new Socket("192.168.1.131", 5600);
BufferedReader response_Stream = new BufferedReader(
new InputStreamReader(socket.getInputStream()));
File f = new File(mFileName);
byte[] buffer = new byte[(int) f.length()];
FileInputStream fis = new FileInputStream(f);
BufferedInputStream bis = new BufferedInputStream(fis);
bis.read(buffer, 0, buffer.length);
OutputStream outputStream = socket.getOutputStream();
outputStream.write(buffer);
outputStream.flush();
String final_Result_String = "";
if (response_Stream != null) {
String respose_text = "";
while ((respose_text = response_Stream.readLine()) != null) {
final_Result_String += respose_text;
}
}
Toast.makeText(getApplicationContext(), final_Result_String, 1)
.show();
outputStream.close();
} catch (Exception e) {
// TODO Auto-generated catch block
e.printStackTrace();
}

There is no dependance between the languages used by the server or the client.
Just the structure of the data is important !
You should search for some tutorials on socket programming with C#.
For example: http://www.codeproject.com/Articles/10649/An-Introduction-to-Socket-Programming-in-NET-using
But the language doesn't matter, understand how the data is formatted when sent on the network.
Edit: you should add a byte or two in the data indicating the length of it. It's not because you dont have data to read once that all the data has been received.

Related

How can I show the current speed of download/upload with tcp client?

I'm creating a file transfer app which works with TcpListener and TcpClient. My app works perfectly, I'm just wondering how I can show the download/upload speed while data is transferring. I also want the app to show how many MBs are downloaded or uploaded.
Server code:
IPAddress ip = IPAddress.Parse("192.168.1.2");
int port = 9999;
TcpListener server = new TcpListener(ip, port);
server.Start();
Console.WriteLine("Waiting for client...");
TcpClient tcpClient = server.AcceptTcpClient();
Console.WriteLine("Client connected!");
NetworkStream networkStream = tcpClient.GetStream();
string path = string.Empty;
string fileName = string.Empty;
Console.Write("File:");
path = Console.ReadLine();
fileName = Path.GetFileName(path);
byte[] bytes = File.ReadAllBytes(path);
BinaryWriter bwFileName = new BinaryWriter(networkStream);
bwFileName.Write(fileName);
BinaryWriter bw = new BinaryWriter(networkStream);
bw.Write(bytes.Length);
networkStream.Write(bytes, 0, bytes.Length);
Console.ReadLine();
Client code:
IPAddress ip = IPAddress.Parse("192.168.1.2");
int port = 9999;
TcpClient client = new TcpClient();
client.Connect(ip, port);
while (true)
{
NetworkStream networkStream = client.GetStream();
int byteLenght;
string fileName = string.Empty;
BinaryReader brFilename = new BinaryReader(networkStream);
fileName = brFilename.ReadString();
BinaryReader br = new BinaryReader(networkStream);
byteLenght = br.ReadInt32();
byte[] bytes = new byte[byteLenght];
networkStream.Read(bytes, 0, bytes.Length);
File.WriteAllBytes("C:\\Users\\XANDRO\\Desktop\\client\\" + fileName,bytes);
break;
}
Console.ReadLine();
the general approach would be to split the download/upload into chunks. I.e. instead of writing the entire byte array in one go, write chunks using the offset/length parameters.
This gives an opportunity to measure the time and report the progress after each chunk. You might also consider using a file stream and write/read chunks from this as well. Since this will limit memory usage.
Edit: Example code:
public static void Copy(Stream from, Stream to, IProgress<int> progress, int bufferSize = 4096)
{
var bytesCopied = 0;
var buffer = new byte[bufferSize];
int bytesRead;
do
{
bytesRead = from.Read(buffer, 0, buffer.Length);
to.Write(buffer, 0, bytesRead);
bytesCopied += bytesRead;
progress.Report(bytesCopied);
} while (bytesRead != 0);
}

