Sockets.Connected is always true? - c#

I have a small file transfer application using WCF service, that send files and folders over tcp sockets.My problem that when i cancel the transfer operation (backgroundworker) from the client, the server still freezed on client.Receive, It supposes to give me this exception: An existing connection was forcibly closed by the remote host ,but it doesn't,despite on the client side the listener.Connected becomes false and socket.Connected becomes false
I need to get this exception and handle it so i can close the stream and the socket and be ready to receive another task!
Client Side:
private void worker_DoWork(object sender, DoWorkEventArgs e)
{
List<Job> Jobs = (List<Job>)e.Argument;
using (Socket listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp))
{
IPEndPoint endpoint = new IPEndPoint(IPAddress.Any, 0);
listener.Bind(endpoint);
listener.Listen(1);
client.ConnectToClient((IPEndPoint)listener.LocalEndPoint);
Socket socket = listener.Accept();
foreach (Job job in Jobs)
{
if (job.IsFile)
{
if (job.IsSend)
{ SendFile(socket, job, e); } //here i send a single file.
// else
// { ReceiveFile(socket, job, e); }
}
// else
// {
// if (job.IsSend)
// { SendDir(socket, job, e); }
// else
// { ReceiveDir(socket, job, e); }
// }
if (worker.CancellationPending)
{
e.Cancel = true;
socket.Dispose();
listener.Dispose();
Console.WriteLine(socket.Connected + " " + listener.Connected);
//it prints "FALSE FALSE"
return;
}
}
}
}
private void SendFile(Socket socket, Job job, DoWorkEventArgs e)
{
UpdateInfo(job.Name, job.Icon); //update GUI with file icon and name.
client.ReceiveFile((_File)job.Argument, bufferSize); //tell the client to start receiving
SendX(socket, ((_File)job.Argument).Path, e); //start sending..
}
private void SendX(Socket socket, string filePath, DoWorkEventArgs e)
{
using (Stream stream = File.OpenRead(filePath))
{
byte[] buffer = new byte[bufferSize];
long sum = 0;
int count = 0;
while (sum < stream.Length)
{
if (worker.CancellationPending)
{
e.Cancel = true;
return;
}
count = stream.Read(buffer, 0, buffer.Length);
socket.Send(buffer, 0, count, SocketFlags.None);
sum += count;
SumAll += count;
worker.ReportProgress((int)((sum * 100) / stream.Length));
}
}
}
Server Side:
public void ConnectToClient(IPEndPoint endpoint)
{
if (client == null)
{
Thread th = new Thread(unused => ConnectTh(endpoint));
th.Start();
}
}
private void ConnectTh(IPEndPoint endpoint)
{
client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
client.Connect(IPAddress.Parse("127.0.0.1"), endpoint.Port);
}
public void ReceiveFile(_File file, int bufferSize)
{
System.Threading.Thread th = new System.Threading.Thread(unused => ReceiveX(client, file.Name, file.Size, bufferSize));
th.Start();
}
private void ReceiveX(Socket client, string destPath, long size, int bufferSize)
{
try
{
using (Stream stream = File.Create(destPath))
{
byte[] buffer = new byte[bufferSize];
long sum = 0;
int count = 0;
while (sum < size)
{
int bytesToReceive = (int)Math.Min(buffer.Length, size - sum);
count = client.Receive(buffer, 0, bytesToReceive, SocketFlags.None);
stream.Write(buffer, 0, count);
sum += count;
}
}
}
catch
{
if (File.Exists(destPath))
File.Delete(destPath);
client.Dispose();
}
}

You should never (have to) count on exceptions for regular program flow.
When the client side shuts down a socket, the server will receive a packet of 0 bytes, and continue to receive that whenever you call Receive. This causes your while loop to last forever. You should handle the situation that count is 0 and treat it as a regular "connection closed by client".
The exception you mentioned only occurs if the client side was unable to shut down properly.

