I'm trying C# sockets to send images. It works, but it's unstable. The images sent through are quite large and are updated very quickly which causes it to flicker every now and then. I'm looking for a way to compress the data sent if possible. I'm using this code:
Server side:
System.IO.MemoryStream stream = new System.IO.MemoryStream();
// !! Code here that captures the screen !!
bitmap.Save(stream, myImageCodecInfo, myEncoderParameters);
byte[] imageBytes = stream.ToArray();
stream.Dispose();
// Send the image
clientSocket.Send(imageBytes);
// Empty the byte array?
for (int i = 0; i < imageBytes.Length; i++)
{
imageBytes[i] = 0;
}
Client side:
private void OnConnect(IAsyncResult ar)
{
try
{
MessageBox.Show("Connected");
//Start listening to the data asynchronously
clientSocket.BeginReceive(byteData,
0,
byteData.Length,
SocketFlags.None,
new AsyncCallback(OnReceive),
null);
}
catch (Exception ex)
{
MessageBox.Show(ex.Message, "Stream Error",MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
private void OnReceive(IAsyncResult ar)
{
try
{
int byteCount = clientSocket.EndReceive(ar);
// Display the image on the pictureBox
MemoryStream ms = new MemoryStream(byteData);
pictureBox1.Image = Image.FromStream(ms);
}
catch (ArgumentException e)
{
//MessageBox.Show(e.Message);
}
clientSocket.BeginReceive(byteData,0,byteData.Length,SocketFlags.None,new AsyncCallback(OnReceive),null);
}
I ended up using gzip.
Turns out the flicker wasn't due to it being updated very quickly, but was because of the way I had sockets set up. It wasn't sending the whole image.
Related
I simply want streaming capture screen with TCP protocol on C#.
private Bitmap bmpScreenshot;
private byte[] screenToByteArray()
{
byte[] result;
try
{
if (bmpScreenshot != null)
bmpScreenshot.Dispose();
bmpScreenshot = new Bitmap(SystemInformation.VirtualScreen.Width,
SystemInformation.VirtualScreen.Height,
PixelFormat.Format32bppArgb);
using (var gfxScreenshot = Graphics.FromImage(bmpScreenshot))
{
gfxScreenshot.CopyFromScreen(SystemInformation.VirtualScreen.X,
SystemInformation.VirtualScreen.Y,
0,
0,
SystemInformation.VirtualScreen.Size,
CopyPixelOperation.SourceCopy);
result = ImageToByte(bmpScreenshot);
}
}
catch (Exception ex)
{
Console.WriteLine("[ERROR]screenToByteArray Error..{0}", ex.Message);
result = null;
}
return result;
}
private byte[] ImageToByte(Image iImage)
{
if (mMemoryStream != null)
mMemoryStream.Dispose();
mMemoryStream = new MemoryStream();
iImage.Save(mMemoryStream, ImageFormat.Png);
if (iImage != null)
iImage.Dispose();
return mMemoryStream.ToArray();
}
I use that code part and I'm sending screenToByteArray() but I have a problem. If My screen does not have lots of image like that enter image description here, Listener can see correct display, but When my screen has complicated image(s) like that enter image description here , Listener sees distorted display like that enter image description here .When my screen has any complicate image, listener can't see the whole display. How can I do that. Thank for your help.
EDIT
I share my tcp code below
Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
socket.Connect(new IPEndPoint(IPAddress.Parse("192.168.1.109"), 8500));
while(true)
{
try
{
byte[] sendData = screenToByteArray();
socket.Send(sendData, sendData.Length, SocketFlags.None);
sendData = null;
}
catch (Exception ex)
{
Console.WriteLine("[ERROR]sendScreen Error..{0}", ex.Message);
socket.Dispose();
break;
}
}
I did it. The streamed picture format has been changed.
private byte[] ImageToByte(Image iImage)
{
if (mMemoryStream != null)
mMemoryStream.Dispose();
mMemoryStream = new MemoryStream();
iImage.Save(mMemoryStream, ImageFormat.Jpeg);
if (iImage != null)
iImage.Dispose();
return mMemoryStream.ToArray();
}
I was able to send image from server to client . there is two image when one comes after another it display like a video, but now i want to stream a video from my client to server. I want to stream the file from my own localhost.
