I have a Socket Client and I was wondering what would be the correct approach to read the incoming data from it.
Currently I am using the follow function:
private void _ReadResponsePackets()
{
while (_socket.Connected)
{
try
{
byte[] bytes = new byte[1500];
_socket.Receive(bytes);
if (bytes.Length > 0)
LoginserverPackets.Enqueue(bytes);
}
catch (Exception ex)
{
_log.Write(ErrorType.ERROR, "[LOGINCLIENT] " + ex.ToString(), true);
}
}
}
That is called by it is own thread:
Thread _readDataThread = new Thread(_ReadResponsePackets);
_readDataThread.Start();
As you can see I am merelly reading and pilling up the packets received on a queue list to be further threaded but my question here is:
Should I use a Thread.Sleep in my
read function or leave it as it is ?
Would it impact more on the
performance or memory usage as it is
or using Thread.Sleep ?
Any other toughts ?
Please check the following link, the socket will be in blocking mode, so you don't need to use Thread.Sleep. Listener
Related
I'm learning C# and I've got a TCP server that works asynchronously and supports multiple connected clients that I'm having trouble keeping a consistent flow to a method processData(String) . I think I've managed to trace the issue down to the byte buffer where if I receive data from multiple clients (also if a single client sends the same data multiple times in quick succession).
I've tried using an isWorking bool to prevent processData() from being accessed and that threw a JSONReader Exception because I think the buffer was sending the incomplete string from processing. At this point I tried sending a EOF at the end of a string and having the processData() accessed when the check was true. However, this presented another problem where the buffer would contain half of one string and the beginning of another - at this point I posted on here thinking there may be a better approach to ensure properly formatted Strings were sent to the processData() method.
I also tried splitting the response into an array using the } as a pointer but this didn't work resulting in the same half of one string and the beginning of another issue.
string data = content.Replace("[EOF]", "");
string[] TooManyDataObjects = data.Split('}');
string firstObject = TooManyDataObjects[0] += "}";
Here's the code I use to create a listen task and the handleDevice() method when a device connects.
private async Task Listen()
{
try
{
while (true)
{
Token.ThrowIfCancellationRequested();
TcpClient client = await server.AcceptTcpClientAsync();
client.NoDelay = true;
Console.WriteLine("Connected!");
await Task.Run(async () => await HandleDevice(client), Token);
}
}
catch (SocketException e)
{
Console.WriteLine("Exception: {0}", e);
}
}
private async Task HandleDevice(TcpClient client)
{
string data = null;
Byte[] bytes = new Byte[8196];
int i;
try
{
using (stream = client.GetStream())
{
while ((i = await stream.ReadAsync(bytes, 0, bytes.Length, Token)) != 0)
{
Token.ThrowIfCancellationRequested();
string hex = BitConverter.ToString(bytes);
data += Encoding.UTF8.GetString(bytes, 0, i);
//Console.WriteLine(data);
if (data.IndexOf("[EOF]") >= 0)
{
processData(data);
data = "";
Array.Clear(bytes, 0, bytes.Length);
}
}
}
}
catch (OperationCanceledException) { }
catch (Exception e)
{
Console.WriteLine("Exception: {0}", e.ToString());
}
finally
{
client.Close();
}
}
Question: How can I get properly formatted string JSON responses received from clients to processData() in a queued or the received processing order?
I'm learning C# and I've got a TCP server that works asynchronously
Sorry, but you're trying to learn three fairly complex topics simultaneously? I strongly recommend you learn C#, sockets, and asynchrony one at a time. C# and asynchrony are fairly common, so I'd recommend learning those first; socket development is much more rare, so I'd learn that only if necessary.
the buffer would contain half of one string and the beginning of another
This is a common problem when starting out with socket programming. My first response to everyone running into this is to drop the sockets completely and use something much higher-level like ASP.NET Core (self-hosted if necessary).
But if you need sockets for some reason, then the proper solution for this socket problem (the first of several usually encountered) is message framing. I discuss message framing on my blog, as part of a series on socket programming in .NET. I also have a video series I did earlier this year on asynchronous socket programming that would be well worth watching if you really need to learn socket programming (again, the vast majority of developers never need to learn that).
I have some problem with receiving frames in C#. After few hours from application start, some frames are lost.
