How to handle empty socket buffer - c#

I am writing a socket server and I noticed that if it received an empty socket buffer, it will cause a socketexception. In the receive call, how can I detect and handle the empty buffer and send a -1 response back to the client before the socket closes?
Code:
try
{
byte[] byteBuffer = new Byte[1024];
int size = m_clientSocket.Receive(byteBuffer);
if (size > 0)
{
ParseReceiveBuffer(byteBuffer, size);
}
else
{
m_clientSocket.Send(BitConverter.GetBytes(-1));
}
}
catch (SocketException ex)
{
if (ex.SocketErrorCode == SocketError.WouldBlock ||
ex.SocketErrorCode == SocketError.IOPending ||
ex.SocketErrorCode == SocketError.NoBufferSpaceAvailable)
{
// socket buffer is probably empty, wait and try again
Thread.Sleep(1000);
}
// connection was unexpectively closed
}

Assuming you are working with TCP layer.
Sockets functions like Send and Receive are not actually sending or receiving data over network. They communicate with OS sockets layers to push or pop data from networking layer.
Due to this, when you run from your application method Send, it will put in queue data to send into OS networking layer. Only after that OS will actually send it and might get some issues, so that way it will store error and will throw it straight on next that specific socket method call from your application.
That is why you receive SocketException only on next call when previous might was failed or in between previous and current call network had some error (for example connection lose).
When exception is going to be received you will always receive nothing (zero bytes).
You cannot send anything after exception, due to connection lose (in most (99%) cases).
Client will receive exception as well that will have Error message about connection lose.

using DataAvailable clause in appropriate use.
i recommend you write complete class and helper methods for doing all of these regular.
and thread.sleep(1000) is not necessary since listener will wait for your command line to be executed.
another approach is using developed socket library that you can easily simulate both server and client roles.i know supersocket with that you can customize and develop your own protocol.

Related

NetworkStream exceptions and return codes

I'm trying to educate myself on the intricacies of reading from a NetworkStream, and understanding the various ways in which problems can occur. I have the following code:
public async Task ReceiveAll()
{
var ns = this.tcp.GetStream();
var readBuffer = new byte[1000];
while (true)
{
int bytesRead;
try
{
bytesRead = await ns.ReadAsync(readBuffer, 0, readBuffer.Length);
if (bytesRead == 0)
{
// Remote disconnection A?
break;
}
}
catch (IOException)
{
// Remote disconnection B?
break;
}
catch (ObjectDisposedException)
{
// Local disconnection?
break;
}
/*Do something with readBuffer */
}
}
I've marked three points in the code where the program says 'something has gone awry, there is no point continuing'.
The 'Local disconnection' isn't exactly something wrong, it will happen when I locally close the socket which is the only way to exit the loop under normal circumstances. I don't think anything else can cause this, so I think I'm safe to just swallow the exception.
The two 'Remote disconnection' points are what I'm not sure about. I know ReadAsync will return 0 if the connection is terminated remotely (A), but the IOException also seems to fire in some circumstances. If my remote client is a C# console, then closing the socket seems to make 'A' happen, and closing the console window seems to be make 'B' happen. I'm not sure I understand what the difference is between these scenarios?
Finally, a bit of a general question, but is there anything glaringly wrong with this bit of code or my above assumptions?
Thanks.
EDIT: In response to my use of ObjectDisposedException to abort out of the loop:
This is what my 'Stop' method looks like (from the same class as above):
public void Stop()
{
this.tcp.Close();
}
This causes the pending 'ReadAsync' to except with ObjectDisposedException. AFAIK there isn't any other way to abort this. Changing this to:
public void Stop()
{
this.tcp.Client.Shutdown(SocketShutdown.Both);
}
Doesn't appear to actually do anything to the pending call, it just continues waiting.
When NetworkStream returns 0, this means that the socket has received a disconnect packet from the remote party. This is how network connections are supposed to end.
The correct way to shut down the connection (especially if you are in a full-duplex conversation) is to call socket.Shutdown(SocketShutdown.Send) and give the remote party some time to close their send channel. This ensures that you receive any pending data instead of slamming the connection shut. ObjectDisposedException should never be part of the normal application flow.
Any exceptions thrown indicate that something went wrong, and I think it's safe to say you can no longer rely on the current connection.
TL;DR
I don't see anything wrong with your code, but (especially in full-duplex communication) I'd shut down the send channel and wait for a 0-byte packet to prevent receiving ObjectDisposedExceptions by default:
use tcp.Shutdown(SocketShutdown.Send) to tell the remote party you want to disconnect
your loop may still receive data that the remote party was sending
your loop will, if everything went right, then receive a 0-byte packet, indicating that the remote party is disconnecting
loop terminates the right way
you may want to decide to dispose the socket after a certain amount of time, if you haven't received the 0-byte packet