Sending
private void Start_Sending_Video_Conference(string remote_IP, int port_number)
{
try
{
ms = new MemoryStream();// Store it in Binary Array as Stream
IDataObject data;
Image bmap;
// Copy image to clipboard
SendMessage(hHwnd, WM_CAP_EDIT_COPY, 0, 0);
// Get image from clipboard and convert it to a bitmap
data = Clipboard.GetDataObject();
if (data.GetDataPresent(typeof(System.Drawing.Bitmap)))
{
bmap = ((Image)(data.GetData(typeof(System.Drawing.Bitmap))));
bmap.Save(ms, ImageFormat.Bmp);
}
picCapture.Image.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);
byte[] arrImage = ms.GetBuffer();
myclient = new TcpClient(remote_IP, port_number);//Connecting with server
myns = myclient.GetStream();
mysw = new BinaryWriter(myns);
mysw.Write(arrImage);//send the stream to above address
ms.Flush();
mysw.Flush();
myns.Flush();
ms.Close();
mysw.Close();
myns.Close();
myclient.Close();
}
catch (Exception ex)
{
MessageBox.Show(ex.Message, "Video Conference Error Message", MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
Receiving
private void Start_Receiving_Video_Conference()
{
try
{
// Open The Port
mytcpl = new TcpListener(6000);
mytcpl.Start(); // Start Listening on That Port
mysocket = mytcpl.AcceptSocket(); // Accept Any Request From Client and Start a Session
ns = new NetworkStream(mysocket); // Receives The Binary Data From Port
picture_comming.Image = Image.FromStream(ns);
mytcpl.Stop(); // Close TCP Session
if (mysocket.Connected == true) // Looping While Connected to Receive Another Message
{
while (true)
{
Start_Receiving_Video_Conference(); // Back to First Method
}
}
myns.Flush();
}
catch (Exception) { button1.Enabled = true; myth.Abort(); }
}
so how should i stream a video file in my client end where the file is in my server.
I'm a C# beginner facing problems regarding sending an image from a client to a server. I use the following code :
Client :
try
{
Bitmap desktopBMP = CaptureScreen.CaptureDesktop();
Image image = (Image)desktopBMP;
MemoryStream ms = new MemoryStream();
image.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);
if (m_clientSocket != null)
{
byte[] data = ms.ToArray();
m_clientSocket.Send(data);
}
}
catch (Exception e)
{
sending = false;
MessageBox.Show(e.Message);
}
Server :
// This the call back function which will be invoked when the socket
// detects any client writing of data on the stream
static int i = 0;
public void OnDataReceived(IAsyncResult asyn)
{
SocketPacket socketData = (SocketPacket)asyn.AsyncState;
try
{
// Complete the BeginReceive() asynchronous call by EndReceive() method
// which will return the number of characters written to the stream
// by the client
int iRx = socketData.m_currentSocket.EndReceive(asyn);
byte[] data = new byte[iRx];
data = socketData.dataBuffer;
MemoryStream ms = new MemoryStream(data);
Image image = Image.FromStream(ms);
image.Save(i + socketData.m_clientNumber+".jpg");
i++;
// Continue the waiting for data on the Socket
WaitForData(socketData);
}
catch (Exception e)
{
MessageBox.Show(e.Message);
}
// Start waiting for data from the client
public void WaitForData(SocketPacket socketPacket)
{
try
{
if (pfnWorkerCallBack == null)
{
// Specify the call back function which is to be
// invoked when there is any write activity by the
// connected client
pfnWorkerCallBack = new AsyncCallback(OnDataReceived);
}
socketPacket.m_currentSocket.BeginReceive(socketPacket.dataBuffer,
0,
socketPacket.dataBuffer.Length,
SocketFlags.None,
pfnWorkerCallBack,
socketPacket
);
}
catch (Exception e)
{
MessageBox.Show(e.Message);
}
}
The client sends images at every 100 ms and this works well for a while but sometimes a "ArgumentException" is thrown by the called "System.Drawing.Image.FromStream()" function in the server.
What am I doing something wrong here ? and how should I correct it ?
Thanks
Looking at the MSDN page for Image.FromStream, it states that the parameter is either null or contains an invalid image when that exception is thrown. Can you also send a hash of the image data to the server, which it could then use to validate your image data hasn't been corrupted in transit? If it is corrupt the server could notify the client that it should resend the image. I suspect that you are running so much data that the odds are you are receiving an occasional corrupt bit.
Also add a temporary check just to make sure your socketData.dataBuffer hasn't somehow been set to null while you are debugging this issue.