TCP/IP data transfer freezes Unity while transferring the data

I am working on a unity project where user can send data from client to server using TCP/IP. I am able to send the data. But my unity stalls or freeze until the data got read from the networkstream.
Server Code:Read Data.
public void StartServer (){
// Start TcpServer background thread
tcpListenerThread = new Thread (new ThreadStart(ListenForIncomingRequests));
tcpListenerThread.IsBackground = true;
tcpListenerThread.Start();
startServerButton.interactable = false;
path = UnityEditor.EditorUtility.SaveFolderPanel ("Any type of File.", "", ""); // Path.Combine(path,"D:\\Siva\\TCPDownloadfiles");
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Space)) {
SendMessage();
}
}
/// <summary>
/// Runs in background TcpServerThread; Handles incoming TcpClient requests
/// </summary>
private void ListenForIncomingRequests () {
Thread threadForDownloading = new Thread (new ThreadStart(DownloadingStreamData));
threadForDownloading.IsBackground = true;
threadForDownloading.Start();
//DownloadingStreamData ();
}
private void DownloadingStreamData()
{
try {
fileCount++;
int fileNameLen;
byte[] incomingData = new byte[1024];
string ext = "";
// Create listener on localhost port 8052.
tcpListener = new TcpListener(IPAddress.Parse("127.0.0.1"), 8052);
tcpListener.Start();
Debug.Log("Server is listening");
bytes = new Byte[Int32.MaxValue]; // 2221024
while (true) {
using (connectedTcpClient = tcpListener.AcceptTcpClient()) {
// Get a stream object for reading
using (stream = connectedTcpClient.GetStream()) {
Debug.Log("Befor Stream Read..........");
IAsyncResult result = stream.BeginRead(bytes, 0, bytes.Length, MessageReceived, stream);
result.AsyncWaitHandle.WaitOne();
// Read incoming stream into byte arrary.
do{
//length = stream.Read(bytes, 0, bytes.Length);
//length = s_bytesReceived;
Debug.Log("After Stream Read.........."+length);
incomingData = new byte[length];
Array.Copy(bytes, 0, incomingData, 0, length - 4);
// Convert byte array to string message.
fileNameLen = BitConverter.ToInt32(incomingData, 0);
string clientMessage = Encoding.ASCII.GetString(incomingData,4, fileNameLen);
ext = Path.GetExtension(clientMessage);
//Debug.Log("client message received as: " + clientMessage);
//File.WriteAllBytes(path + "\\temp"+fileCount.ToString()+ext, incomingData);
BinaryWriter bWrite = new BinaryWriter(File.Open(path + "\\temp"+fileCount.ToString()+ext, FileMode.Create)); ;
bWrite.Write(incomingData, 4 + fileNameLen, length - 4 - fileNameLen);
bWrite.Flush();
bWrite.Close();
} while(stream.DataAvailable);
//Debug.Log("Bytes length2 :>>>"+" "+fileNameLen +" Incoming data length" +incomingData.Length);
//connectedTcpClient.Close();
//stream.Flush();
//stream.Close();
//Debug.Log("GETTING FILE NAME THROUGH BUFFER ::"+stream);
}
}
}
}
catch (SocketException socketException) {
Debug.Log("SocketException " + socketException.ToString());
}
}
I tried using stream.BeginRead method but that is throwing exception like Stream/socket was disposed already and trying to access it on client code.
But stream.Read method works as like i expect but it stalls/freeze the unity until it get the data.Please give me some better solution for this issue. Thanks in advance.
Client Code: Sends Data
if (stream.CanWrite) {
string path = UnityEditor.EditorUtility.OpenFilePanel ("Any type of File.", "", "");
WWW www = new WWW ("file:///" + path);
byte[] fileNameBytes = Encoding.ASCII.GetBytes(path);
byte[] fileDataBytes = www.bytes;
byte[] fileNameLength = BitConverter.GetBytes(fileNameBytes.Length);
clientData = new byte[4 + fileNameBytes.Length + fileDataBytes.Length];
fileNameLength.CopyTo(clientData, 0);
fileNameBytes.CopyTo(clientData, 4);
fileDataBytes.CopyTo(clientData, 4 + fileNameBytes.Length);
Debug.Log ("FIle sends to server path : "+path);
//stream.BeginRead(clientData, 0, clientData.Length, MessageReceived, stream);
try {
stream.Write(clientData, 0, clientData.Length);
//stream.BeginWrite(clientData, 0, clientData.Length, MessageReceived, stream);
}catch (Exception e) {
Debug.Log("SocketException " + e.ToString());
}

