I'm writing a client/server (as many of you probably already know!). The server is going to be sending data to the client. However, the client can connect once and after that it never attempts to connect again once the connection has been terminated. Similarly, once the server has sent it's message it will ignore future attempts to connect.
Server:
public Server(String p)
{
path = p;
listener = new TcpListener(IPAddress.Any, 1337);
listener.Start();
Thread t = new Thread(new ThreadStart(ListenForClients));
t.IsBackground = true;
t.Start();
}
private void ListenForClients()
{
TcpClient client = listener.AcceptTcpClient();
new Thread(new ParameterizedThreadStart(HandleClientCom)).Start(client);
}
private void HandleClientCom(object TcpClient)
{
new Dialog("Connection", "Connection established.");
TcpClient client = (TcpClient)TcpClient;
NetworkStream stream = client.GetStream();
//SslStream stream = new SslStream(client.GetStream());
//stream.AuthenticateAsServer(new X509Certificate(path + "\\ServerCert.cer"));
ASCIIEncoding encoder = new ASCIIEncoding();
String str = "This is a long piece of text to send to the client.";
byte[] bytes = encoder.GetBytes(str);
stream.Write(bytes, 0, bytes.Length);
stream.Flush();
}
Client:
public TCP(BackgroundWorker b)
{
try
{
bw = b;
client = new TcpClient();
IPEndPoint server = new IPEndPoint(IPAddress.Parse(srv), 1337);
client.Connect(server); //Connect to the server
bw.ReportProgress(0); //Update the GUI with the connection status
Thread t = new Thread(new ParameterizedThreadStart(HandleComms));
t.IsBackground = true;
t.Start(client);
}
catch (Exception ex)
{
lastException = ex;
}
}
public void HandleComms(object c)
{
Boolean keepListening = true;
TcpClient client = (TcpClient)c;
NetworkStream stream = client.GetStream();
//stream = new SslStream(client.GetStream());
//stream.AuthenticateAsClient(srv);
byte[] msg = new byte[4096]; ;
int bytesRead = 0;
while (keepListening)
{
try
{
bytesRead = stream.Read(msg, 0, 4096);
}
catch (Exception ex)
{
lastException = ex;
}
if (bytesRead > 0)
{
StreamWriter writer = new StreamWriter("C:\\Users\\Chris\\Desktop\\ClientLog.txt");
ASCIIEncoding encoder = new ASCIIEncoding();
rx = encoder.GetString(msg);
writer.WriteLine(rx);
keepListening = false;
writer.Close();
}
}
}
Sorry for huge amounts of code. Can anyway point out where I've gone wrong?
Once you've accepted the connection, you'll need to begin listening again.
Try just making this change:
private void ListenForClients()
{
while(true)
{
TcpClient client = listener.AcceptTcpClient();
new Thread(new ParameterizedThreadStart(HandleClientCom)).Start(client);
}
}
Related
I use layered architecture. I create a server. I want the server to listen when the data arrives.
This is my server code in the DataAccess layer.
public class ServerDal : IServerDal
{
private TcpListener server;
private TcpClient client = new TcpClient();
public bool ServerStart(NetStatus netStatus)
{
bool status = false;
try
{
server = new TcpListener(IPAddress.Parse(netStatus.IPAddress), netStatus.Port);
server.Start();
status = true;
}
catch (SocketException ex)
{
Console.WriteLine("Starting Server Error..." + ex);
status = false;
}
return status;
}
public string ReceiveAndSend(NetStatus netStatus)
{
Byte[] bytes = new Byte[1024];
String data = null;
Mutex mutex = new Mutex(false, "TcpIpReceive");
mutex.WaitOne();
if (!client.Connected)
client = server.AcceptTcpClient();
try
{
NetworkStream stream = client.GetStream();
int i;
if ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Console.WriteLine("Received: " + data);
}
}
catch (Exception ex)
{
Console.WriteLine("Connection Error..." + ex);
client.Close();
}
finally
{
mutex.ReleaseMutex();
}
return data;
}
}
I can listen to the client that first connects to the server. When the first connecting client disconnects, I can listen to the second connecting client.
