TCP proxy program with c sharp - tcp

This is TCP proxy with c#, I want multi clients to my proxy (as below code), and then to server just use one TCP connection (because the server is old PLC device, it's just support one connection).
My problem is how to use single TCP connection from proxy to server.
My English is poor, thanks very much for help.
class Program
{
// proxy listenning
static TcpListener listener = new TcpListener(IPAddress.Any, 9600);
const int BUFFER_SIZE = 4096;
static void Main(string[] args)
{
listener.Start();
// Accept clients.
while (true)
{
var client = listener.AcceptTcpClient();
var clientStream = client.GetStream();
//problem was here: how to use just single connection
TcpClient server = new TcpClient("10.110.59.1", 9600);
var serverStream = server.GetStream();
new Task(() => {
new Task(() => {
byte[] message = new byte[BUFFER_SIZE];
int clientBytes;
while (true)
{
clientBytes = clientStream.Read(message, 0, BUFFER_SIZE);
serverStream.Write(message, 0, clientBytes);
}).Start();
new Task(() => {
byte[] message = new byte[BUFFER_SIZE];
int serverBytes;
while (true)
{
serverBytes = serverStream.Read(message, 0, BUFFER_SIZE);
clientStream.Write(message, 0, serverBytes);
}
client.Close();
}).Start();
}).Start();
}
}//end main
}//end class

Related

ReadAsync blocks only once (one read) then it won't block again in loop

I'm new with async sockets, I'm writing a server that receives data from many clients and needs to reply, when I start my Listener Task it will block on the ReadAsync line and wait for a packet to be received but then after it loops it will not block again to wait for another packet and does not receive any more data, I don't think I should restart the TcpListener with every packet, I cannot figure out what I'm missing.
private static async Task StartListener(int port)
{
var tcpListener = TcpListener.Create(port);
TcpClient tcpClient;
byte[] dataIn = new Byte[128];
byte[] dataOut = new Byte[128];
tcpListener.Start();
Console.WriteLine("Waiting for clients...");
tcpClient = await tcpListener.AcceptTcpClientAsync();
Console.WriteLine("A Client has connected");
var networkStream = tcpClient.GetStream();
int read = 0;
for (; ; )
{
try
{
read = await networkStream.ReadAsync(dataIn, 0, 128);
dataOut = Encoding.ASCII.GetBytes("$value=0");
await networkStream.WriteAsync(dataOut, 0, 8);
}
catch (Exception e)
{
Console.WriteLine("Exception!");
break;
}
}

Udp connection clients don't receive messages outside of local network even though ports are forwarded

Ok so I built a semi-simple multiplayer game that connects through UDP. However I can't get it to fully connect outside my local network. Now! I have seen this question asked and answered many times so here is where it differs from similar questions:
I have already port forwarded the correct ports.
That's right! I am a Minecraft veteran so the one thing I do know how to do is forward ports. ;)
Now, this works fine on my local network. It works if I run two instances on the same machine of course. But it also works if I use a different computer connecting to the LAN IP or if I use a different computer connecting to my routers public address. The connection only seems to fail if the messages are originating from outside the network they are being hosted on.
The host receives incoming messages from clients, but clients do not receive messages from host. And it doesn't mater who is the host and who is the client. So I had my friend try connecting to my game from his house and had a break point on the function that receives the messages. Sure enough I see the expected message come into the host, and then the host sends out the acknowledgement message, but his client never received it. Similarly, if my friend hosts and I try to connect, his host sees the message and sends the acknowledgment but my client never receives it. So at this point we both have the port forwarded but only the host ever receives anything.
So.... Anyone have any idea what I might be doing wrong? Or what Cthulhu of the internet I need to kill?