c#: sending files, mixed succeded files and corrupted files

I wrote that code after some research on the internet to send files throught computers at the same network. But, sometimes it's sending the files corrupted or with low quality (if the file is a picture). Can you check this out?
Note: I want to send only files with 10MB size.
Server
class Server
{
IPEndPoint end;
Socket sock;
public Server()
{
end = new IPEndPoint(IPAddress.Any, 5656);
sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IP);
sock.Bind(end);
}
public static string path;
public static string MsgCurrent = "Stopped";
public void StartServer()
{
try
{
MsgCurrent = "Starting...";
sock.Listen(100);
MsgCurrent = "Works and looks for files";
Socket clientSock = sock.Accept();
byte[] clientData = new byte[1024 * 1024 * 10]; //count per byte
int receivedByteLen = clientSock.Receive(clientData);
MsgCurrent = "Receiving file ...";
int fNameLen = BitConverter.ToInt32(clientData, 0);
string fName = Encoding.ASCII.GetString(clientData, 4, fNameLen);
BinaryWriter write = new BinaryWriter(File.Open(path + "/" + fName, FileMode.Append));
write.Write(clientData, 4 + fNameLen, receivedByteLen - 4 - fNameLen);
MsgCurrent = "Saving file....";
write.Close();
clientSock.Close();
MsgCurrent = "The file was received";
}
catch
{
MsgCurrent = "Error, the file was not received";
}
}
}
Client
class Client
{
public static string ipsendf;//added
public static string MsgCurrent = "Idle";
public static void SendFile(string fName)
{
try
{
IPAddress ip = IPAddress.Parse(ipsendf); //127.0.0.1 in "" as string
IPEndPoint end = new IPEndPoint(ip, 5656);
Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IP);
string path = "";
fName = fName.Replace("\\", "/");
while (fName.IndexOf("/") > -1)
{
path += fName.Substring(0, fName.IndexOf("/") + 1);
fName = fName.Substring(fName.IndexOf("/") + 1);
}
byte[] fNameByte = Encoding.ASCII.GetBytes(fName);
if (fNameByte.Length > 10 * 1024 * 1024) //count per byte
{
//MsgCurrent = "File is greater than 850 kb";
MsgCurrent = "File is greater than 10MB";
return;
}
MsgCurrent = "Buffering...";
byte[] fileData = File.ReadAllBytes(path + fName);
byte[] clientData = new byte[4 + fNameByte.Length + fileData.Length];
byte[] fNameLen = BitConverter.GetBytes(fNameByte.Length);
fNameLen.CopyTo(clientData, 0);
fNameByte.CopyTo(clientData, 4);
fileData.CopyTo(clientData, 4 + fNameByte.Length);
MsgCurrent = "Connecting to server ...";
sock.Connect(end);
MsgCurrent = "File sending ...";
sock.Send(clientData);
MsgCurrent = "Disconnecting...";
sock.Close();
MsgCurrent = "The file was sent ..";
}
catch (Exception ex)
{
//do nothing
}
}
}
The default receive size for a socket is 8,192 bytes (for reference). So from your code it looks like on the server, you're only reading the first 8,192 bytes of the message.
You can either increase that buffer size to match the size of the 10MB clientData buffer you allocate, for example, some where after .Accept() and before Receive()..
clientSock.ReceiveBufferSize = 1024 * 1024 * 10;
Or, receive in chunks by checking if there's anything left to read and keep filling up your local buffer. You'll probably get away with the potenitally massive message on a local network though, generally speaking in chunks would be the normal way to do it.
Also, you're using FileMode.Append in the write of the file in server, whereas I would have thought you want FileMode.Create. Otherwise, if you send the same file twice you'll get a 20MB file instead of a 10MB one.

