How can I read byte array coming from server in UWP app? - tcp

I have a client-server app. The client is HoloLens 2 and the server is unity running on PC. I have created a socket using HoloLens but I can't read the byte array on HoloLens. In the connect method _inputStream and _outputStream are System.IO.Streams.
PC client uses System.Net.Sockets.TcpClient, System.Net.Sockets.NetworkStream but UWP (HoloLens) uses Windows.Networking.Sockets.StreamSocket.
In the ReceiveCallback I have an issue with int byteLenght = _inputStream.EndRead(result); When I tried this code on HoloLens I got the exception: "System.ArgumentException: The specified AsyncResult does not correspond to any outstanding IO operation". But I tested it with PC client (System.Net.Socket) and everything works fine.
Btw, I gave all related permissions.
How can I read byte array in UWP app?
Update:
#if UNITY_EDITOR
private void ConnectUWP(string host, string port)
#else
private async void ConnectUWP(string host, string port)
#endif
{
#if UNITY_EDITOR
errorStatus = "UWP TCP client used in Unity!";
#else
try
{
socket = new Windows.Networking.Sockets.StreamSocket();
Windows.Networking.HostName serverHost = new Windows.Networking.HostName(host);
_receivedData = new Packet();
_receiveBuffer = new byte[DataBufferSize];
await socket.ConnectAsync(serverHost, port);
successStatus = "Connected!";
_outputStream = socket.OutputStream.AsStreamForWrite();
//_streamWriter = new StreamWriter(_outputStream) { AutoFlush = true };
_inputStream = socket.InputStream.AsStreamForRead();
Task.Run(() => StreamToBytes(socket.InputStream));
}
catch (Exception e)
{
errorStatus = e.ToString();
Debugger.GetComponent<TextMeshPro>().text += "\n Exception: " + errorStatus;
}
#endif
#if !UNITY_EDITOR
public async Task StreamToBytes(Windows.Storage.Streams.IInputStream stream)
{
using (var reader1 = new Windows.Storage.Streams.DataReader(stream))
{
reader1.InputStreamOptions = Windows.Storage.Streams.InputStreamOptions.ReadAhead;
reader1.UnicodeEncoding = Windows.Storage.Streams.UnicodeEncoding.Utf8;
reader1.ByteOrder = Windows.Storage.Streams.ByteOrder.LittleEndian;
//InBuffer is always 256,
//even if there is more data waiting. If I put a task.delay in it will always return 25
try
{
await reader1.LoadAsync(256);
}
catch (Exception ex)
{
//..
}
while (reader1.UnconsumedBufferLength > 0)
{
var bytes1 = new byte[reader1.UnconsumedBufferLength];
reader1.ReadBytes(bytes1);
_receivedData.Reset(await HandleData(bytes1));
await reader1.LoadAsync(256);
}
reader1.DetachStream();
}
}
private async Task<bool> HandleData(byte[] data)
{
int packetLength = 0;
_receivedData.SetBytes(data);
if (_receivedData.UnreadLength() >= 4)
{
// If client's received data contains a packet
packetLength = _receivedData.ReadInt();
if (packetLength <= 0)
{
// If packet contains no data
return true; // Reset receivedData instance to allow it to be reused
}
}
while (packetLength > 0 && packetLength <= _receivedData.UnreadLength())
{
// While packet contains data AND packet data length doesn't exceed the length of the packet we're reading
byte[] packetBytes = _receivedData.ReadBytes(packetLength);
ThreadManager.ExecuteOnMainThread(() =>
{
using (Packet packet = new Packet(packetBytes))
{
int packetId = packet.ReadInt();
_packetHandlers[packetId](packet); // Call appropriate method to handle the packet
}
});
packetLength = 0; // Reset packet length
if (_receivedData.UnreadLength() >= 4)
{
// If client's received data contains another packet
packetLength = _receivedData.ReadInt();
if (packetLength <= 0)
{
// If packet contains no data
return true; // Reset receivedData instance to allow it to be reused
}
}
}
if (packetLength <= 1)
{
return true; // Reset receivedData instance to allow it to be reused
}
return false;
}
#endif

