All the examples i found are sending only text/string data over the network. I figure out how to send different types of objects (ArrayLists etc).
I'm now trying to find out how to process commands sent from the client on the server.
From the client i have to :
add รค "Student" in the database
delete a student in the database
get all students in the database etc.
so, if i create a protocol on the client side with a method "processCommand" sometimes i have a different number of parameters, depending on the request from the client ( when adding a student, i have to send the student object) , ( when getting data from the database i don't have to send any parameters) ; also i have to return different type of objects.
How can i do this ?
Thank you very much.
As suggested by #marc_s. There is no reason to reinvent the wheel. Use WCF with tcpBinding.
If you need to do it by yourself you need to use some kind of serialization. You also need to attach a header since TCP is stream based and do not guarantee that everything arrives in the same Receive.
I would do it like this:
Serialize your object into a byte buffer using BinaryFormatter.
Send a header containing version (an int) and number of bytes in the byte buffer (int)
Send the byte buffer.
Related
I am maintaining a legacy module where the system gets some information from the user (asp.net) and then calls a remote server via remoting to print a receipt on a printer connected to the remote server. Until recently, the remote server was able to connect to the database, so we passed only a int value (the paymentId).
But now, our main application (asp.net) is being moved offsite along with the database, but the receipt printing still has to work, so now, we are trying to send all the receipt's information so the server can generate the receipt from that instead of using the id and generating the receipt from the database. So, the concept is pretty basic, except... remoting is a bit of a pain sometimes. ;)
My object is serializable and inherits from MarshalByRefObject. It contains some int, decimal and string properties. The object goes through and seems to be serialized and deserialized correctly, but when any property is called, I receive the exception. I have read on other posts/forums that I must open a client channel on my client application (asp.net), but I'm confused.
My client application connects to many such remoting services depending on the printer it must print on. Must I create a client channel for each one? can I configure a client channel "on demand" when I connect to the server or must I create it at the app start? Can I specify when I connect (Activator.GetObject(...)) to use a bidirectional channel? Is there a way not to need the client channel (as in transform all properties to fields or something)?
Here is my stack trace (so we see the problem is the PaymentID property, which is the first one that is accessed) :
at System.Runtime.Remoting.Proxies.RemotingProxy.InternalInvoke(IMethodCallMessage reqMcmMsg, Boolean useDispatchMessage, Int32 callType)
at System.Runtime.Remoting.Proxies.RemotingProxy.Invoke(IMessage reqMsg)
at System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type)
at GDCMLib.Reports.DataSources.PaymentReceiptItem.get_PaymentID()
at GDCMLib.Services.PaymentReceiptPrintRemoteObj.PaymentReceiptPrint.PrintPaymentReceipt(PaymentReceiptItem paymentReceipt) in u:\SVNClient\PortailDCM\trunk\Libraries\GDCMLib.Services.PaymentReceiptPrintRemoteObj\PaymentReceiptPrint.cs:ligne 37
Finally, as my data structure only used basic data types, I made sure it was transferred as a value type by changing it from a class to a struct. It now works perfectly.
I am using the new PushStreamContent entity in MVC4 to stream notifications from my web server back to multiple listening iOS clients (they are using NSURLConnection). The messages being sent are JSON. When I send messages that are less than 1024 bytes, the message sends as expected. Sending messages larger than this size however causes the client to receive the message in multiple chunks, each being 1024 bytes.
I am wondering what is the best way for my iOS clients to consume these multiple messages coming back? Is there a way to have NSURLConnection aggregate the results for me, or do I need to implement something that gets a result, checks if it's valid json, if not wait for the next result and append the previous, and continue until it is valid? What is a better way of doing this?
I found that you are able to adjust the size of the buffer that writes data to the stream that PushStreamContent uses. However, chunking the data is the correct thing for it to do and keeping this small has several advantages. I ended up writing my own method to aggregate the data flowing in on the client side. See the following question for more details:
How to handle chunking while streaming JSON data to NSURLConnection
I'm having an issue using Sockets in c#. Heres an example. Say I send the number 1, then I immediately send the number 2. The problem I run into sometimes is the client that is supposed to receive it will receive a packet containing '12'. I was wondering if there was a built in way to distinguish packets without using characters or something to separate the data.
To sum it up again, I said two packets. One with the number '1', one with the number '2'.
Server receives 1 packet with the data '12'.
I don't want to separate the packets with characters, like this ':1::2:' or anything like that, as I don't always have control over the format of the incoming data.
Any ideas?
Like if I do this
client.Send(new byte[1]{'1'}, 1,SocketFlags.None);
client.Send(new byte[1]{'2'}, 1,SocketFlags.None);
then on the server end
byte[] data = new byte[1024];
client.Receive(data);
data sometimes comes back with "12" even though I do two separate sends.
TCP/IP works on a stream abstraction, not a packet abstraction.
When you call Send, you are not sending a packet. You are only appending bytes to a stream.
When you call Receive, you are not receiving a packet. You are only receiving bytes from a stream.