Related

My .NET tcp server application will randomly use 100% CPU

I have a serious issue with my .NET server application. In production, the application will reach 100% CPU usage and get stuck there until I restart the server. It seems completely random. Sometimes it will happen 10 minutes after I start the server. Sometimes a week after I start the server. There are no logs that indicate what causes it either. But I am guessing I wrote the TCP client/server wrong and there is some edge case that can cause this. I believe this issue didn't start happening until I added this TCP client/server. I say client and server because this class does both and I actually have two different server applications that use it to communicate to each other and they both experience this issue randomly (not at the same time). Also side note user clients from all over the world use this same TCP client/server class: Bridge to connect to the server as well.
Is there anything I can do to try and figure out what's causing this? It's a .NET console app running on a Linux VM on Google Cloud Platform.
If you are knowledgable with .NET TCP classes then perhaps you can find an issue with this code?
using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace SBCommon
{
public class Bridge<T> where T : struct, IConvertible
{
public Dictionary<int, BridgeHandler> bridgeHandlers;
public ClientHandler clientHandler;
TcpListener server = null;
public Bridge(int port, Dictionary<int, BridgeHandler> bridgeHandlers)
{
server = new TcpListener(IPAddress.Any, port);
server.Start();
this.bridgeHandlers = bridgeHandlers;
Logging.Info($"bridge listener on address {IPAddress.Any} port {port}");
}
public void StartListener()
{
try
{
Logging.Info($"Starting to listen for TCP connections");
while (true)
{
Logging.Debug("TCP client ready");
TcpClient client = server.AcceptTcpClient();
Logging.Debug("TCP client connected");
Thread t = new Thread(new ParameterizedThreadStart(HandleConnection));
t.Start(client);
}
}
catch (SocketException e)
{
Logging.Error($"SocketException: {e}");
server.Stop();
}
}
public void HandleConnection(object obj)
{
TcpClient client = (TcpClient)obj;
client.ReceiveTimeout = 10000; // adding this to see if it fixes the server crashes
var stream = client.GetStream();
try
{
if (stream.CanRead)
{
byte[] messageLengthBytes = new byte[4];
int v = stream.Read(messageLengthBytes, 0, 4);
if (v != 4)
{
// this is happening and then the server runs at over 100% so adding lots of logging to figure out what's happening
StringBuilder sb = new StringBuilder($"could not read incoming message. Read {v} bytes");
try
{
sb.Append($"\nfrom {(IPEndPoint)client.Client.RemoteEndPoint}");
}
catch (Exception e)
{
sb.Append($"\ncould not get client's IP address because {e}");
}
sb.Append($"\nclient.Available: {client.Available}");
sb.Append($"\nclient.SendBufferSize: {client.SendBufferSize}");
Logging.Error(sb.ToString());
stream.Close();
client.Close();
stream.Dispose();
client.Dispose();
return;
}
int messageLength = BitConverter.ToInt32(messageLengthBytes, 0);
int readPos = 0;
byte[] recievedData = new byte[messageLength];
while (readPos < messageLength)
{
int size = Math.Min(messageLength - readPos, client.ReceiveBufferSize);
v = stream.Read(recievedData, readPos, size);
readPos += v;
}
Bits incoming = new Bits(recievedData);
incoming.InitReadableBuffer();
int packetType = incoming.ReadInt();
Bits outgoing;
if (packetType == int.MaxValue)
{
Logging.Info($"recieved client handler message");
outgoing = clientHandler(incoming, client);
}
else
{
if (bridgeHandlers.ContainsKey(packetType))
{
Logging.Info($"recieved {(T)(object)packetType}");
outgoing = bridgeHandlers[packetType](incoming);
}
else
{