I'm trying to send an image using a TCP socket. The client connects to the server without any problems and start to receive the data. The problem is when I try to convert the stream to an image using FromStream() method, I get an OutOfMemory Exception. Can anyone help me out? Really important!! Here is the code;
client snippet
private void btnConnect_Click(object sender, EventArgs e)
{
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
TcpClient client = new TcpClient();
client.Connect(ipAddress, 9500);
NetworkStream nNetStream = client.GetStream();
while (client.Connected)
{
lblStatus.Text = "Connected...";
byte[] bytes = new byte[client.ReceiveBufferSize];
int i;
if (nNetStream.CanRead)
{
nNetStream.Read(bytes, 0, bytes.Length);
Image returnImage = Image.FromStream(nNetStream); //exception occurs here
pictureBox1.Image = returnImage;
}
else
{
client.Close();
nNetStream.Close();
}
}
client.Close();
}
server snippet
try
{
IPAddress ipAddress = Dns.Resolve("localhost").AddressList[0];
TcpListener server = new TcpListener(ipAddress, 9500);
server.Start();
Console.WriteLine("Waiting for client to connect...");
while (true)
{
if (server.Pending())
{
Bitmap tImage = new Bitmap(Image URL goes here);
byte[] bStream = ImageToByte(tImage);
while (true)
{
TcpClient client = server.AcceptTcpClient();
Console.WriteLine("Connected");
while (client.Connected)
{
NetworkStream nStream = client.GetStream();
nStream.Write(bStream, 0, bStream.Length);
}
}
}
}
}
catch (SocketException e1)
{
Console.WriteLine("SocketException: " + e1);
}
}
static byte[] ImageToByte(System.Drawing.Image iImage)
{
MemoryStream mMemoryStream = new MemoryStream();
iImage.Save(mMemoryStream, System.Drawing.Imaging.ImageFormat.Gif);
return mMemoryStream.ToArray();
}
Thanks a lot in advanced,
There are a couple of things wrong, including, possibly the protocol you are using. First, the client:
If you expect a single image, there is no need for the while loop
Your client first does a Read which reads some information from the server into the buffer, and then it calls Image.FromStream(nNetStream) which will read incomplete data.
Whenever you read from a stream, keep in mind that a single Read call is not guaranteed to fill your buffer. It can return any number of bytes between 0 and your buffer size. If it returns 0, it means there is no more to read. In your case this also means that your client currently has no way of knowing how much to read from the server. A solution here is to have the server send the length of the image as the first piece of information. Another solution would be to have the server disconnect the client after it has sent the information. This may be acceptable in your case, but it will not work if you need persistent connections (e.g. pooled connections on client side).
The client should look something like this (assuming the server will disconnect it after it sends the data):
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
using (TcpClient client = new TcpClient())
{
client.Connect(ipAddress, 9500);
lblStatus.Text = "Connected...";
NetworkStream nNetStream = client.GetStream();
Image returnImage = Image.FromStream(nNetStream);
pictureBox1.Image = returnImage;
}
Next, the server:
Instead of Pending, you can simply accept the client
The server sends the stream over and over again to the same client, until they disconnect. Instead, send it only once.
The server loop should look something like this:
Bitmap tImage = new Bitmap(Image URL goes here);
byte[] bStream = ImageToByte(tImage);
while (true)
{
// The 'using' here will call Dispose on the client after data is sent.
// This will disconnect the client
using (TcpClient client = server.AcceptTcpClient())
{
Console.WriteLine("Connected");
NetworkStream nStream = client.GetStream();
try
{
nStream.Write(bStream, 0, bStream.Length);
}
catch (SocketException e1)
{
Console.WriteLine("SocketException: " + e1);
}
}
}
This part looks funky to me:
byte[] bytes = new byte[client.ReceiveBufferSize];
int i;
if (nNetStream.CanRead)
{
nNetStream.Read(bytes, 0, bytes.Length);
Image returnImage = Image.FromStream(nNetStream); //exception occurs here
First you read client.ReceiveBufferSize bytes into the "bytes" array, and then you proceed to construct the image from what's left on the stream. What about the bytes you just read into "bytes"?
I recomend you to use this code(I've created it by myself and tested it and it works perfect.):
public void Bitmap ConvertByteArrayToBitmap(byte[] receivedBytes)
{
MemoryStream ms = new MemoryStream(receivedBytes);
return new Bitmap(ms, System.Drawing.Imaging.ImageFormat.Png); // I recomend you to use png format
}
Use this to convert received byteArray to an image.
