Server remains hang when sending - c#

I'm writting a client(Android) - server(c#) application. I get the code from here:
How to make client on Android listen to server on C#?
Everythings is working fine, when i just send message from the client to server, and from server to client (closing the socket on server side). Now, what i want is : send message to server, receive message from server, then send again a message to server. The server hangs at sending the message. If i close the socket on server side after sending, it gives a dispose error, and i can's send the data from the server.
My server code is:
/*************************************SERVER*****************************/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
namespace SERVER2
{
class Program
{
public static void Main()
{
try
{
IPAddress ipAd = IPAddress.Parse("192.168.2.102");
TcpListener myList = new TcpListener(ipAd, 18001);
myList.Start();
Console.WriteLine("The server is running at port 18001...");
Console.WriteLine("The local End point is :" +
myList.LocalEndpoint);
Console.WriteLine("Waiting for a connection.....");
m:
Socket s = myList.AcceptSocket();
Console.WriteLine("Connection accepted from " + s.RemoteEndPoint);
byte[] b = new byte[100];
int k = s.Receive(b);
char cc = ' ';
string test = null;
Console.WriteLine("Recieved1...");
for (int i = 0; i < k - 1; i++)
{
cc = Convert.ToChar(b[i]);
test += cc.ToString();
}
Console.WriteLine("Received characters1: "+test);
ASCIIEncoding asen = new ASCIIEncoding();
s.Send(asen.GetBytes("The string was recieved by the server."));
Console.WriteLine("\nSent Acknowledgement");
//s.Close(); <-if i enable this, i get a dispose error
k = s.Receive(b);//i get dispose error here
cc = ' ';
test = null;
Console.WriteLine("Recieved2...");
for (int i = 0; i < k - 1; i++)
{
cc = Convert.ToChar(b[i]);
test += cc.ToString();
}
Console.WriteLine("Received characters2: " + test);
/* clean up */
goto m;
s.Close();
myList.Stop();
}
catch (Exception e)
{
Console.WriteLine("Error..... " + e.Message);
}
Console.ReadLine();
}
}
}
My client code is:
/******************************CLIENT*****************************************/
Socket socket = null;
try
{
Toast.makeText(context,"IP: "+ip+" port: "+port,10000).show();
InetAddress serverAddr = InetAddress.getByName(ip);
socket = new Socket(serverAddr, port);
}
catch (UnknownHostException e1)
{
Toast.makeText(context,"UnknownHostException ",10000).show();
}
catch (IOException e1)
{
Toast.makeText(context,"IOException ",10000).show();
}
String message = "1";
PrintWriter out = null;
BufferedReader in = null;
try {
Log.d("TCP", "C: Sending: '" + message + "'");
/*write*/
out = new PrintWriter( new BufferedWriter( new OutputStreamWriter(socket.getOutputStream())),true);
out.println(message);
out.flush();
/*read*/
in = new BufferedReader(new InputStreamReader(socket.getInputStream()));
String text = "";
String finalText = "";
while ((text = in.readLine()) != null)
{
finalText += text;
}
Toast.makeText(context, "FinalText: "+finalText, 10000).show();
Log.d("TCP", "C: Sent.");
Log.d("TCP", "C: Done.");
in.close();
/*write*/
out = new PrintWriter( new BufferedWriter( new OutputStreamWriter(socket.getOutputStream())),true);
out.println(message);
out.flush();
} catch(Exception e) {
Log.e("TCP", "S: Error", e);
} finally {
try {
socket.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
Thanks advanced !!!

The reason you get the dispose error is because the s.close() closes the socket, and then your next s.Receive() is trying to read from a closed socket.
Also the hang you are seeing might be caused by in.close(); in your java code. It could be closing the underlying socket. Try commenting it out and see if that fixes your hanging problem.
Not an expert in C#, but I've done my share of socket programming.
Basically what you want is 1 + n threads.
One thread that just accepts connections.
For each socket that is returned by Socket s = myList.AcceptSocket(); you want a thread for sending/receiving data and processing the messages from the socket. You could also use two threads (one that sends, one that receives (this is the asynchronous case)).

You should use the stream of the tcp client.. an example can be found here: http://msdn.microsoft.com/de-de/library/system.net.sockets.tcplistener.aspx
And don't use goto, please.
You will never reach the end lines after goto m;
Surround the code with a while loop which checks if an timeout is occured or any other checks.
The reason why the server hangs is that he waits for 100 bytes to receive.