When I tried this code on HoloLens I got the exception: "System.ArgumentException: The specified AsyncResult does not correspond to any outstanding IO operation".
Please refer to BeginRead method document, In the .NET Framework 4 and earlier versions, you have to use methods such as BeginRead and EndRead to implement asynchronous I/O operations. These methods are still available in the .NET Framework 4.5 to support legacy code; however, the new async methods, such as ReadAsync, WriteAsync, CopyToAsync, and FlushAsync, help you implement asynchronous I/O operations more easily. I suppose this old api could not compatible with HoloLens device, so please try to use ReadAsync to replace like the following
byte[] bytes = await StreamToBytes(_inputStream);
public async Task<byte[]> StreamToBytes(Stream stream)
{
byte[] bytes = new byte[stream.Length];
await stream.ReadAsync(bytes, 0, bytes.Length);
stream.Seek(0, SeekOrigin.Begin);
return bytes;
}
Or follow the official's processing that use DataReader to read ReadBytes, for more code please refer streamsocket.
Update
using (var reader1 = new DataReader(_inputStream)
{
reader1.InputStreamOptions = Windows.Storage.Streams.InputStreamOptions.Partial;
reader1.UnicodeEncoding = Windows.Storage.Streams.UnicodeEncoding.Utf8;
reader1.ByteOrder = Windows.Storage.Streams.ByteOrder.LittleEndian;
await reader1.LoadAsync(256); //InBuffer is always 256,
//even if there is more data waiting. If I put a task.delay in it will always return 25
while (reader1.UnconsumedBufferLength > 0)
{
var bytes1 = new byte[reader1.UnconsumedBufferLength];
reader1.ReadBytes(bytes1);
await reader1.LoadAsync(256);
}
reader1.DetachStream();
}

I tried everything for TCP but TCP is nearly impossible for HoloLens with UWP app. So I tried UDP and it works perfectly (https://github.com/mbaytas/HoloLensUDP). I hope Microsoft put a TCP example for HoloLens 1 and 2 in near future. Thanks Nico for your help.

Related

Xamarin Forms iOS will not fully connect to Wifi Access Point that has no internet access