Logging.Error($"recieved unhandled packetType {packetType}!!!!!");
return;
}
}
if (outgoing != null)
{
#region send response
byte[] sendData = new byte[outgoing.Length() + 4];
// first write the length of the message
BitConverter.GetBytes(outgoing.Length()).CopyTo(sendData, 0);
// then write the message
outgoing.ToArray().CopyTo(sendData, 4);
stream.Write(sendData, 0, sendData.Length);
outgoing.Dispose();
#endregion
}
else
{
byte[] sendData = new byte[4];
BitConverter.GetBytes(0).CopyTo(sendData, 0);
stream.Write(sendData, 0, sendData.Length);
}
}
else
{
Logging.Info("Sorry. You cannot read from this NetworkStream.");
}
}
catch (Exception e)
{
Logging.Error($"Exception: {e}");
stream.Close();
client.Close();
stream.Dispose();
client.Dispose();
}
}
public static void SendTCPmessageFireAndForget(IPEndPoint iPEndPoint, Bits bits)
{
Task.Run(() =>
{
SendTCPmessage(iPEndPoint, bits, out _);
bits.Dispose();
});
}
public static async Task<Bits> SendTCPmessageAsync(IPEndPoint iPEndPoint, Bits bits)
{
TcpClient client = new TcpClient();
client.Connect(iPEndPoint);
NetworkStream stream = client.GetStream();
stream.WriteTimeout = 5000;
stream.ReadTimeout = 5000;
// Send the message
byte[] bytes = new byte[bits.Length() + 4];
BitConverter.GetBytes(bits.Length()).CopyTo(bytes, 0); // write length of message
bits.ToArray().CopyTo(bytes, 4);
await stream.WriteAsync(bytes, 0, bytes.Length);
// Read the response
byte[] messageLengthBytes = new byte[4];
int v = await stream.ReadAsync(messageLengthBytes, 0, 4);
if (v != 4) throw new Exception("could not read incoming message");
int messageLength = BitConverter.ToInt32(messageLengthBytes, 0);
if (messageLength > 0)
{
int readPos = 0;
byte[] recievedData = new byte[messageLength];
while (readPos < messageLength)
{
int size = Math.Min(messageLength - readPos, client.ReceiveBufferSize);
v = await stream.ReadAsync(recievedData, readPos, size);
readPos += v;
}
stream.Close();
client.Close();
bits = new Bits(recievedData);
}
else bits = null;
return bits;
}
public static void SendTCPmessage(IPEndPoint iPEndPoint, Bits bits, out Bits responseBits)
{
try
{
TcpClient client = new TcpClient();
client.Connect(iPEndPoint);
NetworkStream stream = client.GetStream();
stream.WriteTimeout = 50000;
stream.ReadTimeout = 50000;
// Send the message
byte[] bytes = new byte[bits.Length() + 4];
BitConverter.GetBytes(bits.Length()).CopyTo(bytes, 0); // write length of message
bits.ToArray().CopyTo(bytes, 4);
stream.Write(bytes, 0, bytes.Length);
// Read the response
byte[] messageLengthBytes = new byte[4];
if (stream.Read(messageLengthBytes, 0, 4) != 4) throw new Exception("could not read incoming message");
int messageLength = BitConverter.ToInt32(messageLengthBytes, 0);
if (messageLength > 0)
{
int readPos = 0;
byte[] recievedData = new byte[messageLength];
while (readPos < messageLength)
{
int size = Math.Min(messageLength - readPos, client.ReceiveBufferSize);
int v = stream.Read(recievedData, readPos, size);
readPos += v;
}
stream.Close();
client.Close();
responseBits = new Bits(recievedData);
}
else responseBits = null;
}
catch (Exception e)
{
Logging.Error($"Exception: {e}");
responseBits = null;
}
}
}
public delegate Bits BridgeHandler(Bits incoming);
public delegate Bits ClientHandler(Bits incoming, TcpClient client);
}
Notes:
Bits is a class I use for serialization.
You can see in StartListener that I start a thread for every incoming connection
I also use while (true) and AcceptTcpClient to accept tcp connections. But maybe I shouldn't be doing it that way?
I read the first 4 bytes as an int from every packet to determine what kind of packet it is.
then I continue to to read the rest of the bytes until I have read all of it.