Sending multiple files Client & Server

I have a Client and Server code for files sending. For some reason I need to receive at client and send from Server...
Everything work perfectly, in some cases all files sent and received perfectly. In another cases after sending a few files programm crashes. Don't understand where the problem...
Errors:
client colsole
server console
client
// client code
using System;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
class Client003
{
const string destFilePath = #"..\..\..\";
const int BufferSize = 1024;
public static void StartReceiving()
{
// Data buffer for sending data.
byte[] buffer;
// FileStream to read data
FileStream fileStream;
int fileNameLen = 0;
string fileName = "";
long fileLen = 0;
int NoOfPackets = 0;
int receivedBytes = 0;
int i, j;
// Connect to a remote device.
try
{
// Establish the remote endpoint for the socket.
// This example uses port 11000 on the local computer.
IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
Socket receiver = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Connect the socket to the remote endpoint. Catch any errors.
try
{
receiver.Connect(remoteEP);
buffer = new byte[4];
receiver.Receive(buffer, 4, 0);
int filesNumber = BitConverter.ToInt32(buffer, 0);
for (i = 0; i < filesNumber; i++)
{
buffer = new byte[4];
receiver.Receive(buffer, 4, 0);
fileNameLen = BitConverter.ToInt32(buffer, 0);
// --
buffer = new byte[fileNameLen];
receiver.Receive(buffer, fileNameLen, 0);
fileName = Encoding.UTF8.GetString(buffer);
// --
buffer = new byte[8];
receiver.Receive(buffer, 8, 0);
fileLen = BitConverter.ToInt64(buffer, 0);
// --
NoOfPackets = Convert.ToInt32(Math.Ceiling(
Convert.ToDouble(fileLen) / Convert.ToDouble(BufferSize) ));
fileStream = new FileStream(destFilePath + fileName, FileMode.OpenOrCreate, FileAccess.Write);
receivedBytes = 0;
// --
for (j = 0; j < NoOfPackets; j++)
{
if (fileLen > BufferSize)
{
buffer = new byte[BufferSize];
receivedBytes = receiver.Receive(buffer, BufferSize, 0);
fileStream.Write(buffer, 0, receivedBytes);
fileLen -= BufferSize;
}
else
{
buffer = new byte[fileLen];
receivedBytes = receiver.Receive(buffer, (int)fileLen, 0);
fileStream.Write(buffer, 0, receivedBytes);
}
}
fileStream.Close();
}
// Release the socket.
receiver.Shutdown(SocketShutdown.Both);
receiver.Close();
}
catch (ArgumentNullException ane)
{
Console.WriteLine("ArgumentNullException : {0}", ane.ToString());
}
catch (SocketException se)
{
Console.WriteLine("SocketException : {0}", se.ToString());
}
catch (Exception e)
{
Console.WriteLine("Unexpected exception : {0}", e.ToString());
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartReceiving();
return 0;
}
}
server
//server code
using System;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Collections.Generic;
class Server003
{
public static void StartListening()
{
// Data buffer for incoming data.
byte[] buffer;
byte[] fileNameByte;
byte[] fileNameLenByte;
byte[] fileLenByte;
// FileStream to write data
FileStream fileStream;
Int64 fileLen = 0;
int NoOfPackets = 0;
int readBytes = 0;
int i;
// Establish the local endpoint for the socket.
// Dns.GetHostName returns the name of the
// host running the application.
IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
Socket listener = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and
// listen for incoming connections.
try
{
listener.Bind(localEndPoint);
listener.Listen(10);
// Start listening for connections.
Console.WriteLine("Waiting for a connection...");
// Program is suspended while waiting for an incoming connection.
Socket handler = listener.Accept();
Int32 filesNumber = binFilesNames.Count;
byte[] filesNumberByte = BitConverter.GetBytes(filesNumber);
handler.Send(filesNumberByte);
// --
foreach (string binName in binFilesNames)
{
fileNameByte = Encoding.UTF8.GetBytes(binName);
fileNameLenByte = BitConverter.GetBytes(fileNameByte.Length);
handler.Send(fileNameLenByte);
handler.Send(fileNameByte);
// --
fileStream = new FileStream(sourceFilePath + binName, FileMode.Open, FileAccess.Read);
fileLen = fileStream.Length;
fileLenByte = BitConverter.GetBytes(fileLen);
handler.Send(fileLenByte);
// --
NoOfPackets = Convert.ToInt32(Math.Ceiling(
Convert.ToDouble(fileLen) / Convert.ToDouble(BufferSize)));
for (i = 0; i < NoOfPackets; i++)
{