It seems like your server is sending the image over and over again:
while (client.Connected)
{
NetworkStream nStream = client.GetStream();
nStream.Write(bStream, 0, bStream.Length);
}
If the server can send data fast enough, the client will probably keep receiving it.
Here's a solution :
Server side :
tImage.Save(new NetworkStream(client), System.Drawing.Imaging.ImageFormat.Png);
Cliend side:
byte[] b = new byte[data.ReceiveBufferSize];
client.Receive(b);
MemoryStream ms = new MemoryStream(b);
Image receivedImag = Image.FromStream(ms);
or :
Image receivedImag = Image.FromStream(new NetworkStream(client));
I am trying to set up two programs in C#. Basically, a simple client server set up where I want the server to listen for an image from the client. Then, upon receiving the image, will display it in a PictureBox.
I keep running into the following error:
A first chance exception of type
'System.ArgumentException' occurred in
System.Drawing.dll
The error is happening on the server code that is listening at this line:
Image bmp = Image.FromStream(ms);
Any ideas?
The Server code that listens:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Net;
using System.Net.Sockets;
namespace NetView
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
startListening();
}
private void startListening()
{
////////////////////////////////////////////
Console.WriteLine("Server is starting...");
byte[] data = new byte[1024];
IPEndPoint ipep = new IPEndPoint(IPAddress.Any, 9050);
Socket newsock = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
newsock.Bind(ipep);
newsock.Listen(10);
Console.WriteLine("Waiting for a client...");
Socket client = newsock.Accept();
IPEndPoint newclient = (IPEndPoint)client.RemoteEndPoint;
Console.WriteLine("Connected with {0} at port {1}",
newclient.Address, newclient.Port);
while (true)
{
data = ReceiveVarData(client);
MemoryStream ms = new MemoryStream(data);
try
{
Image bmp = Image.FromStream(ms);
pictureBox1.Image = bmp;
}
catch (ArgumentException e)
{
Console.WriteLine("something broke");
}
if (data.Length == 0)
newsock.Listen(10);
}
//Console.WriteLine("Disconnected from {0}", newclient.Address);
client.Close();
newsock.Close();
/////////////////////////////////////////////
}
private static byte[] ReceiveVarData(Socket s)
{
int total = 0;
int recv;
byte[] datasize = new byte[4];
recv = s.Receive(datasize, 0, 4, 0);
int size = BitConverter.ToInt32(datasize, 0);
int dataleft = size;
byte[] data = new byte[size];
while (total < size)
{
recv = s.Receive(data, total, dataleft, 0);
if (recv == 0)
{
break;
}
total += recv;
dataleft -= recv;
}
return data;
}
private void Form1_Load(object sender, EventArgs e)
{
}
}
}
The Client Code:
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Drawing;
using System.IO;
namespace ConsoleApplication2
{
class Program
{
static void Main(string[] args)
{
byte[] data = new byte[1024];
int sent;
IPEndPoint ipep = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 9050);
Socket server = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
try
{
server.Connect(ipep);
}
catch (SocketException e)
{
Console.WriteLine("Unable to connect to server.");
Console.WriteLine(e.ToString());
Console.ReadLine();
}
Bitmap bmp = new Bitmap("c:\\eek256.jpg");
MemoryStream ms = new MemoryStream();
// Save to memory using the Jpeg format
bmp.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);
// read to end
byte[] bmpBytes = ms.GetBuffer();
bmp.Dispose();
ms.Close();
sent = SendVarData(server, bmpBytes);
Console.WriteLine("Disconnecting from server...");
server.Shutdown(SocketShutdown.Both);
server.Close();
Console.ReadLine();
}
private static int SendVarData(Socket s, byte[] data)
{
int total = 0;
int size = data.Length;
int dataleft = size;
int sent;
byte[] datasize = new byte[4];
datasize = BitConverter.GetBytes(size);
sent = s.Send(datasize);
while (total < size)
{
sent = s.Send(data, total, dataleft, SocketFlags.None);
total += sent;
dataleft -= sent;
}
return total;
}
}
}
ArgumentException tells you that the image format in the stream is invalid. Which is probably caused by the client application closing the memory stream before the data were sent.