I have a Xamarin forms application. The application programmatically connects to a an access to point to communicate via sockets with a host machine connected to that same access point. The access point is not required to have internet access. When testing my code in iOS - I get a socket error stating that the 'Destination is unreachable'. However, if I go to settings and click on the wifi connection I want to use - I am taken to the login page for the access point. If I click cancel I get the option to 'Use without Internet'. If I select that option, then go back to my application, I am able to connect to the host. Is there a way to programmatically tell iOS to use the connecting even though it does not have internet? I looked at the Zone property but that is read only. Here is the code I am using. Any assistance would be appreciated.
public async Task<WifiConfiguredEventArgs> ConnectToWifi()
{
try
{
var tobj_WifiManager = new NEHotspotConfigurationManager();
var tobj_SSIDs = await tobj_WifiManager.GetConfiguredSsidsAsync();
if (tobj_SSIDs != null && tobj_SSIDs.Contains(App.gvm_AppSettings.WifiSSID))
{
// We are already connected -- just return
lobj_WifiConfiguredEventArgs.ConnectionStatus = FlexConnectionStatus.eAlreadyConnected;
}
else
{
var tobj_WifiConfig = new NEHotspotConfiguration(App.gvm_AppSettings.WifiSSID, App.gvm_AppSettings.WifiPassword, false);
tobj_WifiManager.ApplyConfiguration(tobj_WifiConfig, async (error) =>
{
if (error != null)
{
lobj_WifiConfiguredEventArgs.ConnectionStatus = FlexConnectionStatus.eErrorEstablishingConnection;
lobj_WifiConfiguredEventArgs.ErrorMessage = error.ToString();
}
else
{
lobj_WifiConfiguredEventArgs.ConnectionStatus = FlexConnectionStatus.eConnectionEstablished;
}
});
}
}
catch(Exception ex)
{
lobj_WifiConfiguredEventArgs.ConnectionStatus = FlexConnectionStatus.eErrorEstablishingConnection;
lobj_WifiConfiguredEventArgs.ErrorMessage = ex.Message;
lobj_WifiConfiguredEventArgs.ErrorException = ex;
App.ProcessException(ex);
}
return lobj_WifiConfiguredEventArgs;
}
}
Someone asked for the socket code so here it is. To be clear, the socket code connects and communicates fine in iOS when the access point has an internet connection. It also works fine in all the android calls.
using FCISelfCheckIn;
using FCISelfCheckIn.Resources;
using FCISharedAll.FCICommObjects;
using Newtonsoft.Json;
using System;
using System.Diagnostics;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
using static FCISharedAll.FCIEnums.FlexEnums;
namespace FCISelfCheckIn
{
// This template use base socket syntax to change Pattern. (like Send, Receive, and so on)
// Convert to Task-based Asynchronous Pattern. (TAP)
public static class AsynchronousClientSocket
{
private static bool ib_IsConnected = false;
private static Socket iobj_Client = null;
public static async Task<MasterDataObject> SendMessage(string ps_IPAddress, int pi_Port, ge_CommunicationType pe_CommicationType,
string JSONData)
{
MasterDataObject lobj_response = new MasterDataObject();
try
{
//We should already be connected by the time we get here so just continue
//However if we are not - try to connect again
if (!ib_IsConnected)
{
// Establish the remote endpoint for the socket.
IPAddress ipAddress = IPAddress.Parse(ps_IPAddress);
IPEndPoint remoteEndPoint = new IPEndPoint(ipAddress, pi_Port);
// Create a TCP/IP socket.
iobj_Client = new Socket(ipAddress.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
ib_IsConnected = await iobj_Client.ConnectAsync(remoteEndPoint).ConfigureAwait(false);
}
if (ib_IsConnected)
{
var bytesSent = await iobj_Client.SendAsync(JSONData).ConfigureAwait(false);
// Receive the response from the remote device.
var ls_MasterDataObject = await iobj_Client.ReceiveAsync(60).ConfigureAwait(false);
if (ls_MasterDataObject == null)
{
lobj_response = new MasterDataObject();
lobj_response.CommunicationType = ge_CommunicationType.e_Error;
}
else
{
//deserialize the master data object in order to return it to the client
lobj_response = App.gvm_CommunicationHelper.DeserializeMasterDataObject(ls_MasterDataObject);
iobj_Client.Shutdown(SocketShutdown.Both);
}
}
else
{
lobj_response.CommunicationType = ge_CommunicationType.e_Error;
lobj_response.JSONDataObject = JsonConvert.SerializeObject(AppResources.ServerConnectionError);
}
// Release the socket.
iobj_Client.Close();
}
catch (Exception ex)
{
App.ProcessException(ex);
}
return lobj_response;
}
private static Task<bool> ConnectAsync(this Socket client, IPEndPoint remoteEndPoint)
{
if (client == null) throw new ArgumentNullException(nameof(client));
if (remoteEndPoint == null) throw new ArgumentNullException(nameof(remoteEndPoint));
return Task.Run(() => Connect(client, remoteEndPoint));
}
private static bool Connect(this Socket client, EndPoint remoteEndPoint)
{
bool lb_ReturnValue = true;
try
{
if (client == null || remoteEndPoint == null)
{
lb_ReturnValue = false;
}
else
{
client.Connect(remoteEndPoint);
}
}
catch (System.Net.Sockets.SocketException Socketex)
{
lb_ReturnValue = false;
if (Socketex.ErrorCode != 10061 && Socketex.ErrorCode != 10065)
{
//Dont log if the host is not running.
App.ProcessException(Socketex);
}
}
catch (Exception ex)
{
App.ProcessException(ex);
lb_ReturnValue = false;
}
return lb_ReturnValue;
}
private static async Task<string> ReceiveAsync(this Socket client, int waitForFirstDelaySeconds = 10)
{
if (client == null) throw new ArgumentNullException(nameof(client));
Debug.WriteLine("Receive Message 1");
// Timeout for wait to receive and prepare data.
for (var i = 0; i < waitForFirstDelaySeconds; i++)
{
if (client.Available > 0)
break;
await Task.Delay(3000).ConfigureAwait(false);
}
// return null If data is not available.
if (client.Available < 1)
return null;
Debug.WriteLine("Receive Message 2");
// Size of receive buffer.
const int bufferSize = 1024;
var buffer = new byte[bufferSize];
// Get data
var response = new StringBuilder(bufferSize);
do
{
var size = Math.Min(bufferSize, client.Available);
await Task.Run(() => client.Receive(buffer)).ConfigureAwait(false);
var ts_CurrentSegment = Encoding.ASCII.GetString(buffer, 0, size);
if (ts_CurrentSegment.Length > 0)
{
response.Append(Encoding.ASCII.GetString(buffer, 0, size));
}
} while (!response.ToString().EndsWith(FCIEndOfFile));
// Return result.
return response.ToString().Replace(FCIEndOfFile, "");
}
private static async Task<int> SendAsync(this Socket client, string data)
{
var byteData = Encoding.ASCII.GetBytes(data);
return await SendAsync(client, byteData, 0, byteData.Length, 0).ConfigureAwait(false);
}
private static Task<int> SendAsync(this Socket client, byte[] buffer, int offset,
int size, SocketFlags socketFlags)
{
if (client == null) throw new ArgumentNullException(nameof(client));
return Task.Run(() => client.Send(buffer, offset, size, socketFlags));
}
public async static Task<bool> ForcePermissions(string ps_IPAddress, int pi_Port)
{
bool lb_ReturnValue = false;
try
{
IPAddress ipAddress = IPAddress.Parse(ps_IPAddress);
//This is only done to force the local network permissions access in iOS 14.
IPEndPoint remoteEndPoint = new IPEndPoint(ipAddress, pi_Port);
// Create a TCP/IP socket.
iobj_Client = new Socket(ipAddress.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
ib_IsConnected = await iobj_Client.ConnectAsync(remoteEndPoint).ConfigureAwait(false);
if (ib_IsConnected)
{
Debug.WriteLine("GEORGE Permissions Connected");
//client.Shutdown(SocketShutdown.Both);
//client.Close();
lb_ReturnValue = true;
}
else
{
Debug.WriteLine("George Permissions not Connected");
}
}
catch (Exception ex)
{
//Just skip if there is an exception
App.ProcessException(ex);
}
return lb_ReturnValue;
}
}
}