So, you must define where a "message" begins and ends. There are only three possible solutions:
Every message has a known size (e.g., all messages are 42 bytes). In this case, you just keep Receiveing the data until you get that many bytes.
Use delimiters, which you're already aware of.
Use length prefixing (e.g., prefix each message with a 4-byte length-of-message). In this case, you keep Receiveing the length prefix until it arrives, decode it to get the actual length of the message, and then keep Receiveing the message itself.
You must do the message framing yourself. TCP/IP cannot do it for you.
TCP is a streaming protocol, so you will always receive whatever data has arrived since the last read, up to the streaming window size on the recipient's end. This buffer can be filled with data received from multiple packets of any given size sent by the sender.
TCP Receive Window Size and Scaling # MSDN
Although you have observed 1 unified blob of data containing 2 bytes on the receiving end in your example, it is possible to receive sequences of 1 byte by 1 byte (as sent by your sender) depending on network conditions, as well as many possible combinations of 0, 1, and 2 byte reads if you are doing non-blocking reads. When debugging on a typical uncongested LAN or a loopback setup, you will almost never see this if there is no delay on the sending side. There are ways, at lower levels of the network stack, to detect per-packet transmission but they're not used in typical TCP programming and are out of application scope.
If you switch to UDP, then every packet will be received as it was sent, which would match your expectations. This may suit you better, but keep in mind that UDP has no delivery promises and network routing may cause packets to be delivered out of order.
You should look into delimiting your data or finding some other method to detect when you have reached the end of a unit of data as defined by your application, and stick with TCP.
Its hard to answer your question without knowing the context. In contrast, by default, TCP/IP handles packet management for you automaticly (although you receive it in a streambased fashion). However when you have a very specific (bad?) implementation, you can send multiple streams over 1 socket at the same time making it impossible for lower level TCP/IP to detect the difference. Thereby making it very hard for yourself to identify different streams on the client. The only solution for this would be to send 2 totally unique streams (e.g. stream 1 only sends bytes lower then 127 and stream 2 only sends bytes higher or equal to 127). Yet again, this is terrible behavior
You must put into your TCP messages delimiters or use byte counts to tell where one message starts and another begins.
Your code has another serious error. TCP sockets may not give you all the data in a single call to Receive. You must loop on receiving of data until your application-specific records in the data stream indicate the entire message has been received. Your call to client.Receive(data) returns the count of bytes received. You should capture that number.
Likewise, when you send data, all of your data might not be sent in a single call. You must loop on sending of data until the count of bytes sent is equal to what you intended to send. The call to client.Send returns the actual count of bytes sent, which may not be all you tried to send!
The most common error I see people make with sockets is that they don't loop on the Send and Receive. If you understand why you need to do the looping, then you know why you need to have a delimiter or a byte count.
I'm writing a server application for an iPhone application im designing. iPhone app is written in C# (MonoTouch) and the server is written in C# too (.NET 4.0)
I'm using asynchronous sockets for the network layer. The server allows two or more iPhones ("devices") to connect to each other and be able to send data bi-directionally.
Depending on the incoming message, the server either processes the message itself , or relays the data through to the other device(s) in the same group as the sending device. It can make this decision by decoding the header of the packet first, and deciding what type of packet it is.
This is done by framing the stream in a way that the first 8 bytes are two integers, the length of the header and the length of the payload (which can be much larger than the header).
The server reads (asynchronously) from the socket the first 8 bytes so it has the lengths of the two sections. It then reads again, up to the total length of the header section.
It then deserializes the header, and based on the information within, can see if the remaining data (payload) should be forwarded onto another device, or is something that the server itself needs to work with.
If it needs to be forwarded onto another device, then the next step is to read data coming into the socket in chunks of say, 1024 bytes, and write these directly using an async send via another socket that is connected to the recipient device.
This reduces the memory requirements of the server, as i'm not loading in the entire packet into a buffer, then re-sending it down the wire to the recipient.
However, because of the nature of async sockets, I am not guaranteed to receive the entire payload in one read, so have to keep reading until I receive all the bytes. In the case of relaying onto its final destination, this means that i'm calling BeginSend() for each chunk of bytes I receive from the sender, and forwarding that chunk onto the recipient, one chunk at a time.
The issue with this is that because I am using async sockets, this leaves the possibility of another thread doing a similar operation with the same recipient (and therefore same final destination socket), and so it is likely that the chunks coming from both threads will get mixed up and corrupt all the data going to that recipient.
For example: If the first thread sends a chunk, and is waiting for the next chunk from the sender (so it can relay it onwards), the second thread could send one of its chunks of data, and corrupt the first thread's (and the second thread's for that matter) data.
As I write this, i'm just wondering is it as simple as just locking the socket object?! Would this be the correct option, or could this cause other issues (e.g.: issues with receiving data through the locked socket that's being sent BACK from the remote device?)
Thanks in advance!