if (fileLen > BufferSize)
{
buffer = new byte[BufferSize];
// reeding data from file and writing it to the bytes "buffer"
readBytes = fileStream.Read(buffer, 0, BufferSize);
// send bytes from "buffer"
handler.Send(buffer, readBytes, SocketFlags.None);
fileLen -= BufferSize;
}
else
{
buffer = new byte[fileLen];
// reeding data from file and writing it to the bytes "buffer"
readBytes = fileStream.Read(buffer, 0, (int)fileLen);
// send bytes from "buffer"
handler.Send(buffer, readBytes, SocketFlags.None);
}
}
fileStream.Close();
}
// Release the socket.
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
public static List<string> GetFiles()
{
var dir = new DirectoryInfo(sourceFilePath); // folder with files
var files = new List<string>(); // List with file names
foreach (FileInfo file in dir.GetFiles("T*260000.bin"))
{
files.Add(Path.GetFileName(file.FullName));
}
return files;
}
public static int Main(String[] args)
{
binFilesNames = GetFiles();
StartListening();
return 0;
}
const string sourceFilePath = #"..\..\..\Binaries\";
static List<string> binFilesNames;
const int BufferSize = 1024;
}
UPD:
I took into account the moments that pointed LB2. Here is the receive part and it works as it need:
while ((receivedBytes = receiver.Receive(buffer)) > 0) // receive bytes to "buffer"
{
var tmpBuff = buffer.Take(receivedBytes); // takes first receivedBytes elements
bufferList.AddRange(tmpBuff);
}
But I don't understand how sending work. When I send whole data at once - all ok, but when i trying to send partially it crashes:
This works and whole data sent:
handler.Send(buffer);
This one crashes:
int sentBytes = 0;
int sumSentBytes = 0;
do
{
// send bytes from "buffer"
sentBytes = handler.Send(buffer, sumSentBytes, BufferSize, SocketFlags.None);
sumSentBytes += sentBytes;
}
while (sentBytes > 0);
So what is the best way to construct sending of large amounts of data (in my case about 20Mb, but it depends)?
There are multiple bugs in the code to be able to pinpoint specifically where this particular came from. Here are a few things you should be aware and where code needs clean up:
Socket class is IDisposable and thus should be wrapped in using. (I don't know if this is full program, or just a snippet with a driver main(), but if you call StartReceiving enough times, it'll leak memory).
FileStream (that you have a in a for loop) is IDisposable and thus should be wrapped in using. (Call to .Close() may actually clean up enough, but still better to use using.)
Use of Socket.Receive() is incorrect. You cannot assume that you receive as many bytes as you requested. Receive() returns either 0 if connection is lost, or number of bytes (upto requested count) that are currently available in the receive buffer. So as you go through:
buffer = new byte[fileNameLen];
receiver.Receive(buffer, fileNameLen, 0);
fileName = Encoding.UTF8.GetString(buffer);
// --
buffer = new byte[8];
receiver.Receive(buffer, 8, 0);
fileLen = BitConverter.ToInt64(buffer, 0);
... it is quite possible that you only read part of fileName bytes, get partial fileName, and then remainder bytes for filename are actually (incorrectly) interpreted as fileLen.
You correctly use receivedBytes to copy received bytes to file stream, but then you incorrectly decrement fileLen by BufferSize rather than receivedBytes, thus corrupting your file by possibly writing only part of the stream, in this part of the code:
receivedBytes = receiver.Receive(buffer, BufferSize, 0);
fileStream.Write(buffer, 0, receivedBytes);
fileLen -= BufferSize;
You keep reallocating new byte[] in a loop for each call to .Receive which is unnecessary. You can keep reusing the same buffer.
For the server code, exception screenshot that you posted has ? for the message (likly encoding issues). Please trap and post the actual message.
These are just a few things that I spotted by casual review. Whether some of these are the culprits, or there is some other issue is hard to ascertain with these issues present.
I guess you get an exception:
ArgumentOutOfRangeException: size is greater than the length of buffer minus the value of the offset parameter.
You'll have to subtract the bytes already sent from the size parameter:
int bytesToSend = BufferSize - sumSentBytes;
sentBytes = handler.Send(buffer, sumSentBytes, bytesToSend, SocketFlags.None);