There is a lot wrong with your existing code, so it's hard to know what exactly is causing the issue.
Mix of async and non-async calls. Convert the whole thing to async and only use those, do not do sync-over-async.
Assuming stream.Read is actually returning the whole value in one call.
Lack of using in many places.
Repetitive code which should be refactored into functions.
Unsure what the use of bits.ToArray is and how efficient it is.
You may want to add CancellationToken to be able to cancel the operations.
Your code should look something like this:
public class Bridge<T> : IDisposable where T : struct, IConvertible
{
public Dictionary<int, BridgeHandler> bridgeHandlers;
public ClientHandler clientHandler;
TcpListener server;
public Bridge(int port, Dictionary<int, BridgeHandler> bridgeHandlers)
{
server = new TcpListener(IPAddress.Any, port);
this.bridgeHandlers = bridgeHandlers;
Logging.Info($"bridge listener on address {IPAddress.Any} port {port}");
}
public async Task StartListener()
{
try
{
Logging.Info($"Starting to listen for TCP connections");
server.Start();
while (true)
{
Logging.Debug("TCP client ready");
TcpClient client = await server.AcceptTcpClientAsync();
Logging.Debug("TCP client connected");
Task.Run(async () => await HandleConnection(client));
}
}
catch (SocketException e)
{
Logging.Error($"SocketException: {e}");
}
finally
{
if (listener.Active)
server.Stop();
}
}
public async Task HandleConnection(TcpClient client)
{
using client;
client.ReceiveTimeout = 10000; // adding this to see if it fixes the server crashes
using var stream = client.GetStream();
try
{
var incoming = await ReadMessageAsync(stream);
incoming.InitReadableBuffer();
int packetType = incoming.ReadInt();
Bits outgoing;
if (packetType == int.MaxValue)
{
Logging.Info($"recieved client handler message");
outgoing = clientHandler(incoming, client);
}
else
{
if (bridgeHandlers.TryGetValue(packetType, handler))
{
Logging.Info($"recieved {(T)(object)packetType}");
outgoing = handler(incoming);
}
else
{
Logging.Error($"recieved unhandled packetType {packetType}!!!!!");
return;
}
}
using (outgoing);
await SendMessageAsync(stream, outgoing);
}
catch (Exception e)
{
Logging.Error($"Exception: {e}");
}
}
public static void SendTCPmessageFireAndForget(IPEndPoint iPEndPoint, Bits bits)
{
Task.Run(async () =>
{
using (bits)
await SendTCPmessageAsync(iPEndPoint, bits);
});
}
public static async Task<Bits> SendTCPmessageAsync(IPEndPoint iPEndPoint, Bits bits)
{
using TcpClient client = new TcpClient();
await client.ConnectAsync(iPEndPoint);
using NetworkStream stream = client.GetStream();
stream.WriteTimeout = 5000;
stream.ReadTimeout = 5000;
await SendMessageAsync(stream, bits);
return await ReadMessageAsync(stream);
}
}
private async Task SendMessageAsync(Stream stream, Bits message)
{
var lengthArray = message == null ? new byte[4] : BitConverter.GetBytes(bits.Length());
await stream.WriteAsync(lengthArray, 0, lengthArray.Length); // write length of message
if (message == null)
return;
var bytes = bits.ToArray();
await stream.WriteAsync(bytes, 0, bytes.Length);
}
private async Task<Bits> ReadMessageAsync(Stream stream)
{
var lengthArray = new byte[4];
await FillBuffer(stream, lengthArray);
int messageLength = BitConverter.ToInt32(lengthArray, 0);
if (messageLength == 0)
return null;
byte[] receivedData = new byte[messageLength];
await FillBuffer(stream, receivedData);
bits = new Bits(receivedData);
return bits;
}
private async Task FillBuffer(Stream stream, byte[] buffer)
{
int totalRead = 0;
int bytesRead = 0;
while (totalRead < buffer.Length)
{
var bytesRead = await stream.ReadAsync(lengthArray, totalRead, buffer.Length - totalRead);
totalRead += bytesRead;
if(bytesRead <= 0)
throw new Exception("Unexpected end of stream");
}
}