The problem was that when the client received the message from the server , in the while part entered into an infinite loop. I modify my app like this:
My client part:
try
{
Toast.makeText(context,"IP: "+ip+" port: "+port,10000).show();
InetAddress serverAddr = InetAddress.getByName(ip);
socket = new Socket(serverAddr, port);
}
catch (UnknownHostException e1)
{
Toast.makeText(context,"UnknownHostException ",10000).show();
}
catch (IOException e1)
{
Toast.makeText(context,"IOException ",10000).show();
}
String message = "HELLO FROM CLIENT";
PrintWriter out = null;
BufferedReader in = null;
try {
Log.d("TCP", "C: Sending: '" + message + "'");
/*write*/
OutputStream ostr=socket.getOutputStream();
OutputStreamWriter outputstr=new OutputStreamWriter(ostr);
BufferedWriter buffw=new BufferedWriter(outputstr);
out = new PrintWriter(buffw ,true);
out.println("HELLO 1 FROM CLIENT");
/*read - i modify to this*/
InputStreamReader reader=new InputStreamReader(socket.getInputStream());
char[] bytesreceived=new char[50];
reader.read(bytesreceived , 0, 50);
String text="";
for (int i=0;i<bytesreceived.length;i++)
{
text+=bytesreceived[i];
}
Toast.makeText(context, "Received1: "+text.trim(), 10000).show();
Log.d("IdealLog","Received1: "+text.trim());
/*write*/
out = new PrintWriter( new BufferedWriter( new OutputStreamWriter(socket.getOutputStream())),true);
out.println("HELLO 2 FROM CLIENT");
/*read*/
reader=new InputStreamReader(socket.getInputStream());
bytesreceived=new char[50];
reader.read(bytesreceived , 0, 50);
text="";
for (int i=0;i<bytesreceived.length;i++)
{
text+=bytesreceived[i];
}
Toast.makeText(context, "Received2: "+text.trim(), 10000).show();
Log.d("IdealLog","Received2: "+text.trim());
} catch(Exception e) {
Log.e("TCP", "S: Error", e);
} finally {
try {
socket.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
My server side code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
namespace SocketServer
{
class Program
{
static void Main(string[] args)
{
IPEndPoint ip = new IPEndPoint(IPAddress.Any, 18001);
Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
socket.Bind(ip);
socket.Listen(10);
Console.WriteLine("Waiting for a client...");
Socket client = socket.Accept();
IPEndPoint clientep = (IPEndPoint)client.RemoteEndPoint;
Console.WriteLine("Connected with {0} at port {1}", clientep.Address, clientep.Port);
string welcome = "HELLO 1 FROM SERVER";
byte[] data = new byte[200];
int receiveddata=client.Receive(data);
Console.WriteLine("Received data from CLIENT1: {0}", System.Text.ASCIIEncoding.ASCII.GetString(data).Trim());
ASCIIEncoding asen = new ASCIIEncoding();
byte[] data2 = new byte[200];
data2 = asen.GetBytes(welcome);
int sentdata=client.Send(data2, data2.Length, SocketFlags.None);
Console.WriteLine("Sent data from SERVER: {0}", welcome);
byte[] data3 = new byte[200];
Console.WriteLine("Receiving data from CLIENT : {0}", "...");
client.Receive(data3);
Console.WriteLine("Received data from CLIENT2: {0}", System.Text.ASCIIEncoding.ASCII.GetString(data3).Trim());
byte[] data4 = new byte[200];
data4 = asen.GetBytes("HELLO 2 FROM SERVER");
sentdata = client.Send(data4, data4.Length, SocketFlags.None);
client.Close();
socket.Close();
Console.WriteLine("Disconnected from {0}", clientep.Address);
Console.ReadLine();
}
}
}
Now, everything is working fine, without hang. The only problem is, that i don't know if this will work for receiving , sending files.