Well, at start I'm running two threads which are receiving data. Code:
public void ATSListenerThreadA(MainWindow mainWindow)
{
UdpClient listenerA = new UdpClient(19001);
listenerA.Client.ReceiveBufferSize = 1000;
IPEndPoint remoteIPEndPointA = new IPEndPoint(IPAddress.Any, 1);
Byte[] receivedBytes;
try
{
while (mainWindow.ATSThreadActive)
{
receivedBytes = listenerA.Receive(ref remoteIPEndPointA);
if (receivedBytes.Length > 170)
{
Log.Write(MessageType.Info, "BUG KANAL A: " + BitConverter.ToString(receivedBytes));
}
mainWindow.ATSTimeoutTimer.Start();
ATSDataReceived(Channel.A, mainWindow, receivedBytes);
}
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
}
public void ATSListenerThreadB(MainWindow mainWindow)
{
UdpClient listenerB = new UdpClient(19002);
listenerB.Client.ReceiveBufferSize = 1000;
IPEndPoint remoteIPEndPointB = new IPEndPoint(IPAddress.Any, 1);
Byte[] receivedBytes;
try
{
while (mainWindow.ATSThreadActive)
{
receivedBytes = listenerB.Receive(ref remoteIPEndPointB);
if (receivedBytes.Length > 170)
{
Log.Write(MessageType.Info, "BUG KANAL B: " + BitConverter.ToString(receivedBytes));
}
mainWindow.ATSTimeoutTimer.Start();
ATSDataReceived(Channel.B, mainWindow, receivedBytes);
}
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
}
private void ATSDataReceived(Channel channel, MainWindow mainWindow, Byte[] received)
{
try
{
mainWindow.Dispatcher.Invoke(() =>
{
mainWindow.ATSStatusLabel.Foreground = System.Windows.Media.Brushes.Green;
mainWindow.ATSStatusLabel.Content = "OK";
});
ATSInterface.UpdateObjects(channel, received);
}
catch (Exception ex)
{
mainWindow.Dispatcher.Invoke(() =>
{
mainWindow.ATSStatusLabel.Foreground = System.Windows.Media.Brushes.Red;
mainWindow.ATSStatusLabel.Content = "ERR";
});
Log.Write(MessageType.Warning, ex.Message);
}
lock (this)
{
if (mainWindow.ATSTimeoutTimer != null)
{
mainWindow.ATSTimeoutTimer.Stop();
mainWindow.ATSTimeoutTimer.Start();
}
}
}
Then, in ATSDataReceived method, received data are processed with calling method ATSInterface.UpdateObjects(). Of course inside ATSInterface.UpdateObjects() method is lock. I was trying to receiving data synchronously and asynchronously, but it doesn't change anything. Also I was checking if two frames are not sticking together, but it's not this too. As I said, problem araises after few hours from program start, in both threads simultaneously.
I might add that frames are coming very often, once at ~150 ms.
What can be a reason?
some frames are lost.
That's perfectly normal for UDP. By design, you may or may not ever receive a datagram that was sent to you.
Other unreliable behaviors of UDP include the possibility that a given datagram may be received more than once, and that one datagram may be received after a different datagram that was sent later than it (i.e. the datagrams are not guaranteed to be received in the same order in which they were sent).
If you want reliable communications, you will need to use TCP, or add reliability features on top of your UDP protocol.
udp is unreliable protocol to use.
if you want to make sure that everything arrives you need to use TcpClient instead.
I have a small game server I'm making that will have dozens of connections sending player data constantly. While I've finally accomplished some basics and now have data sending/receiving, I now face a problem of flooding the server and the client with too much data. I've tried to throttle it back but even then I am hitting 90-100% cpu simply because of receiving and processing the data received running up the CPU.
The method below is a bare version of receiving data from the server. The server sends a List of data to be received by the player, then it goes through that list. I've thought perhaps instead just using a dictionary with a key based on type rather than for looping but I don't think that will significantly improve it, the problem is that it is processing data non-stop because player positions are constantly being updated, sent to the server, then send to other players.