I was facing a similar scenario a while back, I don't have the complete solution anymore, but here's pretty much what I did :
I didn't use sync sockets, decided to explore the async sockets in C# - fun ride
I don't allow multiple threads to share a single resource unless I really have to
My "packets" were containing information about size, index and total packet count for a message
My packet's 1st byte was unique to signify that it's a start of a message, I used 0xAA
My packets's last 2 bytes were a result of a CRC-CCITT checksum (ushort)
The objects that did the receiving bit contained a buffer with all received bytes. From that buffer I was extracting "complete" messages once the size was ok, and the checksum matched
The only "locking" I needed to do was in the temp buffer so I could safely analyze it's contents between write/read operations
Hope that helps a bit
Not sure where the problem is. Since you mentioned servers, I assume TCP, yes?
A phone needs to communicate some of your PDU to another phone. It connects as a client to the server on the other phone. A socket-pair is established. It sends the data off to the server socket. The socket-pair is unique - no other streams that might be happening between the two phones should interrupt this, (will slow it up, of course).
I don't see how async/sync sockets, assuming implemented correctly, should affect this, either should work OK.
Is there something I cannot see here?
BTW, Maciek's plan to bolster up the protocol by adding an 'AA' start byte is an excellent idea - protocols depending on sending just a length as the first element always seem to screw up eventually and result in a node trying to dequeue more bytes that there are atoms in the universe.
Rgds,
Martin
OK, now I understand the problem, (I completely misunderstood the topology of the OP network - I thought each phone was running a TCP server as well as client/s, but there is just one server on PC/whatever a-la-chatrooms). I don't see why you could not lock the socket class with a mutex, so serializing the messages. You could queue the messages to the socket, but this has the memory implications that you are trying to avoid.
You could dedicate a connection to supplying only instructions to the phone, eg 'open another socket connection to me and return this GUID - a message will then be streamed on the socket'. This uses up a socket-pair just for control and halves the capacity of your server :(
Are you stuck with the protocol you have described, or can you break your messages up into chunks with some ID in each chunk? You could then multiplex the messages onto one socket pair.
Another alternative, that again would require chunking the messages, is introduce a 'control message', (maybee a chunk with 55 at start instead of AA), that contains a message ID, (GUID?), that the phone uses to establish a second socket connection to the server, passes up the ID and is then sent the second message on the new socket connection.
Another, (getting bored yet?), way of persuading the phone to recognise that a new message might be waiting would be to close the server socket that the phone is receiving a message over. The phone could then connect up again, tell the server that it only got xxxx bytes of message ID yyyy. The server could then reply with an instruction to open another socket for new message zzzz and then resume sending message yyyy. This might require some buffering on the server to ensure no data gets lost during the 'break'. You might want to implement this kind of 'restart streaming after break' functionality anyway since phones tend to go under bridges/tunnels just as the last KB of a 360MB video file is being streamed :( I know that TCP should take care of dropped packets, but if the phone wireless layer decides to close the socket for whatever reason...
None of these solutions is particularly satisfying. Interested to see whay other ideas crop up..
Rgds,
Martin
Thanks for the help everyone, i've realised the simpliest approach is to use synchronous send commands on the client, or at least a send command that must complete before the next item is sent. Im handling this with my own send queue on the client, rather than various parts of the app just calling send() when they need to send something.
I'm trying to send an image to wcf to use OCR.
For now, I succeeded in transforming my image into a byte[] and sending it to the server using wcf. Unfortunately, it works for an array whose size is <16Kb and doesn't work for an array >17Kb.
I've already set the readerQuotas and maxArrayLength to its maximum size in web.config on the server size.
Do you know how to send big data to a wcf server, or maybe any library to use OCR directly on wp7?
If all else fails, send it in fragments of 16Kb, followed by an "all done" message that commits it (reassembling if necessary)
Bit of a hack but howabout sending it with a HTTP post if it isn't too big? or alternatively changing the webservice so it accepts a blob? (the current array limitation is a limit on the array datatype in the W3C spec)
Finaly solved.
You have to update your web.config to allow the server to receive big data. And then you have to use the Stream type in your WCF and byte[] type in your WP7. Types will match and both WCF or WP7 will agree to receive and send it.
In WCF :
public string ConvertImgToStringPiece(Stream img)
{
//.....
}
In WP7 :
Service1Client proxy = new Service1Client();
proxy.ConvertImgToStringPieceCompleted += new EventHandler<ConvertImgToStringPieceCompletedEventArgs>(proxy_ConvertImgToStringPieceCompleted);
proxy.ConvertImgToStringPieceAsync(b); //b is my Byte[], more thant 17Kb.
I don't know if this works on WP7, but with WCF you can also use streams to upload bigger amounts of data.
You can try using a WCF session. The key thing to remember is that sessions in WCF are different than normal sessions we use for Internet programming. It's basically a call to a method that starts the session, any interim calls, and then a final one that ends the session. You could have a service call that starts the session, send chunks of the image, and then call the last one which closes the session and will return whatever you need.
http://msdn.microsoft.com/en-us/library/ms733040.aspx