Playing video stream from mp4 file with moov atom at end using libvlcsharp

I want to play video replay from low-end surveillance camera. Replays are saved on the camera in .mp4 format, with moov atom at the end. It's possible to retrieve file via http request using digset authentication. Approximate size of each video file is 20 MB, but download speed is only 3 Mbps, so downloading whole file takes about 60 s. This is to long, so I want to start displaying video before whole file will be downloaded.
Web browsers handles this kind of problem by reading end of file at the begining. I want to achieve same goal using c# and libvlcsharp, so created HttpMediaInput class.
public class HttpMediaInput : MediaInput
{
private static readonly NLog.Logger logger = NLog.LogManager.GetCurrentClassLogger();
private HttpClientHandler _handler;
private HttpClient _httpClient;
private string _url;
Stream _stream = null;
public HttpMediaInput(string url, string username, string password)
{
_url = url;
_handler = new HttpClientHandler() { Credentials = new NetworkCredential(username, password) };
_httpClient = new HttpClient(_handler);
}
public override bool Open(out ulong size)
{
size = ulong.MaxValue;
try
{
_stream = _httpClient.GetStreamAsync(_url).Result;
base.CanSeek = _stream.CanSeek;
return true;
}
catch (Exception ex)
{
logger.Error(ex, $"Exception occurred during sending stream request to url: {_url}");
return false;
}
}
public unsafe override int Read(IntPtr buf, uint len)
{
try
{
byte[] buffer = new byte[len];
int bytesReaded = _stream.Read(buffer, 0, buffer.Length);
logger.Trace($"Bytes readed: {bytesReaded}");
Span<byte> byteSpan = new Span<byte>(buf.ToPointer(), buffer.Length);
buffer.CopyTo(byteSpan);
return bytesReaded;
}
catch (Exception ex)
{
logger.Error(ex, "Stream read exception");
return -1;
}
}
...
}
It works great for mp4 files that have all necessary metadata stored on the beginning, but no video is displayed in case of my camera.
Assuming that I will be able to download moov atom from mp4 using http range requests, how to provide this data to libvlc? Is it even possible?
I'm developing application using C#, WPF, dotnet framework.
VLC cannot play files from camera because http digest auth with md5 is considered to be deprecated (related issue in VLC repo).
However, I was able to resolve this problem following cube45 suggestions, I implemented range requests.
public override bool Open(out ulong size)
{
size = ulong.MaxValue;
try
{
HttpRequestMessage requestMessage = new HttpRequestMessage { RequestUri = new Uri(_url) };
requestMessage.Headers.Range = new System.Net.Http.Headers.RangeHeaderValue();
requestMessage.Method = HttpMethod.Head;
var response = _httpClient.SendAsync(requestMessage).Result;
size = (ulong)response.Content.Headers.ContentLength;
_fileSize = size;
logger.Trace($"Received content lenght | {size}");
base.CanSeek = true;
return true;
}
catch (Exception ex)
{
logger.Error(ex, $"Exception occurred during sending head request to url: {_url}");
return false;
}
}
public unsafe override int Read(IntPtr buf, uint len)
{
try
{
HttpRequestMessage requestMessage = new HttpRequestMessage { RequestUri = new Uri(_url) };
long startReadPosition = (long)_currentPosition;
long stopReadPosition = (long)_currentPosition + ((long)_numberOfBytesToReadInOneRequest - 1);
if ((ulong)stopReadPosition > _fileSize)
{
stopReadPosition = (long)_fileSize;
}
requestMessage.Headers.Range = new System.Net.Http.Headers.RangeHeaderValue(startReadPosition, stopReadPosition);
requestMessage.Method = HttpMethod.Get;
HttpResponseMessage response = _httpClient.SendAsync(requestMessage).Result;
byte[] readedBytes = response.Content.ReadAsByteArrayAsync().Result;
int readedBytesCount = readedBytes.Length;
_currentPosition += (ulong)readedBytesCount;
logger.Trace($"Bytes readed | {readedBytesCount} | startReadPosition {startReadPosition} | stopReadPosition | {stopReadPosition}");
Span<byte> byteSpan = new Span<byte>(buf.ToPointer(), (int)len);
readedBytes.CopyTo(byteSpan);
return readedBytesCount;
}
catch (Exception ex)
{
logger.Error(ex, "Media reading general exception");
return -1;
}
}
public override bool Seek(ulong offset)
{
try
{
logger.Trace($"Seeking media with offset | {offset}");
_currentPosition = offset;
return true;
}
catch (Exception ex)
{
logger.Error(ex, "MediaInput seekeing general error");
return false;
}
}
This solution seams to work, but there are two unresolved problems:
There is about 8s lag between libvlcsharp starts reading stream and video goes live (waiting time in web browser is about 2s).
Some part of video file at the end is not displayed, because the buffer is too short to hold whole file inside. Related thread