TCP socket.receive() seems to drop packets

I am working on client-server appliction in C#. The comunication between them is with TCP sockets. The server listen on specific port for income clients connection. After a new client arrived, his socket being saved in a socket list. I define every new client socket with receive timeout of 1 ms. To receive from the client sockets without blocking my server I use the threadpool like this:
private void CheckForData(object clientSocket)
{
Socket client = (Socket)clientSocket;
byte[] data = new byte[client.ReceiveBufferSize];
try
{
int dataLength = client.Receive(data);
if (dataLength == 0)// means client disconnected
{
throw (new SocketException(10054));
}
else if (DataReceivedEvent != null)
{
string RemoteIP = ((IPEndPoint)client.RemoteEndPoint).Address.ToString();
int RemotePort = ((IPEndPoint)client.RemoteEndPoint).Port;
Console.WriteLine("SERVER GOT NEW MSG!");
DataReceivedEvent(data, new IPEndPoint(IPAddress.Parse(RemoteIP), RemotePort));
}
ThreadPool.QueueUserWorkItem(new WaitCallback(CheckForData), client);
}
catch (SocketException e)
{
if (e.ErrorCode == 10060)//recieve timeout
{
ThreadPool.QueueUserWorkItem(new WaitCallback(CheckForData), client);
}
else if(e.ErrorCode==10054)//client disconnected
{
if (ConnectionLostEvent != null)
{
ConnectionLostEvent(((IPEndPoint)client.RemoteEndPoint).Address.ToString());
DisconnectClient(((IPEndPoint)client.RemoteEndPoint).Address.ToString());
Console.WriteLine("client forcibly disconected");
}
}
}
}
My problem is when sometimes the client send 2 messages one after another, the server doesn't receive the second message. I checked with wireshark and it shows that both of the messages were received and also got ACK.
I can force this problem to occur when I am putting break point here:
if (e.ErrorCode == 10060)//recieve timeout
{
ThreadPool.QueueUserWorkItem(new WaitCallback(CheckForData), client);
}
Then send the two messages from the client, then releasing the breakpoint.
Does anyone met this problem before?
my problem is when sometimes the client send 2 messages one after another, the server doesn't receive the second message
I think it's much more likely that it does receive the second message, but in a single Receive call.
Don't forget that TCP is a stream protocol - just because the data is broken into packets at a lower level doesn't mean that one "send" corresponds to one "receive". (Multiple packets may be sent due to a single Send call, or multiple Send calls may be coalesced into a single packet, etc.)
It's generally easier to use something like TcpClient and treat its NetworkStream as a stream. If you want to layer "messages" on top of TCP, you need to do so yourself - for example, prefixing each message with its size in bytes, so that you know when you've finished receiving one message and can start on the next. If you want to handle this asynchronously, I'd suggest sing C# 5 and async/await if you possibly can. It'll be simpler than dealing with the thread pool explicitly.
Message framing is what you need to do. Here: http://blog.stephencleary.com/2009/04/message-framing.html
if you are new to socket programming, I recommend reading these FAQs http://blog.stephencleary.com/2009/04/tcpip-net-sockets-faq.html

TcpListener: Detecting a client disconnect as opposed to a client not sending any data for a while