Related

c# and Android tcp communication on public ip

I'm writing app on android, which would communicate with c# server via TCP protocol. My code works fine when I use wi-fi and now I want to change it that it would work even if android client would use mobile data
Server in c# (only recive and send data):
static void Main(string[] args)
{
//setup
Program prog = new Program();//to run non-static void from static context
//main server
try
{
IPAddress ipAd = IPAddress.Parse("192.168.x.xxx");
// Initializes the Listener
TcpListener myList = new TcpListener(ipAd, 11000);
/* Start Listeneting at the specified port */
myList.Start();
//label com
com:
//accept connection
Socket s = myList.AcceptSocket();
Console.WriteLine("Connection accepted from " + s.RemoteEndPoint);
//recive data
byte[] b = new byte[100];
int k = s.Receive(b);
char cc = ' ';
string text = null;//wil produce recived text
Console.Write("Recieved: ");
for (int i = 0; i < k - 1; i++)
{
Console.Write(Convert.ToChar(b[i]));
cc = Convert.ToChar(b[i]);
text += cc.ToString();
}
Console.WriteLine();
//analyze text
string reply = prog.analyzeText(text);
//send reply
ASCIIEncoding asen = new ASCIIEncoding();//is using to encode reply<string> to possible to send format
s.Send(asen.GetBytes(reply));//send
s.Close();
/* clean up */
goto com;
s.Close();
myList.Stop();
Console.ReadLine();
}
catch (Exception e)
{
Console.WriteLine("Error: " + e.StackTrace);
Console.ReadLine();
}
}
and android client code:
private String connectSocket(String msg) {//send and receive data from server
try {
InetAddress serverAddr = InetAddress.getByName("192.168.x.xxx");
Socket socket = new Socket(serverAddr, 11000);
//define PrintWriter
PrintWriter out = null;
try {
out = new PrintWriter(new BufferedWriter(new OutputStreamWriter(socket.getOutputStream())), true);
final BufferedReader in = new BufferedReader(new InputStreamReader(socket.getInputStream()));
out.println(msg);
String text = "";
String finalText = "";
while ((text = in.readLine()) != null) {
finalText += text;
}
socket.close();
return finalText;
} catch (Exception e) {
Toast.makeText(getApplicationContext(),"Something went wrong.\nTry again in few minutes",Toast.LENGTH_SHORT).show();
return "exception";
} finally {
socket.close();
}
} catch (UnknownHostException e) {
return "UnknownHostException";
} catch (IOException e) {
return "IOException";
}
}
PS. sorry for my english, but I started learning it only 1 year ago
There's no code changes needed. You might need to set up your network correctly so there's no firewalls in the way around your test server (and that may include talking to your ISP, if they have a firewall preventing incoming connections). But standard socket communication works over wifi or mobile.

C# Sockets (TCP & UDP)