I want to listen when both clients send data. How can I do that ? Thanks for your help.
I fixed the problem.
static List<TcpClient> tcpClients = new List<TcpClient>();
public void ReceiveMessage(NetStatus netStatus)
{
try {
TcpClient tcpClient = server.AcceptTcpClient();
tcpClients.Add(tcpClient);
Thread thread = new Thread(unused => ClientListener(tcpClient, netStatus));
thread.Start();
}
catch(Exception ex) {
Console.WriteLine("[ERROR...] Server Receive Error = {0} ", ex.Message);
}
}
public void ClientListener(object obj, NetStatus netStatus)
{
try
{
TcpClient tcpClient = (TcpClient)obj;
StreamReader reader = new StreamReader(tcpClient.GetStream());
while(true)
{
string message = null;
message = reader.ReadLine();
if(message!=null)
{
netStatus.IncommingMessage = message;
Console.WriteLine("[INFO....] Received Data = {0}", message);
}
}
}
catch(Exception ex)
{
Console.WriteLine("[ERROR....] ClientListener Error = {0}", ex.Message);
}
}
I have two basic console apps that communicate "over the network" even though all of the communication takes place on my local machine.
Client code:
public static void Main()
{
while (true)
{
try
{
TcpClient client = new TcpClient();
client.Connect("127.0.0.1", 500);
Console.WriteLine("Connected.");
byte[] data = ASCIIEncoding.ASCII.GetBytes(new FeederRequest("test", TableType.Event).GetXmlRequest().ToString());
Console.WriteLine("Sending data.....");
using (var stream = client.GetStream())
{
stream.Write(data, 0, data.Length);
stream.Flush();
Console.WriteLine("Data sent.");
}
client.Close();
Console.ReadLine();
}
catch (Exception e)
{
Console.WriteLine("Error: " + e.StackTrace);
Console.ReadLine();
}
}
}
Server code:
public static void Main()
{
try
{
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
Console.WriteLine("Starting TCP listener...");
TcpListener listener = new TcpListener(ipAddress, 500);
listener.Start();
Console.WriteLine("Server is listening on " + listener.LocalEndpoint);
while (true)
{
Socket client = listener.AcceptSocket();
Console.WriteLine("\nConnection accepted.");
var childSocketThread = new Thread(() =>
{
Console.WriteLine("Reading data...\n");
byte[] data = new byte[100];
int size = client.Receive(data);
Console.WriteLine("Recieved data: ");
for (int i = 0; i < size; i++)
Console.Write(Convert.ToChar(data[i]));
//respond to client
Console.WriteLine("\n");
client.Close();
Console.WriteLine("Waiting for a connection...");
});
childSocketThread.Start();
}
}
catch (Exception e)
{
Console.WriteLine("Error: " + e.StackTrace);
Console.ReadLine();
}
}
How can I alter both of these applications so that when the Server has received the data, it responds to the Client with some kind of confirmation?
Thanks in advance!
Here a short example how I would do it:
Server:
class Server
{
static void Main(string[] args)
{
TcpListener listener = new TcpListener(IPAddress.Any, 1500);
listener.Start();
TcpClient client = listener.AcceptTcpClient();
NetworkStream stream = client.GetStream();
// Create BinaryWriter for writing to stream
BinaryWriter binaryWriter = new BinaryWriter(stream);
// Creating BinaryReader for reading the stream
BinaryReader binaryReader = new BinaryReader(stream);
while (true)
{
// Read incoming information
byte[] data = new byte[16];
int receivedDataLength = binaryReader.Read(data, 0, data.Length);
string stringData = Encoding.ASCII.GetString(data, 0, receivedDataLength);
// Write incoming information to console
Console.WriteLine("Client: " + stringData);
// Respond to client
byte[] respondData = Encoding.ASCII.GetBytes("respond");
Array.Resize(ref respondData, 16); // Resizing to 16 byte, because in this example all messages have 16 byte to make it easier to understand.