I was looking how to detect a 'client disconnect' when using a TcpListener.
All the answers seem to be similar to this one:
TcpListener: How can I detect a client disconnect?
Basically, read from the stream and if Read() returns 0 the client had disconnected.
But that's assuming that a client disconnects after every single stream of data it sent.
We operate in environments where the TCP connect/disconnect overhead is both slow and expensive.
We establish a connection and then we send a number of requests.
Pseudocode:
client.Connect();
client.GetStatus();
client.DoSomething();
client.DoSomethingElse();
client.AndSoOn();
client.Disconnect();
Each call between Connect and Disconnect() sends a stream of data to the server.
The server knows how to analyze and process the streams.
If let the TcpListener read in a loop without ever disconnecting it reads and handles all the messages, but after the client disconnects, the server has no way of knowing that and
it will never release the client and accept new ones.
var read = client.GetStream().Read(buffer, 0, buffer.Length);
if (read > 0)
{
//Process
}
If I let the TcpListener drop the client when read == 0 it only accepts
the first stream of data only to drop the client immediately after.
Of course this means new clients can connect.
There is no artificial delay between the calls,
but in terms of computer time the time between two calls is 'huge' of course,
so there will always be a time when read == 0 even though that does not mean
the client has or should be disconnected.
var read = client.GetStream().Read(buffer, 0, buffer.Length);
if (read > 0)
{
//Process
}
else
{
break; //Always executed as soon as the first stream of data has been received
}
So I'm wondering... is there a better way to detect if the client has disconnected?
You could get the underlying socket using the NetworkStream.Socket property and use it's Receive method for reading.
Unlike NetworkStream.Read, the linked overload of Socket.Receive will block until the specified number of bytes have been read, and will only return zero if the remote host shuts down the TCP connection.
UPDATE: #jrh's comment is correct that NetworkStream.Socket is a protected property and cannot be accessed in this context. In order to get the client Socket, you could use the TcpListener.AcceptSocket method which returns the Socket object corresponding to the newly established connection.
Eren's answer solved the problem for me. In case anybody else is facing the same issue
here's some 'sample' code using the Socket.Receive method:
private void AcceptClientAndProcess()
{
try
{
client = server.Accept();
client.ReceiveTimeout = 20000;
}
catch
{
return;
}
while (true)
{
byte[] buffer = new byte[client.ReceiveBufferSize];
int read = 0;
try
{
read = client.Receive(buffer);
}
catch
{
break;
}
if (read > 0)
{
//Handle data
}
else
{
break;
}
}
if (client != null)
client.Close(5000);
}
You call AcceptClientAndProcess() in a loop somewhere.
The following line:
read = client.Receive(buffer);
will block until either
Data is received, (read > 0) in which case you can handle it
The connection has been closed properly (read = 0)
The connection has been closed abruptly (An exception is thrown)
Either of the last two situations indicate the client is no longer connected.
The try catch around the Socket.Accept() method is also required
as it may fail if the client connection is closed abruptly during the connect phase.
Note that did specify a 20 second timeout for the read operation.
The documentation for NetworkStream.Read does not reflect this, but in my experience, 'NetworkStream.Read' blocks if the port is still open and no data is available, but returns 0 if the port has been closed.
I ran into this problem from the other side, in that NetworkStream.Read does not immediately return 0 if no data is currently available. You have to use NetworkStream.DataAvailable to find out if NetworkStream.Read can read data right now.

How can I read from a socket repeatedly?

To start I am coding in C#. I am writing data of varying sizes to a device through a socket. After writing the data I want to read from the socket because the device will write back an error code/completion message once it has finished processing all of the data. Currently I have something like this:
byte[] resultErrorCode = new byte[1];
resultErrorCode[0] = 255;
while (resultErrorCode[0] == 255)
{
try
{
ReadFromSocket(ref resultErrorCode);
}
catch (Exception)
{
}
}
Console.WriteLine(ErrorList[resultErrorCode[0] - 48]);
I use ReadFromSocket in other places, so I know that it is working correctly. What ends up happening is that the port I am connecting from (on my machine) changes to random ports. I think that this causes the firmware on the other side to have a bad connection. So when I write data on the other side, it tries to write data to the original port that I connected through, but after trying to read several times, the connection port changes on my side.
How can I read from the socket continuously until I receive a completion command? If I know that something is wrong with the loop because for my smallest test file it takes 1 min and 13 seconds pretty consistently. I have tested the code by removing the loop and putting the code to sleep for 1 min and 15 seconds. When it resumes, it successfully reads the completion command that I am expecting. Does anyone have any advice?
What you should have is a separate thread which will act like a driver of your external hardware. This thread will receive all data, parse it and transmit the appropriate messages to the rest of your application. This portion of code will give you an idea of how receive and parse data from your hardware.
public void ContinuousReceive(){
byte[] buffer = new byte[1024];
bool terminationCodeReceived = false;
while(!terminationCodeReceived){
try{
if(server.Receive(buffer)>0){
// We got something
// Parse the received data and check if the termination code
// is received or not
}
}catch (SocketException e){
Console.WriteLine("Oops! Something bad happened:" + e.Message);
}
}
}
Notes:
If you want to open a specific port on your machine (some external hardware are configured to talk to a predefined port) then you should specify that when you create your socket
Never close your socket until you want to stop your application or the external hardware API requires that. Keeping your socket open will resolve the random port change
using Thread.Sleep when dealing with external hardware is not a good idea. When possible, you should either use events (in case of RS232 connections) or blocking calls on separate threads as it is the case in the code above.