TCP Server closes connection after first message

i have the following code executed by a listening Thread. What it does: Reading the first Message as the total message length then assemble all packets to a big data array. (Im sending images) It all works as intended.
But after the first image is recieved and the function is done. ("ImageLengthResetted" gets printed) It closes the connection. I think this is due the fact i am running out of the scope from:
using(connectedTcpClient = tcpListener.AcceptTcpClient())
and thats what kills the connection. How can i keep this connection open?
Adding another
while(true)
after i've been connected wont do the trick. As well as executing the while loop completle after the using statments.
private void ListenForIncommingRequests()
{
try
{
// Create listener on localhost port 8052.
localAddr = IPAddress.Parse(IPadrr);
Debug.Log(localAddr);
tcpListener = new TcpListener(localAddr, port);
Debug.Log("Before Init tcplistern");
tcpListener.Start();
Debug.Log("Server is listening");
Byte[] dataRecieved = new Byte[SEND_RECIEVE_COUNT];
while (true)
{
using (connectedTcpClient = tcpListener.AcceptTcpClient())
{
Debug.Log("Accepted TCP Client");
// Get a stream object for reading
using (NetworkStream stream = connectedTcpClient.GetStream())
{
int length;
Debug.Log("Accepted Stream");
// Read incomming stream into byte arrary.
while ((length = stream.Read(dataRecieved, 0, dataRecieved.Length)) != 0)
{
Debug.Log("receiving Loop lengt: " + length);
counterReceived++;
//Get Message length with first message
if (messageLength == 0)
{
messageLength = System.BitConverter.ToInt32(dataRecieved, 0);
data = new byte[messageLength];
messageJunks = messageLength / SEND_RECIEVE_COUNT;
restMessage = messageLength % SEND_RECIEVE_COUNT;
junkCounter = 0;
}
else
{
if (junkCounter < messageJunks)
{
Array.Copy(dataRecieved, 0, data, junkCounter * SEND_RECIEVE_COUNT, SEND_RECIEVE_COUNT);
junkCounter++;
}
else
{
Array.Copy(dataRecieved, 0, data, junkCounter * SEND_RECIEVE_COUNT, restMessage);
//Whole Message recieved, reset Message length
messageLength = 0;
readyToDisplay = true;
Debug.Log("ImageLengthResetteed");
}
}
}
}
}
}
}
catch (Exception socketException)
{
Debug.Log("SocketException " + socketException.ToString());
}
}
Client Side opens send Thread with following function where socketConnection gets globally initialized on the receiving thread of the client:
private void sendData(byte[] data)
{
try
{
//socketConnection = new TcpClient(IPadrr, port);
using (NetworkStream stream = socketConnection.GetStream())
{
//Prepare the Length Array and send first
byte[] dataLength = BitConverter.GetBytes(data.Length);
int packagesSend = 0;
int numberPackages = data.Length / SEND_RECIEVE_COUNT;
if (stream.CanWrite)
{
for (counter = 0; counter <= data.Length; counter += SEND_RECIEVE_COUNT)
{
if (counter == 0)
{
stream.Write(dataLength, 0, dataLength.Length);
}
if (packagesSend < numberPackages)
{
stream.Write(data, counter, SEND_RECIEVE_COUNT);
Thread.Sleep(20);
packagesSend++;
}
else
{
stream.Write(data, counter, data.Length % SEND_RECIEVE_COUNT);
Debug.Log("FINDISCHD");
}
}
}
}
}
catch (Exception err)
{
print(err.ToString());
}
}
Im glad for any help!
The Problem was on the Client Side. I initialized the
NetworkStream stream;
now globally in the same function the socketConnection gets init.

Async TCPClient missing replies from server

I'm trying to implement an async TCP client that sends messages from a queue and listens to the response.
some of the server replies are lost (for example send 7 messages and get only 4 replies) and I don't understand why.
This is not a server issue, since the synchronize version I tested works just fine.
ConcurrentQueue<byte[]> msgQueue = new ConcurrentQueue<byte[]>();
public void Connect()
{
try
{
tcpclnt = new TcpClient();
Console.WriteLine("Connecting.....");
Task.Factory.StartNew(() =>
{
IAsyncResult res = tcpclnt.BeginConnect(_ip, _port, null, null);
if (!res.AsyncWaitHandle.WaitOne(CONNECTION_TIMEOUT_SEC * 1000))
{
tcpclnt.Close();
throw new ApplicationException("timed out trying to connect");
}
tcpclnt.EndConnect(res);
Receive();
byte[] message = null;
while (true)
{
message = null;
msgQueue.TryDequeue(out message);
if (message != null)
{
Stream stm = tcpclnt.GetStream();
Console.WriteLine("Transmitting..... " + Thread.CurrentThread.ManagedThreadId);//for debug
stm.Write(message.ToArray(), 0, message.ToArray().Length);
Receive();
}
}
});
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
//will be called from outside
public void SendMessage(byte[] msg)
{
Console.WriteLine("SendMessage..... " + Thread.CurrentThread.ManagedThreadId);//for debug
msgQueue.Enqueue(msg);
}
private void Receive()
{
SocketError error;
byte[] buffer = new byte[MAX_BUFFER_SIZE];
tcpclnt.Client.BeginReceive(buffer, 0, MAX_BUFFER_SIZE, SocketFlags.None, out error, new AsyncCallback(ReceiveHandler), buffer);
}
private void ReceiveHandler(IAsyncResult ar)
{
System.Console.WriteLine("ReceiveHandler " + Thread.CurrentThread.ManagedThreadId); //for debug
//End current async receive
int bytesRead = tcpclnt.Client.EndReceive(ar);
byte[] resultBuffer = (byte[]) ar.AsyncState;
// do a lot of things with resultBuffer
}