binaryWriter.Write(respondData, 0, 16);
}
}
}
Client:
class Client
{
private static void Main(string[] args)
{
Console.WriteLine("Press any key to start Client");
while (! Console.KeyAvailable)
{
}
TcpClient client = new TcpClient();
client.Connect("127.0.0.1", 1500);
NetworkStream networkStream = client.GetStream();
// Create BinaryWriter for writing to stream
BinaryWriter binaryWriter = new BinaryWriter(networkStream);
// Creating BinaryReader for reading the stream
BinaryReader binaryReader = new BinaryReader(networkStream);
// Writing "test" to stream
byte[] writeData = Encoding.ASCII.GetBytes("test");
Array.Resize(ref writeData, 16); // Resizing to 16 byte, because in this example all messages have 16 byte to make it easier to understand.
binaryWriter.Write(writeData, 0, 16);
// Reading response and writing it to console
byte[] responeBytes = new byte[16];
binaryReader.Read(responeBytes, 0, 16);
string response = Encoding.ASCII.GetString(responeBytes);
Console.WriteLine("Server: " + response);
while (true)
{
}
}
}
I hope this helps! ;)
You can perform both Read and Write on the same stream.
After you send all the data over, just call stream.Read as in
using (var stream = client.GetStream())
{
stream.Write(data, 0, data.Length);
stream.Flush();
Console.WriteLine("Data sent.");
stream.Read(....); //added sync read here
}
MSDN documentation on TcpClient has an example as well http://msdn.microsoft.com/en-us/library/system.net.sockets.tcpclient.aspx
If you want feed back such as reporting # of bytes received so far, you'll have to use async methods.
Here's an example of what (I think) you want to do:
static void Main(string[] args) {
var server = new Task(Server);
server.Start();
System.Threading.Thread.Sleep(10); // give server thread a chance to setup
try {
TcpClient client = new TcpClient();
client.Connect("127.0.0.1", 1500);
Console.WriteLine("Connected.");
var data = new byte[100];
var hello = ASCIIEncoding.ASCII.GetBytes("Hello");
Console.WriteLine("Sending data.....");
using (var stream = client.GetStream()) {
stream.Write(hello, 0, hello.Length);
stream.Flush();
Console.WriteLine("Data sent.");
// You could then read data from server here:
var returned = stream.Read(data, 0, data.Length);
var rec = new String(ASCIIEncoding.ASCII.GetChars(data, 0, data.Length));
rec = rec.TrimEnd('\0');
if (rec == "How are you?") {
var fine = ASCIIEncoding.ASCII.GetBytes("fine and you?");
stream.Write(fine, 0, fine.Length);
}
}
client.Close();
Console.ReadLine();
}
catch (Exception e) {
Console.WriteLine("Error: " + e.StackTrace);
Console.ReadLine();
}
}
public static void Server() {
try {
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
Console.WriteLine("*Starting TCP listener...");
TcpListener listener = new TcpListener(ipAddress, 1500); // generally use ports > 1024
listener.Start();
Console.WriteLine("*Server is listening on " + listener.LocalEndpoint);
Console.WriteLine("*Waiting for a connection...");
while (true) {
Socket client = listener.AcceptSocket();
while (client.Connected) {
Console.WriteLine("*Connection accepted.");
Console.WriteLine("*Reading data...");
byte[] data = new byte[100];
int size = client.Receive(data);
Console.WriteLine("*Recieved data: ");
var rec = new String(ASCIIEncoding.ASCII.GetChars(data, 0, size));
rec = rec.TrimEnd('\0');
Console.WriteLine(rec);
if (client.Connected == false) {
client.Close();
break;
}
// you would write something back to the client here
if (rec == "Hello") {
client.Send(ASCIIEncoding.ASCII.GetBytes("How are you?"));
}
if (rec == "fine and you?") {
client.Disconnect(false);
}
}
}
listener.Stop();
}
catch (Exception e) {
Console.WriteLine("Error: " + e.StackTrace);
Console.ReadLine();
}
}
}
Keep in mind that data sent via sockets can arrive fragmented (in different packets). This doesn't usually happen with the packets are small.