My Code Below:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
public enum MessageType
{
None = 0,
Connect = 1,
Command = 2,
EntityUpdate = 3,
Response = 4,
}
[System.Serializable]
public class Message
{
public MessageType _MessageType = MessageType.None;
public object Data = null;
public Guid Origin = Guid.Empty;
public Guid MessageID;
public Message(object data, MessageType type, Guid origin)
{
if (type == MessageType.None || data == null)
{
throw new Exception("Invalid Message!");
}
Data = data;
_MessageType = type;
Origin = origin;
MessageID = Guid.NewGuid();
}
}
public static class NetLayer
{
private const int FRAMES_BETWEEN_SENDS = 2;
private const int NUM_RETRIES = 10;
private const int FAMES_BEFORE_RETRY_ENTITY = 120;
private const int FAMES_BEFORE_RETRY_CLIENT = 30;
private const int BUFF_SIZE = 8 * 2048;
private const int DEFAULT_PORT = 27015;
private const string DEFAULT_ADDRESS = "localhost";
private const int MAX_BYTES = 1100;
private const int MAX_BYTES_PER_PACKET = 1100 - (322 + 14); //281 is number of existing bytes in empty serilized packet //14 is... I dunno. the overhead for having the byte aray populated I assume
private static Socket mSocket = null;
private static List<EndPoint> mClients = null;
private static Dictionary<EndPoint, PlayerData> mUnconfirmedClients = null;
private static string mServerAdress = DEFAULT_ADDRESS;
private static int mPort = DEFAULT_PORT;
public static bool IsServer { get { return mClients != null; } }
public static bool IsConnected = false;
public static bool Initiated { get { return mSocket != null; } }
private static Dictionary<Guid, Packet> mUnconfirmedPackets = null;
private static Queue<Packet> ResendQueue = new Queue<Packet>();
private static EndPoint mCurrentPacketEndpoint;
private static Guid mCurrentMessageID;
private static byte[] mDataToSend;
private static int mCurrentDataIndex = 0;
private static int mCurrentPacketIndex = 0;
private static int mTotalPacketsToSend = 0;
private static Queue<Packet> ResponseQueue = new Queue<Packet>();
private static Dictionary<Guid, Dictionary<int, Packet>> IncomingPacketGroups = new Dictionary<Guid, Dictionary<int, Packet>>();
private static Queue<QueueuedMessage> MessageQueue = new Queue<QueueuedMessage>();
public static int QueueCount { get { return MessageQueue.Count; } }
private static int mCurrentFramesToRetryClient;
private static int mCurrentFramesToRetryEntity;
private static int mLastSendFrame = 0;
[System.Serializable]
public class Packet
{
public byte[] Data;
public Guid MessageID;
public Guid PacketID;
public int PacketNumber;
public int NumPacketsInGroup;
public int NumBytesInGroup;
public bool RequireResponse;
[System.NonSerialized]
public int retries; //We don't need to send this data, just record it locally
[System.NonSerialized]
public EndPoint Destination; //We don't need to send this data, just record it locally
public Packet(byte[] data, Guid messageID, int packetNumber, int numPacketsinGroup, int numBytesInGroup, EndPoint destination, bool requireResponse)
{
Data = data;
if(data.Length > MAX_BYTES_PER_PACKET)
{
Debug.LogError("Creating a packet with a data size of " + data.Length + " which is greater then max data size of " + MAX_BYTES_PER_PACKET);
}
MessageID = messageID;
PacketID = Guid.NewGuid();
PacketNumber = packetNumber;
NumPacketsInGroup = numPacketsinGroup;
NumBytesInGroup = numBytesInGroup;
retries = 0;
Destination = destination;
RequireResponse = requireResponse;
}
}
private class QueueuedMessage
{
public Message m;
public EndPoint e;
public QueueuedMessage(Message message, EndPoint endpoint)
{
m = message;
e = endpoint;
}
}
[System.Serializable]
private class PacketResponse
{
public Guid MessageIDToConfirm;
public PacketResponse(Guid newGuid)