Unable to close loop running in thread at application close. tcp/ip

I'm working on one TCP client server application and running the TCP server in loop but when I close the application loop continuously runs and send data to device.
Here is the scenario:
TCP server runs and listen to client(handheld device) once the device connected as long as there is no data receive from the device server needs to send empty data continuously to device.
Code:
private TCPMainListener tcpListener;
private Thread listenThread;
private TcpClient client;
public bool checkFormIsClose { get; set; }
List<Thread> listenThreads;
public void startTcpServer()
{
this.tcpListener = new TCPMainListener(IPAddress.Any, Convert.ToInt32(tcpport));
this.listenThread = new Thread(new ThreadStart(ListenForClients));
this.listenThread.Start();
listenThreads.Add(listenThread);
}
private void ListenForClients()
{
try
{
this.tcpListener.Start();
}
catch (Exception ex)
{
throw ex;
}
while (!checkFormIsClose)
{
try
{
//blocks until a client has connected to the server
client = (TcpClient)this.tcpListener.AcceptTcpClient();
//create a thread to handle communication
//with connected client
Thread clientThread = new Thread(new ParameterizedThreadStart(HandleClientComm));
clientThread.Start(client);
}
catch
{
break;
}
}
}
Client Handle:
private void HandleClientComm(object client)
{
TcpClient tcpClient = (TcpClient)client;
NetworkStream clientStream = tcpClient.GetStream();
byte[] message = new byte[100];
int bytesRead;
while (true)
{
bytesRead = 0;
try
{
//blocks until a client sends a message
bytesRead = clientStream.Read(message, 0, 40);
#region Write to client until message receive
int timeout = 0;
//send empty byte to device until bytesRead != 0
do
{
Thread.Sleep(50);
timeout++;
if (timeout == 10)
{
byte[] b = new byte[] { 0x00 };
tcpClient.GetStream().Write(b, 0, b.Length);
timeout = 1;
}
} while (bytesRead == 0);
#endregion
if (bytesRead != 0)
{
//message has successfully been received
if (BitConverter.ToString(message).Replace("-", "").StartsWith("FF"))
{
CardProcessing(message);
}
}
}
catch
{
//a socket error has occured
break;
}
}
tcpClient.Close();
}
Now here is my form closing code:
and they are not doing anything at all
private void TCPMAINSERVER_FormClosing(object sender, FormClosingEventArgs e)
{
foreach (Thread thread in listenThreads)
{
checkFormIsClose = true;
System.Threading.Tasks.Task.Factory.StartNew(() =>
{
checkFormIsClose = true;
tcpListener.Stop();
Process.GetCurrentProcess().Close();
GC.SuppressFinalize(thread);
thread.Join();
thread.Interrupt();
});
}
}
private void TCPMAINSERVER_FormClosed(object sender, FormClosedEventArgs e)
{
foreach (Thread thread in listenThreads)
{
checkFormIsClose = false;
System.Threading.Tasks.Task.Factory.StartNew(() =>
{
tcpListener.Stop();
Process.GetCurrentProcess().Close();
GC.SuppressFinalize(thread);
thread.Join();
thread.Interrupt();
});
}
}