static void Main(string[] args)
{
Console.Title = "Socket Server";
Console.WriteLine("Listening for client messages");
Socket serverSocket = new Socket(AddressFamily.InterNetwork,
SocketType.Stream,
ProtocolType.Tcp);
IPAddress serverIp = IPAddress.Any;
IPEndPoint serverEP = new IPEndPoint(serverIp, 8000);
SocketPermission socketPermission = new SocketPermission(NetworkAccess.Accept,
TransportType.Tcp,
"127.0.0.1", 8000);
serverSocket.Bind(serverEP);
serverSocket.Listen(2);
while(true)
{
//Socket connection = serverSocket.Accept();
connection = serverSocket.Accept();
Thread clientThread = new Thread(new ParameterizedThreadStart(MultiUser));
clientThread.Start(connection);
}
}
public static void MultiUser(object connection)
{
byte[] serverBuffer = new byte[10025];
string message = string.Empty;
int bytes = ((Socket)connection).Receive(serverBuffer, serverBuffer.Length, 0);
message += Encoding.ASCII.GetString(serverBuffer, 0, bytes);
Console.WriteLine(message);
TcpClient client = new TcpClient();
client.Client = ((Socket)connection);
IntPtr handle = client.Client.Handle;
}
I want to write a chat program which has one server and 2 clients. The problem is that, I can not direct the message sent from the client1 to client2 via the server. How can the server distinguish threads so that it can send the received message from client1 to client2?
Each client has their own handle. You can access this via the Handle property. For example:
TcpClient client = tcpListener.AcceptTcpClient();
IntPtr handle = client.Client.Handle; //returns a handle to the connection
Then all you need to do is store this in a hashtable, and iterate through it, looking for available data. When you detect data on the wire for one of the connections, then save it and retransmit it to the other clients in the table.
Remember to make sure that you make this multithreaded so a listen request on one client does not block any send or receive functions on other clients!
I've added some code here you should be able to work with (tested it out on my system)
private void HandleClients(object newClient)
{
//check to see if we are adding a new client, or just iterating through existing clients
if (newClient != null)
{
TcpClient newTcpClient = (TcpClient)newClient;
//add this client to our list
clientList.Add(newTcpClient.Client.Handle, newTcpClient);
Console.WriteLine("Adding handle: " + newTcpClient.Client.Handle); //for debugging
}
//iterate through existing clients to see if there is any data on the wire
foreach (TcpClient tc in clientList.Values)
{
if (tc.Available > 0)
{
int dataSize = tc.Available;
Console.WriteLine("Received data from: " + tc.Client.Handle); //for debugging
string text = GetNetworkString(tc.GetStream());
//and transmit it to everyone else
foreach (TcpClient otherClient in clientList.Values)
{
if (tc.Client.Handle != otherClient.Client.Handle)
{
Send(otherClient.GetStream(), text);
}
}
}
}
}
public void Send(NetworkStream ns, string data)
{
try
{
byte[] bdata = GetBytes(data, Encoding.ASCII);
ns.Write(bdata, 0, bdata.Length);
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine(ex.Message);
}
}
protected string GetNetworkString(NetworkStream ns)
{
if (ns.CanRead)
{
string receivedString;
byte[] b = GetNetworkData(ns);
receivedString = System.Text.Encoding.UTF8.GetString(b);
log.Info("Received string: " + receivedString);
return receivedString;
}
else
return null;
}
protected byte[] GetNetworkData(NetworkStream ns)
{
if (ns.CanRead)
{
log.Debug("Data detected on wire...");
byte[] b;
byte[] myReadBuffer = new byte[1024];
MemoryStream ms = new MemoryStream();
int numberOfBytesRead = 0;
// Incoming message may be larger than the buffer size.
do
{
numberOfBytesRead = ns.Read(myReadBuffer, 0, myReadBuffer.Length);
ms.Write(myReadBuffer, 0, numberOfBytesRead);
}
while (ns.DataAvailable);
//and get the full message
b = new byte[(int)ms.Length];
ms.Seek(0, SeekOrigin.Begin);
ms.Read(b, 0, (int)ms.Length);
ms.Close();
return b;
}
else
return null;
}
You will want to call HandleClients from a main thread that checks to see if there are any pending requests or not, and runs on a loop.