I'll cut to the point, I've been stuck on this for a few hours now. Tons of Google and tons of research but not straight answer as of yet.
I have a client and a server coded for TCP which functions perfectly fine, however, I want the client to also be able to use UDP with the server for none-important packets such as player location.
As of right now, this is my connect code for connected clients.
public void ConnectToServer(){
tcp_client = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
tcp_client.Connect(server_ip, server_port);
tcp_stream = new NetworkStream(this.tcp_client);
this.udp_client = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
this.udp_client.BeginConnect(IPAddress.Parse(server_ip), server_port,new AsyncCallback(udp_connected), null);
}
Now the client isn't what I've had issues with for when I use udp.Send(byteArray) it appears to be sending as it's not throwing any exceptions but the server itself isn't responding to any data received.
Please Note this is NOT 100% copy/pasted code. Alter to show just what's being an issue.
private Socket c;
private UdpClient udp;
private isRunning = true;
public Client(Socket c){
// This was accepted from TcpListener on Main Server Thread.
this.c = c;
this.networkStream = new NetworkStream(this.c);
udp = new UdpClient();
udp.Connect((IPEndPoint)c.RemoteEndPoint);
// Then starts 2 thread for listening, 1 for TCP and 1 for UDP.
}
private void handleUDPTraffic(){
IPEndPoint groupEP = (IPEndPoint)c.RemoteEndPoint;
while (isRunning){
try{
byte[] udp_received = udp.Receive(ref groupEP);
Console.WriteLine("Received UDP Packet Data: " + udp_received.Length);
}catch{
log.ERROR("UDP", "Couldn't Receive Data...");
}
}
}
You can use both TCP and UDP on the same port. See also:
Can TCP and UDP sockets use the same port?
The sample below demonstrates that, you can simultaneously send and receive UDP and TCP messages.
Maybe, your UdpClient creation to listen for incoming datagrams is the problem. I recommend to create it once like your TcpListener.
The servers:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace TCPUDPServer
{
class Program
{
static void Main(string[] args)
{
TcpListener tcpServer = null;
UdpClient udpServer = null;
int port = 59567;
Console.WriteLine(string.Format("Starting TCP and UDP servers on port {0}...", port));
try
{
udpServer = new UdpClient(port);
tcpServer = new TcpListener(IPAddress.Any, port);
var udpThread = new Thread(new ParameterizedThreadStart(UDPServerProc));
udpThread.IsBackground = true;
udpThread.Name = "UDP server thread";
udpThread.Start(udpServer);
var tcpThread = new Thread(new ParameterizedThreadStart(TCPServerProc));
tcpThread.IsBackground = true;
tcpThread.Name = "TCP server thread";
tcpThread.Start(tcpServer);
Console.WriteLine("Press <ENTER> to stop the servers.");
Console.ReadLine();
}
catch (Exception ex)
{
Console.WriteLine("Main exception: " + ex);
}
finally
{
if (udpServer != null)
udpServer.Close();
if (tcpServer != null)
tcpServer.Stop();
}
Console.WriteLine("Press <ENTER> to exit.");
Console.ReadLine();
}
private static void UDPServerProc(object arg)
{
Console.WriteLine("UDP server thread started");
try
{
UdpClient server = (UdpClient)arg;
IPEndPoint remoteEP;
byte[] buffer;
for(;;)
{
remoteEP = null;
buffer = server.Receive(ref remoteEP);
if (buffer != null && buffer.Length > 0)
{
Console.WriteLine("UDP: " + Encoding.ASCII.GetString(buffer));
}
}
}
catch (SocketException ex)
{
if(ex.ErrorCode != 10004) // unexpected
Console.WriteLine("UDPServerProc exception: " + ex);
}
catch (Exception ex)
{
Console.WriteLine("UDPServerProc exception: " + ex);
}
Console.WriteLine("UDP server thread finished");
}
private static void TCPServerProc(object arg)
{
Console.WriteLine("TCP server thread started");
try
{
TcpListener server = (TcpListener)arg;
byte[] buffer = new byte[2048];
int count;
server.Start();
for(;;)
{
TcpClient client = server.AcceptTcpClient();
using (var stream = client.GetStream())
{
while ((count = stream.Read(buffer, 0, buffer.Length)) != 0)
{
Console.WriteLine("TCP: " + Encoding.ASCII.GetString(buffer, 0, count));
}
}
client.Close();
}
}
catch (SocketException ex)
{
if (ex.ErrorCode != 10004) // unexpected
Console.WriteLine("TCPServerProc exception: " + ex);
}
catch (Exception ex)
{
Console.WriteLine("TCPServerProc exception: " + ex);
}
Console.WriteLine("TCP server thread finished");
}
}
}
The clients:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace TCPUDPClient
{
class Program
{
static void Main(string[] args)
{
UdpClient udpClient = null;
TcpClient tcpClient = null;
NetworkStream tcpStream = null;
int port = 59567;
ConsoleKeyInfo key;
bool run = true;
byte[] buffer;
Console.WriteLine(string.Format("Starting TCP and UDP clients on port {0}...", port));
try
{
udpClient = new UdpClient();
udpClient.Connect(IPAddress.Loopback, port);
tcpClient = new TcpClient();
tcpClient.Connect(IPAddress.Loopback, port);
while(run)
{
Console.WriteLine("Press 'T' for TCP sending, 'U' for UDP sending or 'X' to exit.");
key = Console.ReadKey(true);
switch (key.Key)
{
case ConsoleKey.X:
run = false;
break;
case ConsoleKey.U:
buffer = Encoding.ASCII.GetBytes(DateTime.Now.ToString("HH:mm:ss.fff"));
udpClient.Send(buffer, buffer.Length);
break;
case ConsoleKey.T:
buffer = Encoding.ASCII.GetBytes(DateTime.Now.ToString("HH:mm:ss.fff"));
if (tcpStream == null)
tcpStream = tcpClient.GetStream();
tcpStream.Write(buffer, 0, buffer.Length);
break;
}
}
}
catch (Exception ex)
{
Console.WriteLine("Main exception: " + ex);
}
finally
{
if(udpClient != null)
udpClient.Close();
if(tcpStream != null)
tcpStream.Close();
if(tcpClient != null)
tcpClient.Close();
}
Console.WriteLine("Press <ENTER> to exit.");
Console.ReadLine();
}
}
}