c# SocketAsyncEventArgs blocking code inside ReceiveAsync handler

I have the the following two scenarios that I am testing and one works but the other does not.
I have socket server and socket client application running on two different machines
both the scenarios are using the socketasynceventargs
Scenario 1 (Works)
create 40k socket clients in a loop, wait for all connections to be established and then all clients send messages to the server at the same time and receive response from the server 10 times(i.e. send/receive happens 10 times).
Scenario 2 (Does not work. I get a lot of connection refusal errors)
create 40k socket clients in a loop and send/receive the same 10 messages to the server as soon as each client is connected instead of waiting for the 40k connections to be established.
I cant figure out why my second scenario would fail. i understand that in scenario 1 the server is not doing much until all the 40k connections are made. but it is able to communicate with all the clients at the same time. any ideas??
Thank you for you patience.
here is the socket server code
public class SocketServer
{
private static System.Timers.Timer MonitorTimer = new System.Timers.Timer();
public static SocketServerMonitor socket_monitor = new SocketServerMonitor();
private int m_numConnections;
private int m_receiveBufferSize;
public static BufferManager m_bufferManager;
Socket listenSocket;
public static SocketAsyncEventArgsPool m_readWritePool;
public static int m_numConnectedSockets;
private int cnt = 0;
public static int Closecalled=0;
public SocketServer(int numConnections, int receiveBufferSize)
{
m_numConnectedSockets = 0;
m_numConnections = numConnections;
m_receiveBufferSize = receiveBufferSize;
m_bufferManager = new BufferManager(receiveBufferSize * numConnections ,
receiveBufferSize);
m_readWritePool = new SocketAsyncEventArgsPool(numConnections);
}
public void Init()
{
MonitorTimer.Interval = 30000;
MonitorTimer.Start();
MonitorTimer.Elapsed += new System.Timers.ElapsedEventHandler(socket_monitor.Log);
m_bufferManager.InitBuffer();
SocketAsyncEventArgs readWriteEventArg;
for (int i = 0; i < m_numConnections; i++)
{
readWriteEventArg = new SocketAsyncEventArgs();
m_readWritePool.Push(readWriteEventArg);
}
}
public void Start(IPEndPoint localEndPoint)
{
listenSocket = new Socket(localEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
listenSocket.Bind(localEndPoint);
listenSocket.Listen(1000);
StartAccept(null);
}
public void Stop()
{
if (listenSocket == null)
return;
listenSocket.Close();
listenSocket = null;
Thread.Sleep(15000);
}
private void StartAccept(SocketAsyncEventArgs acceptEventArg)
{
if (acceptEventArg == null)
{
acceptEventArg = new SocketAsyncEventArgs();
acceptEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(AcceptEventArg_Completed);
}
else
{
// socket must be cleared since the context object is being reused
acceptEventArg.AcceptSocket = null;
}
try
{
bool willRaiseEvent = listenSocket.AcceptAsync(acceptEventArg);
if (!willRaiseEvent)
{
ProcessAccept(acceptEventArg);
}
}
catch (Exception e)
{
}
}
void AcceptEventArg_Completed(object sender, SocketAsyncEventArgs e)
{
ProcessAccept(e);
}
private void ProcessAccept(SocketAsyncEventArgs e)
{
Interlocked.Increment(ref m_numConnectedSockets);
socket_monitor.IncSocketsConnected();
SocketAsyncEventArgs readEventArgs = m_readWritePool.Pop();
m_bufferManager.SetBuffer(readEventArgs);
readEventArgs.UserToken = new AsyncUserToken { id = cnt++, StarTime = DateTime.Now };
readEventArgs.AcceptSocket = e.AcceptSocket;
SocketHandler handler=new SocketHandler(readEventArgs);
StartAccept(e);
}
}
class SocketHandler
{
private SocketAsyncEventArgs _socketEventArgs;
public SocketHandler(SocketAsyncEventArgs socketAsyncEventArgs)
{
_socketEventArgs = socketAsyncEventArgs;
_socketEventArgs.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
StartReceive(_socketEventArgs);
}
private void StartReceive(SocketAsyncEventArgs receiveSendEventArgs)
{
bool willRaiseEvent = receiveSendEventArgs.AcceptSocket.ReceiveAsync(receiveSendEventArgs);
if (!willRaiseEvent)
{
ProcessReceive(receiveSendEventArgs);
}
}
private void ProcessReceive(SocketAsyncEventArgs e)
{
// check if the remote host closed the connection
AsyncUserToken token = (AsyncUserToken)e.UserToken;
//token.StarTime = DateTime.Now;
if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
{
// process the data here
//reply to client
byte[] AckData1 = BitConverter.GetBytes(1);
SendData(AckData1, 0, AckData1.Length, e);
StartReceive(e);
}
else
{
CloseClientSocket(e);
}
}
private void IO_Completed(object sender, SocketAsyncEventArgs e)
{
// determine which type of operation just completed and call the associated handler
switch (e.LastOperation)
{
case SocketAsyncOperation.Receive:
ProcessReceive(e);
break;