C# client can not write message to server, I think the parsing byte to string is bad. I connect in client class with the connect method via ipaddress and port. However I start the compile the server don't change, but client will turn off.
Here is my Server:
class Server
{
private TcpListener tcpListener;
private Thread listenThread;
public Server()
{
this.tcpListener = new TcpListener(IPAddress.Parse("10.0.0.44"), 3000);
this.listenThread = new Thread(new ThreadStart(ListenForClients));
this.listenThread.Start();
}
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));
Thread clientThreadSend = new Thread(new ParameterizedThreadStart(HandleClientComm));
clientThread.Start(client);
clientThreadSend.Start(client);
}
}
private void HandleClientComm(object client)
{
TcpClient tcpClient = (TcpClient)client;
TcpClient sendClient = (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));
Console.WriteLine("To: " + tcpClient.Client.LocalEndPoint);
Console.WriteLine("From: " + tcpClient.Client.RemoteEndPoint);
Console.WriteLine(encoder.GetString(message, 0, bytesRead));
clientStream.Flush();
sendToClient("Test back", sendClient);
}
tcpClient.Close();
}
public void sendToClient(String line, TcpClient client)
{
try
{
NetworkStream stream = client.GetStream();
ASCIIEncoding encoder = new ASCIIEncoding();
byte[] buffer = encoder.GetBytes(line + "\0");
stream.Write(buffer, 0, buffer.Length);
stream.Flush();
}
catch
{
Console.WriteLine("Client Disconnected." + Environment.NewLine);
}
}
public void broadcast(String line, TcpClient thisClient)
{
sendToClient(line, thisClient);
}
static void Main(string[] args)
{
new Server();
}
}
Here is my client:
public class Client
{
TcpClient _tcpClient;
// Connects the client to a server at the specified
// IP address and port.
public void Connect(IPAddress address, int port)
{
_tcpClient = new TcpClient();
IPEndPoint serverEndPoint = new IPEndPoint(address, port);
_tcpClient.Connect(serverEndPoint);
// Create a thread to read data sent from the server.
ThreadPool.QueueUserWorkItem(
delegate
{
Read();
});
}
// Sends bytes to the server.
public void Send(byte[] buffer)
{
_tcpClient.GetStream().Write(
buffer, 0, buffer.Length);
_tcpClient.GetStream().Flush();
}
public void Read()
{
ASCIIEncoding encoder = new ASCIIEncoding();
byte[] buffer = new byte[4096];
int bytesRead;
while (true)
{
bytesRead = _tcpClient.GetStream().Read(buffer, 0, 4096);
Console.WriteLine(encoder.GetString(buffer, 0, bytesRead));
}
}
public void Dispose()
{
_tcpClient.Close();
}
public static void Main(string[] args)
{
Client c = new Client();
c.Connect(IPAddress.Parse("10.0.0.44"), 3000);
}
}
Deadlock
your client is not sending the data and the server is also not able to send any data since it is getting blocked at
bytesRead = clientStream.Read(message, 0, 4096);
I have an update server that sends client updates through TCP port 12000. The sending of a single file is successful only the first time, but after that I get an error message on the server "Unable to write data to the transport connection: An existing connection was forcibly closed by the remote host". If I restart the update service on the server, it works again only one time. I have normal multithreaded windows service.