Async socket server with multiple clients

i have a problem i am unable to resolve as my c# knowledge is not very good.
I found some code on the internet and modified it according to my needs.
My problem is that when i send messages to clients only one receives the message, then the next message is received by another client and so on.
I want to send same message to all connected clients without losing any data.
Server
using System;
using System.Net.Sockets;
using System.Threading;
public class AsynchIOServer
{
static TcpListener tcpListener = new TcpListener(10);
static void Listeners()
{
Socket socketForClient = tcpListener.AcceptSocket();
if (socketForClient.Connected)
{
Console.WriteLine("Client:"+socketForClient.RemoteEndPoint+" now connected to server.");
NetworkStream networkStream = new NetworkStream(socketForClient);
System.IO.StreamWriter streamWriter =
new System.IO.StreamWriter(networkStream);
System.IO.StreamReader streamReader =
new System.IO.StreamReader(networkStream);
////here we send message to client
while (true){
Console.WriteLine("type your message to be recieved by client:");
string theString = Console.ReadLine();
streamWriter.WriteLine(theString);
////Console.WriteLine(theString);
streamWriter.Flush();
}
streamReader.Close();
networkStream.Close();
streamWriter.Close();
}
socketForClient.Close();
Console.WriteLine("Press any key to exit from server program");
Console.ReadKey();
}
public static void Main()
{
//TcpListener tcpListener = new TcpListener(10);
tcpListener.Start();
Console.WriteLine("************This is Server program************");
Console.WriteLine("Hoe many clients are going to connect to this server?:");
int numberOfClientsYouNeedToConnect =int.Parse( Console.ReadLine());
for (int i = 0; i < numberOfClientsYouNeedToConnect; i++)
{
Thread newThread = new Thread(new ThreadStart(Listeners));
newThread.Start();
}
}
}
Client:
using System;
using System.Net.Sockets;
using System.Threading;
public class Client
{
static public void Main(string[] Args)
{
TcpClient socketForServer;
try
{
socketForServer = new TcpClient("localHost", 10);
}
catch
{
Console.WriteLine(
"Failed to connect to server at {0}:999", "localhost");
return;
}
NetworkStream networkStream = socketForServer.GetStream();
System.IO.StreamReader streamReader =
new System.IO.StreamReader(networkStream);
System.IO.StreamWriter streamWriter =
new System.IO.StreamWriter(networkStream);
Console.WriteLine("*******This is client program who is connected to localhost on port No:10*****");
try
{
string outputString;
// read the data from the host and display it
{
while (true)
{
outputString = streamReader.ReadLine();
Console.WriteLine("Message Recieved by server:" + outputString);
streamWriter.Flush();
}
}
}
catch
{
Console.WriteLine("Exception reading from Server");
}
// tidy up
networkStream.Close();
Console.WriteLine("Press any key to exit from client program");
Console.ReadKey();
}
private static string GetData()
{
//Ack from sql server
return "ack";
}
}
Thank you
simple working multi-threaded server:
static void Process(Socket client) {
Console.WriteLine("Incoming connection from " + client.RemoteEndPoint);
const int maxMessageSize = 1024;
byte[] response;
int received;
while (true) {
// Send message to the client:
Console.Write("Server: ");
client.Send(Encoding.ASCII.GetBytes(Console.ReadLine()));
Console.WriteLine();
// Receive message from the server:
response = new byte[maxMessageSize];
received = client.Receive(response);
if (received == 0) {
Console.WriteLine("Client closed connection!");
return;
}
List<byte> respBytesList = new List<byte>(response);
respBytesList.RemoveRange(received, maxMessageSize - received); // truncate zero end
Console.WriteLine("Client (" + client.RemoteEndPoint + "+: " + Encoding.ASCII.GetString(respBytesList.ToArray()));
}
}
static void Main(string[] args) {
int backlog = -1, port = 2222;
Socket server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
server.ReceiveTimeout = -1;
// Start listening.
try {
server.Bind(new IPEndPoint(IPAddress.Any, port));
server.Listen(backlog);
}
catch (Exception) {
Console.WriteLine("Listening failed!");
Console.ReadKey();
return;
}
Console.WriteLine("Start listening...");
while(true) {
Socket client = server.Accept();
new System.Threading.Thread(() => {
try { Process(client); } catch (Exception ex) { Console.WriteLine("Client connection processing error: " + ex.Message); }
}).Start();
}
//Console.WriteLine("Press any key for exit...");
//Console.ReadKey();
}
And client:
static void WorkWithServer(Socket server) {
const int maxMessageSize = 1024;
byte[] response;
int received;
while(true) {
try {
// Receive message from the server:
response = new byte[maxMessageSize];
received = server.Receive(response);
if (received == 0) {
Console.WriteLine("Server closed connection.");
return;
}
List<byte> respBytesList = new List<byte>(response);
respBytesList.RemoveRange(received, maxMessageSize - received); // truncate zero end
Console.WriteLine("Server: " + Encoding.ASCII.GetString(respBytesList.ToArray()));
// Send message to the server:
Console.Write("You: ");
server.Send(Encoding.ASCII.GetBytes(Console.ReadLine()));
Console.WriteLine();
}
catch (Exception ex) {
Console.WriteLine("Error: " + ex.Message);
return;
}
}
}
static void Main(string[] args) {
IPEndPoint serverEp = new IPEndPoint(IPAddress.Parse("192.168.1.2"), 2222);
Socket server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
server.ReceiveTimeout = -1;
// Connect to the server.
try { server.Connect(serverEp); }
catch (Exception) {
Console.WriteLine("Establish connection with server (" + serverEp + ") failed!");
Console.ReadKey();
return;
}
Console.WriteLine("Connection with server (" + serverEp + ") established!");
WorkWithServer(server);
Console.WriteLine("Press any key for exit...");
Console.ReadKey();
}
Edit as you need.
Your code is wrong.
First of all I'll give you some insight of how it's wrong and why it's not working the way you want.
You're creating n number of threads, and making them ALL wait for a connection. What if you exhaust the number of threads? What if any of them exits unexpectedly?
You are also sending the data wrong. By using Console.ReadLine you aren't passing the data through multiple threads and reading the line in each one, instead, the first one that calls Console.ReadLine will be the one that's going to receive it. This means you'll only be sending to only one Socket.
It's not ideal how you're managing this. There are dozens if not hundreds of multithreaded socket server/client available online, and I'd invite you to research a little bit more. But first I'd like you to research more about Thread/Task in C#.