case SocketAsyncOperation.Send:
ProcessSend(e);
break;
default:
throw new ArgumentException("The last operation completed on the socket was not a receive or send");
}
}
private void CloseClientSocket(SocketAsyncEventArgs e)
{
AsyncUserToken token = e.UserToken as AsyncUserToken;
// close the socket associated with the client
try
{
e.AcceptSocket.Shutdown(SocketShutdown.Send);
}
catch (Exception ex)
{
}
e.AcceptSocket.Close();
Interlocked.Decrement(ref SocketServer.m_numConnectedSockets);
SocketServer.socket_monitor.DecSocketsConnected();
SocketServer.m_bufferManager.FreeBuffer(e);
e.Completed -= new EventHandler<SocketAsyncEventArgs>(IO_Completed);
SocketServer.m_readWritePool.Push(e);
}
public void SendData(Byte[] data, Int32 offset, Int32 count, SocketAsyncEventArgs args)
{
try
{
Socket socket = args.AcceptSocket;
if (socket.Connected)
{
var i = socket.Send(data, offset, count, SocketFlags.None);
}
}
catch (Exception Ex)
{
}
}
}
here is the client code that throws the error in the connectcallback method
// State object for receiving data from remote device.
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
public int count = 0;
}
public class AsynchronousClient
{
// The port number for the remote device.
private const int port = 11000;
private static int closecalled = 0;
private static bool wait = true;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
private static void StartClient(Socket client, IPEndPoint remoteEP)
{
// Connect to a remote device.
try
{
// Connect to the remote endpoint.
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), new StateObject { workSocket = client });
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
StateObject state = (StateObject)ar.AsyncState;
var client = state.workSocket;
// Complete the connection.
client.EndConnect(ar);
var data = "AA5500C08308353816050322462F01020102191552E7D3FA52E7D3FB1FF85BF1FE9F201000004AB80000000500060800001EFFB72F0D00002973620000800000FFFFFFFF00009D6D00003278002EE16D0000018500000000000000000000003A0000000100000000828C80661FF8B436FE9EA9FC000000120000000700000000000000000000000400000000000000000000000000000000000000000000281E0000327800000000000000000000000000AF967D00000AEA000000000000000000000000";
Send(state, data);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(StateObject state)
{
try
{
Socket client = state.workSocket;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
//if (wait)
//{
// connectDone.WaitOne();
//}
if (bytesRead > 0)
{
state.count = state.count + 1;
byte[] b = new byte[bytesRead];
Array.Copy(state.buffer, b, 1);
if (b[0] == 1)
{
if (state.count < 10)
{
var data = "AA5500C08308353816050322462F01020102191552E7D3FA52E7D3FB1FF85BF1FE9F201000004AB80000000500060800001EFFB72F0D00002973620000800000FFFFFFFF00009D6D00003278002EE16D0000018500000000000000000000003A0000000100000000828C80661FF8B436FE9EA9FC000000120000000700000000000000000000000400000000000000000000000000000000000000000000281E0000327800000000000000000000000000AF967D00000AEA000000000000000000000000";
Send(state, data);
}
else
{
Interlocked.Increment(ref closecalled);
Console.WriteLine("closecalled:-" + closecalled + " at " + DateTime.Now);
client.Close();
}
}
else
{
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
}
else
{
client.Close();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(StateObject state, String data)
{
try
{
Socket client = state.workSocket;
var hexlen = data.Length;
byte[] byteData = new byte[hexlen / 2];
int[] hexarray = new int[hexlen / 2];
int i = 0;
int k = 0;
//create the byte array
while (i < data.Length / 2)
{
string first = data[i].ToString();
i++;
string second = data[i].ToString();
string x = first + second;
byteData[k] = (byte)Convert.ToInt32(x, 16);
i++;
k++;
}
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Receive(state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
Start();
Console.ReadLine();
return 0;
}
private static void Start()
{
IPAddress ipaddress = IPAddress.Parse("10.20.2.152");
IPEndPoint remoteEP = new IPEndPoint(ipaddress, port);
for (int i = 0; i < 40000; i++)
{
Thread.Sleep(1);
// Create a TCP/IP socket.
try
{
Socket client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
StartClient(client, remoteEP);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
if (i == 39999)
{
Console.WriteLine("made all conns at " + DateTime.Now);
}
}
}
}
I would use a linear queue to accept incoming connections. Something like this:
public async Task Accept40KClients()
{
for (int i = 0; i < 40000; i++)
{
// Await this here -------v
bool willRaiseEvent = await listenSocket.AcceptAsync(acceptEventArg);
if (!willRaiseEvent)
{
ProcessAccept(acceptEventArg);
}
}
}
If that's not fast enough, maybe you can do 10 waits at a time, but I think this is good enough... I might be wrong on this though.

Categories

Resources