TCP Communication: How to send data from HoloLens by pressing a key and read data in a loop?

I need to establish a two-way communication like TCP between the UWP app (Hololens) as a client and Python on my PC as a server in a way that client sends the data when a key is pressed and receives the data in a while loop (when the data comes from the server).
I went through this link. This blog code is completely in accordance with what I need. The only problem is that it is written with system networking but I need to use windows networking instead.
Part of the code in Link1 of sending and reading functions:
Read stream
private void ListenForData()
{
try
{
socketConnection = new TcpClient("192.168.0.16", 5000);
Debug.Log("Connection successful");
Byte[] bytes = new Byte[1024];
while (true)
{
// Get a stream object for reading
using (NetworkStream stream = socketConnection.GetStream())
{
int length;
// Read incoming stream into byte array.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var incomingData = new byte[length];
Array.Copy(bytes, 0, incomingData, 0, length);
// Convert byte array to string message.
string serverMessage = Encoding.ASCII.GetString(incomingData);
Debug.Log("server message received as: " + serverMessage);
updateText = serverMessage;
}
}
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
Write stream:
public void SendMessage(string clientMessage)
{
if (socketConnection == null)
{
return;
}
try
{
// Get a stream object for writing.
NetworkStream stream = socketConnection.GetStream();
if (stream.CanWrite)
{
//string clientMessage = "This is a message from one of your clients.";
// Convert string message to byte array.
byte[] clientMessageAsByteArray = Encoding.ASCII.GetBytes(clientMessage);
// Write byte array to socketConnection stream.
stream.Write(clientMessageAsByteArray, 0, clientMessageAsByteArray.Length);
Debug.Log("Client sent message: " + clientMessage);
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
Other published codes do not put read and write parts in separate functions.