Try replacing byte[] bmpBytes = ms.GetBuffer(); with
byte[] bmpBytes = ms.ToArray();
Or close the stream after the data were sent.
Remember that the byte-array returned by the .GetBuffer() returns the underlying array, not a copy of it (.ToArray() returns a copy), that is valid as long as the parent stream.
If you have access to the JPG file itself (as in the example), you should send the file bytes and not use the Image/Bitmap classes. By reading a JPG file and re-encoding into JPG you are decreasing the image quality and incurring unnecessary overhead. You can use File.ReadAllBytes() to quickly get the complete byte[] or read/send it in pieces if your memory space is limited.
A better way to send the image would be to use BinaryFormatter.
eg, some snippets from my own code to send an image every second...
sending:
TcpClient client = new TcpClient();
try
{
client.Connect(address, port);
// Retrieve the network stream.
NetworkStream stream = client.GetStream();
MessageData data = new MessageData(imageToSend);
IFormatter formatter = new BinaryFormatter();
while(true)
{
formatter.Serialize(stream, data);
Thread.Sleep(1000);
data.GetNewImage();
}
}
receiving:
TcpListener listener = new TcpListener(address, port);
listener.Start();
try
{
using (TcpClient client = listener.AcceptTcpClient())
{
stream = client.GetStream();
IFormatter formatter = new BinaryFormatter();
while (true)
{
MessageData data = (MessageData)formatter.Deserialize(stream);
if (ImageReceivedEvent != null) ImageReceivedEvent(data.Picture);
}
}
}
and the MessageData class simply holds the image and has the [Serializable] attribute.
Use Arul's code to get the data to send correctly -- you want .ToArray(), not .GetBuffer(). Then, you'll want to run the server's 'startListening' method on a background thread or you won't actually see anything (as the form thread will be busy running the server code. Try:
var t = new Thread(startListening);
t.IsBackground = true;
t.start();
In your Form_Load method instead of directly calling startListening in your constructor.
Here is a code that works for me. User starts server with a button and client selects photo by opening the file dialog of computer. At last sends the image but be careful about the photo size because UDP cannot transmit much large data.
Server:
delegate void showMessageInThread(string message);
UdpClient listener = null;
IPEndPoint endpoint = null;
Thread listenThread = null;
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
}
private void button1_Click(object sender, EventArgs e)
{
startServer();
}
private void startServer()
{
endpoint = new IPEndPoint(IPAddress.Any, 1234);
listener = new UdpClient(endpoint);
ShowMsg("Waiting for a client!");
listenThread = new Thread(new ThreadStart(Listening));
listenThread.Start();
}
private void Listening()
{
while (true)
{
//take the coming data
byte[] comingDataFromClient = listener.Receive(ref endpoint);
ImageConverter convertData = new ImageConverter();
Image image = (Image)convertData.ConvertFrom(comingDataFromClient);
pictureBox1.Image = image;
}
private void ShowMsg(string msg)
{
this.richTextBox1.Text += msg + "\r\n";
}
Client:
Socket server = null;
MemoryStream ms;
IPEndPoint endpoint = null;
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
server = new Socket(AddressFamily.InterNetwork,
SocketType.Dgram, ProtocolType.Udp);
endpoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 1234);
}
private void btn_browse_Click(object sender, EventArgs e)
{
openFileDialog1.ShowDialog();
string path = openFileDialog1.FileName;
pictureBox1.Image = Image.FromFile(path);
textPath.Text = path;
}
private void btn_send_Click(object sender, EventArgs e)
{
try
{
ms = new MemoryStream();
Bitmap bmp = new Bitmap(this.openFileDialog1.FileName);
bmp.Save(ms, ImageFormat.Jpeg);
byte[] byteArray = ms.ToArray();
server.Connect(endpoint);
server.SendTo(byteArray, endpoint);
}
}
catch (Exception ex)
{
}
data = ReceiveVarData(client);
MemoryStream ms = new MemoryStream(data);
Image bmp = Image.FromStream(ms);
pictureBox1.Image = bmp;
The error may due to corrupted or incomplete bmp image received in the MemoryStream
it worked fine for me after increasing the socket send/receive buffers values
adjust the sender "Socket.SendBufferSize" and the receiver "Socket.ReceiveBufferSize" to large values for example = 1024 * 2048 *10
this will help sending the entire image at once.
or another solution is to check whether the received data size (data.length) is the same as the sent image data size, before the code line of forming the received image stream