{
MessageIDToConfirm = newGuid;
}
}
public static void InitAsServer(string address, int port)
{
Reset();
mClients = new List<EndPoint>();
mUnconfirmedClients = new Dictionary<EndPoint, PlayerData>();
mSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
mSocket.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.ReuseAddress, true);
mSocket.Blocking = false;
mSocket.SendBufferSize = BUFF_SIZE;
mSocket.ReceiveBufferSize = BUFF_SIZE;
mSocket.Bind(new IPEndPoint(IPAddress.Parse(address), port));
mPort = port;
IsConnected = true;
mUnconfirmedPackets = new Dictionary<Guid, Packet>();
Packet newPacket = new Packet(new byte[MAX_BYTES_PER_PACKET], Guid.NewGuid(), 1, 15, MAX_BYTES_PER_PACKET, null, true);
byte[] serilized = Util.Serialize(newPacket);
Debug.Log("Total Packet Size = " + serilized.Length);
}
public static void InitAsClient(string address, int port)
{
Reset();
mSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
mSocket.Blocking = false;
mSocket.SendBufferSize = BUFF_SIZE;
mSocket.ReceiveBufferSize = BUFF_SIZE;
mSocket.Bind(new IPEndPoint(IPAddress.Parse(GetLocalIPAddress()), port));
mServerAdress = address;
mPort = port;
mUnconfirmedPackets = new Dictionary<Guid, Packet>();
}
public static void NetTick()
{
if (Initiated)
{
//Keep retrying connection messages untill we get a response from the player, in case they miss our first message
if(IsServer)
{
mCurrentFramesToRetryClient++;
if (mCurrentFramesToRetryClient >= FAMES_BEFORE_RETRY_CLIENT)
{
mCurrentFramesToRetryClient = 0;
foreach (EndPoint ep in mUnconfirmedClients.Keys)
{
Debug.Log("Pinging client again: " + ep);
SendConnectionConfirmationToClient(ep, mUnconfirmedClients[ep]); //TODO Add timeout. Should stop pinging after 10 attempts
}
}
}
//Retry messages untill we get a responce or give up
mCurrentFramesToRetryEntity++;
if (mCurrentFramesToRetryEntity >= FAMES_BEFORE_RETRY_ENTITY)
{
List<Guid> deadMessages = new List<Guid>();
List<Guid> resendMessages = new List<Guid>();
mCurrentFramesToRetryEntity = 0;
foreach (Guid messageID in mUnconfirmedPackets.Keys)
{
Packet packet = mUnconfirmedPackets[messageID];
packet.retries++;
if (packet.retries > NUM_RETRIES)
{
Debug.LogError("Failed to send Packet " + messageID);
deadMessages.Add(messageID);
}
else
{
resendMessages.Add(messageID);
}
}
//Resend everything we have selected to resend
for (int i = 0; i < resendMessages.Count; i++)
{
Packet packet = mUnconfirmedPackets[resendMessages[i]];
ResendQueue.Enqueue(packet);
}
//Give up on messages that have been marked dead
for (int i = 0; i < deadMessages.Count; i++)
{
mUnconfirmedPackets.Remove(deadMessages[i]);
}
}
if (Time.frameCount - mLastSendFrame >= FRAMES_BETWEEN_SENDS)
{
if (ResponseQueue.Count > 0) //Send responses first
{
Packet p = ResponseQueue.Dequeue();
SendImmediate(p, p.Destination, false);
}
else if (ResendQueue.Count > 0) //Then resends
{
Packet p = ResendQueue.Dequeue();
SendImmediate(p, p.Destination, false);
}
else //Then normal messages
{
StreamSend();
}
mLastSendFrame = Time.frameCount;
}
}
}
public static string GetLocalIPAddress()
{
var host = Dns.GetHostEntry(Dns.GetHostName());
foreach (var ip in host.AddressList)
{
if (ip.AddressFamily == AddressFamily.InterNetwork)
{
return ip.ToString();
}
}
return null;
}
public static void Reset()
{
if(mSocket != null)
{
mSocket.Close();
}
mSocket = null;
mClients = null;
mServerAdress = DEFAULT_ADDRESS;
mPort = DEFAULT_PORT;
IsConnected = false;
}
public static void Send(Message newMessage, EndPoint endpoint = null)
{
if (IsServer)
{
if (endpoint != null)
{
SendToQueue(new QueueuedMessage(newMessage, endpoint));
}
else
{
for (int i = 0; i < mClients.Count; i++)
{
SendToQueue(new QueueuedMessage(newMessage, mClients[i]));