Disconnecting TCPClient and seeing that on the other side

i am trying to disconnect a client from a server but the server still sees it as being connected. I cant find a solution to this and Shutdown, Disconnect and Close all dont work.
Some code for my disconnect from the client and checking on the server:
Client:
private void btnDisconnect_Click(object sender, EventArgs e)
{
connTemp.Client.Shutdown(SocketShutdown.Both);
connTemp.Client.Disconnect(false);
connTemp.GetStream().Close();
connTemp.Close();
}
Server:
while (client != null && client.Connected)
{
NetworkStream stream = client.GetStream();
data = null;
try
{
if (stream.DataAvailable)
{
data = ReadStringFromClient(client, stream);
WriteToConsole("Received Command: " + data);
}
} // So on and so on...
There are more writes and reads further down in the code.
Hope you all can help.
UPDATE: I even tried passing the TCP client by ref, assuming there was a scope issue and client.Connected remains true even after a read. What is going wrong?
Second Update!!:
Here is the solution. Do a peek and based on that, determine if you are connected or not.
if (client.Client.Poll(0, SelectMode.SelectRead))
{
byte[] checkConn = new byte[1];
if (client.Client.Receive(checkConn, SocketFlags.Peek) == 0)
{
throw new IOException();
}
}
Here is the solution!!
if (client.Client.Poll(0, SelectMode.SelectRead))
{
byte[] checkConn = new byte[1];
if (client.Client.Receive(checkConn, SocketFlags.Peek) == 0)
{
throw new IOException();
}
}
From the MSDN Documentation:
The Connected property gets the
connection state of the Client socket
as of the last I/O operation.
When it
returns false, the Client socket was
either never connected, or is no
longer connected. Because the
Connected property only reflects the
state of the connection as of the most
recent operation, you should attempt
to send or receive a message to
determine the current state. After the
message send fails, this property no
longer returns true. Note that this
behavior is by design. You cannot
reliably test the state of the
connection because, in the time
between the test and a send/receive,
the connection could have been lost.
Your code should assume the socket is
connected, and gracefully handle
failed transmissions.
I am not sure about the NetworkStream class but I would think that it would behave similar to the Socket class as it is primarily a wrapper class. In general the server would be unaware that the client disconnected from the socket unless it performs an I/O operation on the socket (a read or a write). However, when you call BeginRead on the socket the callback is not called until there is data to be read from the socket, so calling EndRead and getting a bytes read return result of 0 (zero) means the socket was disconnected. If you use Read and get a zero bytes read result I suspect that you can check the Connected property on the underlying Socket class and it will be false if the client disconnected since an I/O operation was performed on the socket.
It's a general TCP problem, see:
How do I check if a SSLSocket connection is sane on Java?
Java socket not throwing exceptions on a dead socket?
The workaround for this tend to rely on sending the amount of data to expect as part of the protocol. That's what HTTP 1.1 does using the Content-Length header (for a entire entity) or with chunked transfer encoding (with various chunk sizes).
Another way is to send "NOOP" or similar commands (essentially messages that do nothing but make sure the communication is still open) as part of your protocol regularly.
(You can also add to your protocol a command that the client can send to the server to close the connection cleanly, but not getting it won't mean the client hasn't disconnected.)

Categories

Resources