Sending image from C# Server to Java client through TCP socket

I have an image in my server which I want to send to my Java client through sockets. In c# I converted to byte array and then tried to send over the socket. But, a byte array in C# is unsigned so I tried to send signed byte array sbyte[] but it cannot be send by clientSocket.Send() method. On the java client side, I need to convert the byte array received to an Image object. Here is the exception trace that I get, at Image image = reader.read(0, param). Please help me with this.
Exception in thread "main" javax.imageio.IIOException: Bogus marker length
at com.sun.imageio.plugins.jpeg.JPEGImageReader.readImageHeader(Native Method)
at com.sun.imageio.plugins.jpeg.JPEGImageReader.readNativeHeader(Unknown Source)
at com.sun.imageio.plugins.jpeg.JPEGImageReader.checkTablesOnly(Unknown Source)
at com.sun.imageio.plugins.jpeg.JPEGImageReader.gotoImage(Unknown Source)
at com.sun.imageio.plugins.jpeg.JPEGImageReader.readHeader(Unknown Source)
at com.sun.imageio.plugins.jpeg.JPEGImageReader.readInternal(Unknown Source)
at com.sun.imageio.plugins.jpeg.JPEGImageReader.read(Unknown Source)
at ServerByteStreamWithoutOIS.main(ServerByteStreamWithoutOIS.java:54)
Here is my C# server code:
class Program
{
static void Main(String[] args)
{
Socket sListen = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// 2. Fill IP
IPAddress IP = IPAddress.Parse("147.174.117.187");
IPEndPoint IPE = new IPEndPoint(IP, 20229);
// 3. binding
sListen.Bind(IPE);
// 4. Monitor
Console.WriteLine("Service is listening ...");
sListen.Listen(2);
// 5. loop to accept client connection requests
while (true)
{
Socket clientSocket;
try
{
clientSocket = sListen.Accept();
}
catch
{
throw;
}
// send the file
byte[] buffer = ReadImageFile("1.jpg");
clientSocket.Send(buffer, buffer.Length, SocketFlags.None);
clientSocket.Close();
Console.WriteLine("Send success!");
}
}
private static byte[] ReadImageFile(String img)
{
FileInfo fileInfo = new FileInfo(img);
byte[] buf = new byte[fileInfo.Length];
FileStream fs = new FileStream(img, FileMode.Open, FileAccess.Read);
fs.Read(buf, 0, buf.Length);
fs.Close();
//fileInfo.Delete ();
GC.ReRegisterForFinalize(fileInfo);
GC.ReRegisterForFinalize(fs);
return buf;
}
}
}
Here is my Java client:
public class ServerByteStreamWithoutOIS {
public static void main(String[] args) throws IOException, ClassNotFoundException{
int port = 20229;
Socket sock = null;
InetAddress addr = null;
addr = InetAddress.getByName("147.174.117.187");
sock = new Socket(addr, port);
System.out.println("created socket!");
int count = 0;
while(true){
String line = "";
String realLine = "";
BufferedReader bReader = new BufferedReader(new InputStreamReader(sock.getInputStream()));
byte[] buffer = null;
while((line=bReader.readLine() )!=null){
realLine = realLine + line;
System.out.println(line.getBytes());
}
buffer = realLine.getBytes();
//buffer = (byte[])ois.readObject();
ByteArrayInputStream bis = new ByteArrayInputStream(buffer);
Iterator<?> readers = ImageIO.getImageReadersByFormatName("jpg");
ImageReader reader = (ImageReader) readers.next();
Object source = bis; // File or InputStream, it seems file is OK
ImageInputStream iis = ImageIO.createImageInputStream(source);
//Returns an ImageInputStream that will take its input from the given Object
reader.setInput(iis, true);
ImageReadParam param = reader.getDefaultReadParam();
Image image = reader.read(0, param);
//got an image file