The code below shows receive for the client, the server receive looks very similar. How might I begin to overcome this issue? Please be nice, I am still new to network programming.
private void Receive(System.Object client)
{
MemoryStream memStream = null;
TcpClient thisClient = (TcpClient)client;
List<System.Object> objects = new List<System.Object>();
while (thisClient.Connected && playerConnected == true)
{
try
{
do
{
//when receiving data, first comes length then comes the data
byte[] buffer = GetStreamByteBuffer(netStream, 4); //blocks while waiting for data
int msgLenth = BitConverter.ToInt32(buffer, 0);
if (msgLenth <= 0)
{
playerConnected = false;
thisClient.Close();
break;
}
if (msgLenth > 0)
{
buffer = GetStreamByteBuffer(netStream, msgLenth);
memStream = new MemoryStream(buffer);
}
} while (netStream.DataAvailable);
if (memStream != null)
{
BinaryFormatter formatter = new BinaryFormatter();
memStream.Position = 0;
objects = new List<System.Object>((List<System.Object>)formatter.Deserialize(memStream));
}
}
catch (Exception ex)
{
Console.WriteLine("Exception: " + ex.ToString());
if (thisClient.Connected == false)
{
playerConnected = false;
netStream.Close();
thisClient.Close();
break;
}
}
try
{
if (objects != null)
{
for (int i = 0; i < objects.Count; i++)
{
if(objects[i] != null)
{
if (objects[i].GetType() == typeof(GameObject))
{
GameObject p = (GameObject)objects[i];
GameObject item;
if (mapGameObjects.TryGetValue(p.objectID, out item))
{
mapGameObjects[p.objectID] = p;;
}
else
{
mapGameObjects.Add(p.objectID, p);
}
}
}
}
}
}
catch (Exception ex)
{
Console.WriteLine("Exception " + ex.ToString());
if (thisClient.Connected == false)
{
playerConnected = false;
netStream.Close();
break;
}
}
}
Console.WriteLine("Receive thread closed for client.");
}
public static byte[] GetStreamByteBuffer(NetworkStream stream, int n)
{
byte[] buffer = new byte[n];
int bytesRead = 0;
int chunk = 0;
while (bytesRead < n)
{
chunk = stream.Read(buffer, (int)bytesRead, buffer.Length - (int)bytesRead);
if (chunk == 0)
{
break;
}
bytesRead += chunk;
}
return buffer;
}
Based on the code shown, I can't say why the CPU utilization is high. The loop will wait for data, and the wait should not consume CPU. That said, it still polls the connection in checking the DataAvailable property, which is inefficient and can cause you to ignore received data (in the implementation shown...that's not an inherent problem with DataAvailable).
I'll go one further than the other answer and state that you should simply rewrite the code. Polling the socket is just no way to handle network I/O. This would be true in any scenario, but it is especially problematic if you are trying to write a game server, because you're going to use up a lot of your CPU bandwidth needlessly, taking it away from game logic.
The two biggest changes you should make here are:
Don't use the DataAvailable property. Ever. Instead, use one of the asynchronous APIs for dealing with network I/O. My favorite approach with the latest .NET is to wrap the Socket in a NetworkStream (or get the NetworkStream from a TcpClient as you do in your code) and then use the Stream.ReadAsync() along with async and await. But the older asynchronous APIs for Sockets work well also.
Separate your network I/O code from the game logic code. The Receive() method you show here has both the I/O and the actual processing of the data relative to the game state in the same method. This two pieces of functionality really belong in two separate classes. Keep both classes, and especially the interface between them, very simple and the code will be a lot easier to write and to maintain.
If you decide to ignore all of the above, you should at least be aware that your GetStreamByteBuffer() method has a bug in it: if you reach the end of the stream before reading as many bytes were requested, you still return a buffer as large as was requested, with no way for the caller to know the buffer is incomplete.
And finally, IMHO you should be more careful about how you shutdown and close the connection. Read about "graceful closure" for the TCP protocol. It's important that each end signal that they are done sending, and that each end receive the other end's signal, before either end actually closes the connection. This will allow the underlying networking protocol to release resources as efficiently and as quickly as possible. Note that TcpClient exposes the socket as the Client property, which you can use to call Shutdown().
Polling is rarely a good approach to communication, unless you're programming 16-bit microcontrollers (and even then, probably not the best solution).
What you need to do is to switch to a producer-consumer pattern, where your input port (a serial port, an input file, or a TCP socket) will act as a producer filling a FIFO buffer (a queue of bytes), and some other part of your program will be able to asynchronously consume the enqueued data.