C# detect TCP client disconnection

I am working on TCP multithread server with C# window application form, and I am trying to detect if the machine of client is shutdown and disconnects from the server. I have read some posts and have some ideas:
How to determine if the tcp is connected or not?
Instantly detect client disconnection from server socket
But I'm not sure where to call the function IsConnected
My code is like the following:
public BindingList<Tablet> tabletList = new BindingList<Tablet>();
private Socket socket_Server = null;
private Thread myThread = null;
private Socket socket_Connect = null;
private Dictionary<string, Socket> dic = new Dictionary<string, Socket> { };
private string RemoteEndPoint;
socket_Server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPAddress ServerIP = IPAddress.Parse("192.168.2.146");
IPEndPoint point = new IPEndPoint(ServerIP, portNum);
socket_Server.Bind(point);
socket_Server.Listen(50);
myThread = new Thread(Listen_Disp);
myThread.IsBackground = true;
myThread.Start();
Console.WriteLine("Server start");
private void Listen_Disp()
{
try
{
while (true)
{
//This is not working
for (int i = 0; i < tabletList.Count; i++)
{
if (!SocketConnected(dic[tabletList[i].ip]))
{
Console.WriteLine(RemoteEndPoint + "disconnected");
}
}
try
{
socket_Connect = socket_Server.Accept();
RemoteEndPoint = socket_Connect.RemoteEndPoint.ToString();
Console.WriteLine(RemoteEndPoint + " is connected");
dic.Add(RemoteEndPoint, socket_Connect);
Tablet newTablet = new Tablet();
newTablet.ip = RemoteEndPoint;
newTablet.status = "Online";
tabletList.Add(newTablet);
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
Console.WriteLine("end of while");
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
static class SocketExtensions
{
public static bool IsConnected(this Socket socket)
{
try
{
return !(socket.Poll(1, SelectMode.SelectRead) && socket.Available == 0);
}
catch (SocketException) { return false; }
}
}
Thanks for help.
There's a lot of misinformation on that subject, and some of it is present in the questions you linked. The only reliable way to detect a TCP disconnection is to try to write to the connection. A read timeout can also indicate a dropped connection, but it may mean a lot of other things too, such as a stuck server. An EOS condition when reading indicates a graceful disconnect. The IsConnected() method and friends only give you a history of what you have done to this socket: they don't give you the current state of the connection. They can't, because, absent a pending write request, there is no state to
know. TCP doesn't maintain anything akin to a dial tone.

Response not sending from Tcp Listener

I created a simple TCP Listener to handle HL7 messages, I am receiving the messages correctly, and attempting to send an ACK message back. The server on the other end doesn't seem to be getting the responses though, do you see anything wrong with this set up?
I realize it needs refactored a little, right now I'm just trying to establish the connection.
class Server
{
private TcpListener tcpListener;
private Thread listenThread;
public Server()
{
this.tcpListener = new TcpListener(IPAddress.Parse("hidden"), 55555);
this.listenThread = new Thread(new ThreadStart(ListenForClients));
this.listenThread.Start();
}
private void ListenForClients()
{
this.tcpListener.Start();
while (true)
{
TcpClient client = this.tcpListener.AcceptTcpClient();
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
{
bytesRead = clientStream.Read(message, 0, 4096);
}
catch
{
break;
}
if (bytesRead == 0)
{
break;
}
ASCIIEncoding encoder = new ASCIIEncoding();
string result = encoder.GetString(message, 0, bytesRead);
string[] Lines = result.Split('\n');
string id = "";
foreach (string line in Lines)
{
string[] values = line.Split('|');
if (values[0].Contains("MSH"))
{
id = values[9];
byte[] buffer = encoder.GetBytes("\\vMSH|^~\\&|Rhapsody|JCL|EpicADT|JCL-EPIC-TEST|||ACK|A" + id + "|P|2.4|\\nMSA|AA|" + id + "|");
Console.WriteLine("MSH|^~\\&|Rhapsody|Test|EpicADT|TEST|||ACK|A" + id + "|P|2.4|\\nMSA|AA|" + id + "|");
clientStream.Write(buffer, 0, buffer.Length);
clientStream.Flush();
}
}
}
tcpClient.Close();
}
}
I do not see MLLP implemented while you are reading the message and writing response on socket.
Generally MLLP is necessary and most of the applications verify the MLLP block. Without MLLP, client just skip your data being written on socket.
Apparently, your application do not have any issue without MLLP. This answer is not valid if Client does not implement MLLP.
I have explained this in more details in my other answer.

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