BufferedImage bufferedImage = new BufferedImage(image.getWidth(null), image.getHeight(null), BufferedImage.TYPE_INT_RGB);
//bufferedImage is the RenderedImage to be written
Graphics2D g2 = bufferedImage.createGraphics();
g2.drawImage(image, null, null);
File imageFile = new File("image.bmp");
ImageIO.write(bufferedImage, "bmp", imageFile);
System.out.println(imageFile.getPath());
//Thread.sleep(100);
System.out.println("Done saving");
}
}
}
I believe the error is because you are converting the bytes received in the Java server to a string representation. This can result in an error because a jpg is binary data, and when some binary data can not be converted to a character in a string, some conversion occurs which will result in an error when you use the getBytes() function.
If you instead read the bytes from the inputstream using the read(byte[],int,int]) function, I think you should be alright.
http://download.oracle.com/javase/1.5.0/docs/api/java/io/InputStream.html#read(byte[], int, int)
Edit, added a working code example
The "problem" of Java having signed bytes is a non issue. In binary they are the same bits, so when written to a file, the same bits are written since they are still the same order.
I wrote an example of a C# client and a Java server that I got working. I'm sure you can find it of use.
Server – Java
import java.io.BufferedInputStream;
import java.io.FileOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.net.ServerSocket;
import java.net.Socket;
public class ImageServer {
public static void main(String[] args) {
try {
ServerSocket server = new ServerSocket(8000);
Socket accept = server.accept();
InputStream inputStream = accept.getInputStream();
BufferedInputStream stream = new BufferedInputStream(inputStream);
int length = readInt(inputStream);
byte[] buf = new byte[length];
for (int read = 0; read < length; ) {
read += stream.read(buf, read, buf.length - read);
}
stream.close();
FileOutputStream fos = new FileOutputStream("image.png");
fos.write(buf, 0, buf.length);
fos.flush();
fos.close();
}
catch (IOException e) {
e.printStackTrace();
}
}
private static int readInt(InputStream inputStream) throws IOException {
byte[] buf = new byte[4];
for (int read = 0; read < 4; ) {
read += inputStream.read(buf, 0, 4);
}
return toInt(buf);
}
public static int toInt(byte[] b) {
return (b[0] << 24)
+ ((b[1] & 0xFF) << 16)
+ ((b[2] & 0xFF) << 8)
+ (b[3] & 0xFF);
}
}
Client – C#
using System;
using System.IO;
using System.Net;
using System.Net.Sockets;
namespace Test.SendImageClient {
public class Program {
public static void Main(string[] args) {
if (args.Length == 0) {
Console.WriteLine("usage: client imagefile");
return;
}
FileStream stream = File.OpenRead(args[0]);
Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
socket.Connect("localhost", 8000);
int length = IPAddress.HostToNetworkOrder((int)stream.Length);
socket.Send(BitConverter.GetBytes(length), SocketFlags.None);
byte[] buffer = new byte[1024];
int read;
while ((read = stream.Read(buffer, 0, buffer.Length)) > 0) {
socket.Send(buffer, 0, read, SocketFlags.None);
}
socket.Close();
}
}
}
it seems like the bytes being received are not lining up w/the jpeg specification (can't be deserialized properly). are you sure the file on the server exists and that the c# byte[] is getting filled properly? maybe try to write the file on the server before sending it through the socket to ensure that you are actually reading a valid jpeg on the server.

Categories

Resources