In C#, there are several ways to do it: you can simply write a couple of methods using a ConcurrentQueue<byte>, or a BlockingCollection, or you can try a library like the TPL Dataflow Library which IMO doesn't add too much value over existing structures in .NET 4. Prior to .NET 4, you would simply use a Queue<byte>, a lock, and a AutoResetEvent to do the same job.
So the general idea is:
When your input port fires a "data received" event, enqueue all received data into the FIFO buffer and set a synchronization event to notify the consumer,
In your consumer thread, wait for the synchonization event. When the signal is received, check if there is enough data in the queue. If yes, process it, if not, continue waiting for the next signal.
For robustness, use an additional watchdog timer (or simply "time since last received data") to be able to fail on timeout.
You want to use the Task-based Asynchronous Pattern. Probably making liberal use of the async function modifier and the await keyword.
You'd be best replacing GetStreamByteBuffer with a direct call to ReadAsync.
For instance you could asynchronously read from a stream like this.
private static async Task<T> ReadAsync<T>(
Stream source,
CancellationToken token)
{
int requestLength;
{
var initialBuffer = new byte[sizeof(int)];
var readCount = await source.ReadAsync(
initialBuffer,
0,
sizeof(int),
token);
if (readCount != sizeof(int))
{
throw new InvalidOperationException(
"Not enough bytes in stream to read request length.");
}
requestLength = BitConvertor.ToInt32(initialBuffer, 0);
}
var requestBuffer = new byte[requestLength];
var bytesRead = await source.ReadAsync(
requestBuffer,
0,
requestLength,
token);
if (bytesRead != requestLength)
{
throw new InvalidDataException(
string.Format(
"Not enough bytes in stream to match request length." +
" Expected:{0}, Actual:{1}",
requestLength,
bytesRead));
}
var serializer = new BinaryFormatter();
using (var requestData = new MemoryStream(requestBuffer))
{
return (T)serializer.Deserialize(requestData);
}
}
Like your code this reads an int from the stream to get the length, then reads that number of bytes and uses the BinaryFormatter to deserialize the data to the specified generic type.
Using this generic function you can simplify your logic,
private Task Receive(
TcpClient thisClient,
CancellationToken token)
{
IList<object> objects;
while (thisClient.Connected && playerConnected == true)
{
try
{
objects = ReadAsync<List<object>>(netStream, token);
}
catch (Exception ex)
{
Console.WriteLine("Exception: " + ex.ToString());
if (thisClient.Connected == false)
{
playerConnected = false;
netStream.Close();
thisClient.Close();
break;
}
}
try
{
foreach (var p in objects.OfType<GameObject>())
{
if (p != null)
{
mapGameObjects[p.objectID] = p;
}
}
}
catch (Exception ex)
{
Console.WriteLine("Exception " + ex.ToString());
if (thisClient.Connected == false)
{
playerConnected = false;
netStream.Close();
break;
}
}
}
Console.WriteLine("Receive thread closed for client.");
}
You need to put a Thread.Sleep(10) in your while loop. This is also a very fragile way to receive tcp data because it assumes the other side has sent all data before you call this receive. If the other side has only sent half of the data this method fails. This can be countered by either sending fixed sized packages or sending the length of a package first.
Your player position update is similar to the framebuffer update in the VNC protocol where the client request a screen frame & server responds to it with the updated screen data. But there is one exception, VNC server doesn't blindly send the new screen it only sends the changes if there is one. So you need to change the logic from sending all the requested list of objects to only to the objects which are changed after the last sent. Also in addition to it, you should send entire object only once after that send only the changed properties, this will greatly reduce the size of data sent & processed both at clients & server.
I have an application that receives data from GPRS clients in the field on a TCP connection. From time to time the GPRS client devices loses connection and buffers the data, when the connection is restored all the buffered data is send to the TCP connection, cauing my application to throw a System.OutOfMemoryException.
I presume this is because the data received is bigger than my buffer size (which is set to int.MaxValue).
How do I prevent my application to run out of memory?
How do I make sure that I do not lose any of the incomming data?