Server closes connection when client sends a message

I am trying to learn the server/client paradigm. I have created a server that listens for connection and input on given port.
My problem is that, when a client connects and sends a message, the server closes the connection, and stops listening for input. What I want, is that when a clients sends a message, the sever should not close the connection, but still keep getting input from the connected client. I know that I can only handle one client at a time, since I am not creating a Thread for each client, but this should not cause the server to close connection as soon as the client sends a message.
Here is my server code:
public void startServer() {
try {
IPAddress iAd = IPAddress.Parse("127.0.0.10");
TcpListener tcpListner = new TcpListener(iAd, 9000);
tcpListner.Start();
Console.WriteLine("The server is running on port: 9000");
Console.WriteLine("The local End point is: " + tcpListner.LocalEndpoint + "\nWaiting for a connection");
Socket socket = tcpListner.AcceptSocket();
Console.WriteLine("\nConnection from client: " + socket.RemoteEndPoint);
byte[] b =new byte[100];
int k = socket.Receive(b);
for (int i=0;i<k;i++) {
Console.Write("Recieved: " + Convert.ToChar(b[i]));
}
ASCIIEncoding asen=new ASCIIEncoding();
socket.Send(asen.GetBytes("The string was recieved by the server."));
Console.WriteLine("\nSent Acknowledgement");
/* clean up */
socket.Close();
tcpListner.Stop();
} catch(Exception e) {
Console.WriteLine(e.Message);
}
}
And the client code
public void StartClient(string servToConnectTo, int port) {
try{
client.Connect(servToConnectTo, port);
Console.WriteLine("Connected to server: " + servToConnectTo + " on port: " + port);
Console.WriteLine ("Write input to server...");
String input = Console.ReadLine();
Stream stream = client.GetStream();
ASCIIEncoding asen = new ASCIIEncoding();
byte[] b = asen.GetBytes(input);
Console.WriteLine("Sending...");
stream.Write(b, 0, b.Length);
byte[] bb = new byte[100];
int k = stream.Read(bb, 0, 100);
for(int i = 0; i < k; i++) {
Console.Write(Convert.ToChar(bb[i]));
}
client.Close();
} catch (Exception e) {
Console.WriteLine (e.Message);
}
}
I guess I need a while loop some place, but not sure where