SERVER CODE
namespace WSTSAU
{
public partial class ApplicationUpdater : ServiceBase
{
private Logger logger = LogManager.GetCurrentClassLogger();
private int _listeningPort;
private int _ApplicationReceivingPort;
private string _setupFilename;
private string _startupPath;
public ApplicationUpdater()
{
InitializeComponent();
}
protected override void OnStart(string[] args)
{
init();
logger.Info("after init");
Thread ListnerThread = new Thread(new ThreadStart(StartListener));
ListnerThread.IsBackground = true;
ListnerThread.Start();
logger.Info("after thread start");
}
private void init()
{
_listeningPort = Convert.ToInt16(ConfigurationSettings.AppSettings["ListeningPort"]);
_setupFilename = ConfigurationSettings.AppSettings["SetupFilename"];
_startupPath = System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().GetName().CodeBase).Substring(6);
}
private void StartListener()
{
try
{
logger.Info("Listening Started");
ThreadPool.SetMinThreads(50, 50);
TcpListener listener = new TcpListener(_listeningPort);
listener.Start();
while (true)
{
TcpClient c = listener.AcceptTcpClient();
ThreadPool.QueueUserWorkItem(ProcessReceivedMessage, c);
}
}
catch (Exception ex)
{
logger.Error(ex.Message);
}
}
void ProcessReceivedMessage(object c)
{
try
{
TcpClient tcpClient = c as TcpClient;
NetworkStream Networkstream = tcpClient.GetStream();
byte[] _data = new byte[1024];
int _bytesRead = 0;
_bytesRead = Networkstream.Read(_data, 0, _data.Length);
MessageContainer messageContainer = new MessageContainer();
messageContainer = SerializationManager.XmlFormatterByteArrayToObject(_data, messageContainer) as MessageContainer;
switch (messageContainer.messageType)
{
case MessageType.ApplicationUpdateMessage:
ApplicationUpdateMessage appUpdateMessage = new ApplicationUpdateMessage();
appUpdateMessage = SerializationManager.XmlFormatterByteArrayToObject(messageContainer.messageContnet, appUpdateMessage) as ApplicationUpdateMessage;
Func<ApplicationUpdateMessage, bool> HandleUpdateRequestMethod = HandleUpdateRequest;
IAsyncResult cookie = HandleUpdateRequestMethod.BeginInvoke(appUpdateMessage, null, null);
bool WorkerThread = HandleUpdateRequestMethod.EndInvoke(cookie);
break;
}
}
catch (Exception ex)
{
logger.Error(ex.Message);
}
}
private bool HandleUpdateRequest(ApplicationUpdateMessage appUpdateMessage)
{
try
{
TcpClient tcpClient = new TcpClient();
NetworkStream networkStream;
FileStream fileStream = null;
tcpClient.Connect(appUpdateMessage.receiverIpAddress, appUpdateMessage.receiverPortNumber);
networkStream = tcpClient.GetStream();
fileStream = new FileStream(_startupPath + "\\" + _setupFilename, FileMode.Open, FileAccess.Read);
FileInfo fi = new FileInfo(_startupPath + "\\" + _setupFilename);
BinaryReader binFile = new BinaryReader(fileStream);
FileUpdateMessage fileUpdateMessage = new FileUpdateMessage();
fileUpdateMessage.fileName = fi.Name;
fileUpdateMessage.fileSize = fi.Length;
MessageContainer messageContainer = new MessageContainer();
messageContainer.messageType = MessageType.FileProperties;
messageContainer.messageContnet = SerializationManager.XmlFormatterObjectToByteArray(fileUpdateMessage);
byte[] messageByte = SerializationManager.XmlFormatterObjectToByteArray(messageContainer);
networkStream.Write(messageByte, 0, messageByte.Length);
int bytesSize = 0;
byte[] downBuffer = new byte[2048];
while ((bytesSize = fileStream.Read(downBuffer, 0, downBuffer.Length)) > 0)
{
networkStream.Write(downBuffer, 0, bytesSize);
}
fileStream.Close();
tcpClient.Close();
networkStream.Close();
return true;
}
catch (Exception ex)
{
logger.Info(ex.Message);
return false;
}
finally
{
}
}
protected override void OnStop()
{
}
}
I have to note something that my windows service (server) is multithreaded.
On the receiving end, set up a while loop to listen until there's no more data, then exit gracefully: close the stream and client. The framework TCP libs consider it an issue to drop a connection cold on thread exit and will therefore throw the exception you're seeing.
This will also save you from an intermittent problem you'll likely see once you correct the current one: Stream.Read with a length specifier won't always give you your full buffer each time. It looks like you're sending (up to) 2kb chunks and receiving into a (single-shot) 1kb buffer anyhow so you may start to get XML exceptions as well.
If that's not enough detail, ask and I'll dig up some old TcpClient code.