Below is the code used to listen for, and handle incomming data
public void Listen(string ip, int port)
{
_logger.Debug("All.Tms.SensorDataServer : SensorDataListener : Listen");
try
{
var listener = new TcpListener(IPAddress.Parse(ip), port);
listener.Start();
while (true)
{
var client = listener.AcceptTcpClient();
client.SendBufferSize = int.MaxValue;
var thread = new Thread(() => ReadAndHandleIncommingData(client));
thread.IsBackground = true;
thread.Start();
}
}
catch (Exception ex)
{
_logger.Error("TMS.Sensor.SensorDataServer : SensorDataListener : Error : ", ex);
}
}
and
private void ReadAndHandleIncommingData(TcpClient connection)
{
try
{
var stream = connection.GetStream();
var data = new byte[connection.ReceiveBufferSize];
var bytesRead = stream.Read(data, 0, System.Convert.ToInt32(connection.ReceiveBufferSize));
var sensorDataMapper = new SensorDataMapperProvider().Get(data);
if (sensorDataMapper != null)
{
_sensorDataHandler.Handle(sensorDataMapper.Map(data));
}
}
catch (Exception ex)
{
_logger.Error("TMS.Sensor.SensorDataServer : SensorDataListener : ReadAndHandleIncommingData : Error : ", ex);
}
finally
{
try
{
connection.Close();
}
catch(Exception ex)
{
_logger.Error("All.Tms.SensorDataServer : SensorDataListener : ReadAndHandleIncommingData : Error : ", ex);
}
}
}
About buffers
OutOfMemoryExceptions are thrown when there is no sequential memory left.
In your case, that means connection.ReceiveBufferSize is too big to keep in memory in one piece. Not because the data received is bigger than your buffer size.
You can use a smaller, fixed buffer to get the received bytes, append it somewhere and use the same buffer to receive the rest of the data, until you have it all.
One thing to look out for is the collection you use to store the received data. You can't use List<byte> for example because it stores its elements in a single array under the hood which makes no difference than getting everything in one go - like you do now.
You can see MemoryTributary, a stream implementation meant to replace MemoryStream. You can copy your stream to this one and keep it as a stream. This page also contains a lot of information that can help you understand the causes of the OutOfMemoryExceptions.
In addition, I wrote a buffer manager to provide fixed sized buffers a while ago. You can find that in Code Review, here.
About threads
Creating a thread for every single connection is brutal. They cost you 1 MB each so you should either use ThreadPool or better, IOCP (via asynchronous methods of the Socket class).
You may want to look into these for common pitfalls and best practices about socket programming:
Stephen Cleary (the blog) | TCP/IP .NET Sockets FAQ
Stack Overflow | How to write a scalable Tcp/Ip based server
Code Project | C# SocketAsyncEventArgs High Performance Socket Code
Use a fixed receive buffer, and parse data incrementally
I have around 5000 modem (thin clients), and I want to communicate with them, one of a my method is like this : string GetModemData(modemID), now I have an open port in server that listens to modem and I'm using socket programming to send data to modems (calling related function), but when i want send data to multiple modem in a same time and get response from them, I don't know what should i do? I can send data to one modem and waiting for its response and then send another data to other modems (sequential), but the problem is client should be wait long time to get answer(may be some different client want to get some information from modems so they all will be wait into the Q or something like this), I think one way to solving this problem is to use multiple port and listen for each modem to related port, but it takes too many ports and also may be memory usage going up and exceed my available memory space, so some lost may be occurred (is this true?). what should to do ? I'd thinking about Parallelism, but i think its not related i should to wait for one port, because i don't know should to pass current received data to which client. I'm using asp.net.
currently I'm doing like this:
private void StartListener()
{
ModemTcpListener = new TcpListener(ModemPort);
//ClientTcpListener = new TcpListener(ClientPort);
ModemTcpListener.Start();
ModemTcpListener.BeginAcceptTcpClient(new AsyncCallback(DoAcceptModemCallback), ModemTcpListener);
}
and in return
private void DoReadModemCallback(IAsyncResult ar)
{
try
{
bool bRet = ar.AsyncWaitHandle.WaitOne(420000);
Modem modem = ar.AsyncState as Modem;
if (!bRet || modem == null)
{
return;
}
}
catch{}
// now send data to which client?????? if i'm going to use async????