Socket - Java Client, C# Server

I am making a program in 2 parts.
Part 1: C# server-socket Application running on PC, listening for commands, and acts accordingly.
Part 2: Java client-socket application running on phone, that sends a command to the pc, when a button is pressed.
Currently, i can send commands from the client to the server, and its all good.
But my problem is this: When i send a specific command to the server, i want the server to reply to the client, and the client to read that reply.
Thing just is, when the client tries to read, it time-outs.
Java client program:
class ClientThread implements Runnable
{
public void run()
{
try
{
Socket socket = new Socket(serverIpAddress, serverPort);
socket.setSoTimeout(5000);
while (true)
{
try
{
PrintWriter out = new PrintWriter(new BufferedWriter(new OutputStreamWriter(socket.getOutputStream())), true);
Log.d("Nicklas", "Out it goes");
out.println(Command);
if (Command == "CMD:GetOptions<EOF>")
{
Log.d("Nicklas", "Getting options");
try
{
Log.d("Nicklas", "Line 1");
BufferedReader in = new BufferedReader(new InputStreamReader(socket.getInputStream()));
Log.d("Nicklas", "Line 2");
String answer = in.readLine();
Log.d("Nicklas", "answer = " + answer );
}
catch (Exception ee)
{
Log.d("Nicklasasasas", ee.toString());
}
}
break;
}
catch (Exception e)
{
Log.d("Nicklas", "CAE = " + e.toString());
break;
}
}
socket.close();
}
catch (ConnectException ee)
{
Log.d("Nicklas", "Kunne ikke forbinde");
}
catch (Exception e)
{
Log.d("Nicklasssssss", e.toString());
}
}
}
This is called with:
Thread cThread = new Thread(new ClientThread());
cThread.start();
And uses the global variable "Command", which will contain different information, depending on what button was pressed.
The program fails on the line "String answer = in.readline();" with the exception "java.net.SocketTimeoutException".
This is the C# Server part of the program:
private void ListenForClients()
{
this.tcpListener.Start();
while (true)
{
//blocks until a client has connected to the server
TcpClient client = this.tcpListener.AcceptTcpClient();
//create a thread to handle communication
//with connected client
Thread clientThread = new Thread(new ParameterizedThreadStart(HandleClientComm));
clientThread.Start(client);
}
}
private void HandleClientComm(object client)
{
TcpClient tcpClient = (TcpClient)client;
NetworkStream clientStream = tcpClient.GetStream();
byte[] message = new byte[4096];
int bytesRead;
while (true)
{
bytesRead = 0;
try
{
//blocks until a client sends a message
bytesRead = clientStream.Read(message, 0, 4096);
}
catch
{
//a socket error has occured
break;
}
if (bytesRead == 0)
{
//the client has disconnected from the server
break;
}
//message has successfully been received
ASCIIEncoding encoder = new ASCIIEncoding();
//System.Diagnostics.Debug.WriteLine(encoder.GetString(message, 0, bytesRead));
string Input = (encoder.GetString(message, 0, bytesRead));
Input = Input.Trim();
object[] obj = new object[1];
obj[0] = Input;
if (Input == "CMD:GetOptions<EOF>")
{
try
{
byte[] buffer = encoder.GetBytes("CMD:Accepted");
clientStream.Write(buffer, 0, buffer.Length);
clientStream.Flush();
MessageBox.Show("Client program asked for reply");
}
catch (Exception e)
{
MessageBox.Show("Oh it no work!: " + e.ToString());
}
}
else
{
Udfor(Input);
}
}
tcpClient.Close();
}
Called with the following, in the Form1()
this.tcpListener = new TcpListener(IPAddress.Any, 4532);
this.listenThread = new Thread(new ThreadStart(ListenForClients));
this.listenThread.Start();
The C# Server seems to work fine, and does show the messagebox "client program asked for reply"
Anyone who can spot the error?
I figured it out!
The problem was the C#. When the server sent back the command "CMD:Accepted", it never closed the socket, so the android application had no idea of telling if it was done reading! Closing the socket right after flushing + of course not closing it again if i already did, did the trick!

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