}
and :
private void DoAcceptModemCallback(IAsyncResult ar)
{
try
{
ModemTcpListener.BeginAcceptTcpClient(new AsyncCallback(DoAcceptModemCallback), ModemTcpListener);
TcpClient tcpClient = ModemTcpListener.EndAcceptTcpClient(ar);
Modem modem= new Modem(tcpClient, "");
tcpClient.GetStream().BeginRead(modem.Buffer, 0, tcpClient.ReceiveBufferSize, new AsyncCallback(DoReadModemCallback), modem);
ModemTcpListener.BeginAcceptTcpClient(new AsyncCallback(DoAcceptModemCallback), ModemTcpListener);
Log.Write("a Modem connect ...");
}
catch (Exception ex)
{
}
}
Heres an example keeping track of all your clients. I've compacted it for readability. You should really split it up into multiple classes.
I'm using Pool (which I just created and commited) and SimpleServer. Both classes are part of a library that I'm currently building (but far from done).
Don't be afraid of having 5000 sockets open, they do not consume much resources when you are using asynchronous operations.
public class SuperServer
{
private List<ClientContext> _clients = new List<ClientContext>();
private SimpleServer _server;
private Pool<byte[]> _bufferPool;
public SuperServer()
{
// Create a buffer pool to be able to reuse buffers
// since your clients will most likely connect and disconnect
// often.
//
// The pool takes a anonymous function which should return a new buffer.
_bufferPool = new Pool<byte[]>(() => new byte[65535]);
}
public void Start(IPEndPoint listenAddress)
{
_server = new SimpleServer(listenAddress, OnAcceptedSocket);
// Allow five connections to be queued (to be accepted)
_server.Start(5);
}
// you should handle exceptions for the BeginSend
// and remove the client accordingly.
public void SendToAll(byte[] info)
{
lock (_clients)
{
foreach (var client in _clients)
client.Socket.BeginSend(info, 0, info.Length, SocketFlags.None, null, null);
}
}
// Server have accepted a new client.
private void OnAcceptedSocket(Socket socket)
{
var context = new ClientContext();
context.Inbuffer = _bufferPool.Dequeue();
context.Socket = socket;
lock (_clients)
_clients.Add(context);
// this method will eat very few resources and
// there should be no problem having 5000 waiting sockets.
context.Socket.BeginReceive(context.Inbuffer, 0, context.Inbuffer.Length, SocketFlags.None, OnRead,
context);
}
//Woho! You have received data from one of the clients.
private void OnRead(IAsyncResult ar)
{
var context = (ClientContext) ar.AsyncState;
try
{
var bytesRead = context.Socket.EndReceive(ar);
if (bytesRead == 0)
{
HandleClientDisconnection(context);
return;
}
// process context.Inbuffer here.
}
catch (Exception err)
{
//log exception here.
HandleClientDisconnection(context);
return;
}
// use a new try/catch to make sure that we start
// read again event if processing of last bytes failed.
try
{
context.Socket.BeginReceive(context.Inbuffer, 0, context.Inbuffer.Length, SocketFlags.None, OnRead,
context);
}
catch (Exception err)
{
//log exception here.
HandleClientDisconnection(context);
}
}
// A client have disconnected.
private void HandleClientDisconnection(ClientContext context)
{
_bufferPool.Enqueue(context.Inbuffer);
try
{
context.Socket.Close();
lock (_clients)
_clients.Remove(context);
}
catch(Exception err)
{
//log exception
}
}
// One of your modems
// add your own state info.
private class ClientContext
{
public byte[] Inbuffer;
public Socket Socket;
}
}
Used classes:
Pool: http://fadd.codeplex.com/SourceControl/changeset/view/58858#1054902
SimpleServer: http://fadd.codeplex.com/SourceControl/changeset/view/58859#1054893
You need to use the asynchronous tcp/ip methods. This article shows how:
http://www.codeproject.com/KB/IP/asyncsockets.aspx
The critical piece is the BeginReceive() and related callback functions. Any more q's, please leave comments to this answer ;) BEST OF LUCK!
You need multi threading, whenever a client establishes a connection to the server start a new thread for it and start communication send/receive.
Here are some articles explaining multithreading in c#,
c-sharpcorner
codeproject
And here's a sample server application with multithreading,
http://www.dotnetspider.com/resources/2829-A-multi-readed-server-C-which-finds-prime-num.aspx