}
}
}
else
{
SendToQueue(new QueueuedMessage(newMessage, new IPEndPoint(IPAddress.Parse(mServerAdress), mPort)));
}
}
private static void SendToQueue(QueueuedMessage newPacket)
{
MessageQueue.Enqueue(newPacket);
}
private static void StreamSend()
{
if(mDataToSend != null)
{
//Get number of bytes to send in this packet
int bytesToSend = Mathf.Min(mDataToSend.Length - mCurrentDataIndex, MAX_BYTES_PER_PACKET);
//Populate packet byte array
byte[] data = new byte[bytesToSend];
for(int i = 0; i < bytesToSend; i++)
{
data[i] = mDataToSend[mCurrentDataIndex + i];
}
//Increment index by the nubmer of bytes sent
mCurrentDataIndex += bytesToSend;
//Create and send packet
Packet newPacket = new Packet(data, mCurrentMessageID, mCurrentPacketIndex, mTotalPacketsToSend, mDataToSend.Length, mCurrentPacketEndpoint, true);
SendImmediate(newPacket, mCurrentPacketEndpoint, true);
//Increment packet index
mCurrentPacketIndex++;
if(mCurrentDataIndex >= mDataToSend.Length)
{
//We have finished sending. Clear data array
mDataToSend = null;
}
}
else if(MessageQueue.Count > 0)
{
//Prepare the next group for packing
QueueuedMessage queueuedMessage = MessageQueue.Dequeue();
mCurrentMessageID = queueuedMessage.m.MessageID;
mCurrentPacketEndpoint = queueuedMessage.e;
mDataToSend = Util.Serialize(queueuedMessage.m);
mCurrentDataIndex = 0;
mCurrentPacketIndex = 1;
mTotalPacketsToSend = Mathf.CeilToInt((float)mDataToSend.Length / (float)MAX_BYTES_PER_PACKET);
}
}
public static void SendImmediate(Packet packet, EndPoint endpoint, bool verify)
{
byte[] data = Util.Serialize(packet);
if(data.Length > MAX_BYTES)
{
Debug.LogError("Attempting to send packet with " + data.Length + " bytes. This will most likely fail! Please ensure all packets are limited to " + MAX_BYTES + " bytes or less!");
}
mSocket.SendTo(data, endpoint);
//Don't assume the packet is late untill we have actually sent it.
//The old way of verifying. Instead things sending imediate that don't want to be veiried should set verify to false if (newMessage._MessageType != MessageType.Response && newMessage._MessageType != MessageType.Connect && !mUnconfirmedPackets.ContainsKey(newMessage.MessageID))
if (verify)
{
mUnconfirmedPackets.Add(packet.PacketID, packet);
}
}
public static void SendConnectionMessage(PlayerData playerData)
{
Message message = new Message(playerData, MessageType.Connect, playerData.ID);
Send(message);
}
public static void SendCommand(Command command, EndPoint ep = null)
{
Message message = new Message(command, MessageType.Command, GameManager.LocalPlayer.PlayerID);
Send(message, ep);
}
public static void SendEntityUpdate(EntityData entityData, EndPoint ep = null)
{
Message message = new Message(entityData, MessageType.EntityUpdate, GameManager.LocalPlayer.PlayerID);
Send(message, ep);
}
public static void Receive()
{
if (Initiated && mSocket.Available > 0)
{
byte[] bytes = new byte[BUFF_SIZE];
EndPoint epFrom = new IPEndPoint(IPAddress.Any, 0); //TODO Do something here to stop reciving messages from dead clients...
mSocket.ReceiveFrom(bytes, ref epFrom);
Reassemble(bytes, epFrom);
}
}
public static void Reassemble(byte[] bytes, EndPoint epFrom)
{
Packet receivedPacket = Util.Deserilize(bytes) as Packet;
//Create new packet group if one does not already exist
if(!IncomingPacketGroups.ContainsKey(receivedPacket.MessageID))
{
IncomingPacketGroups.Add(receivedPacket.MessageID, new Dictionary<int, Packet>());
}
Dictionary<int, Packet> currentPacketGroup = IncomingPacketGroups[receivedPacket.MessageID];
currentPacketGroup[receivedPacket.PacketNumber] = receivedPacket;
if(currentPacketGroup.Count == receivedPacket.NumPacketsInGroup)
{
byte[] completedData = new byte[receivedPacket.NumBytesInGroup];
int index = 0;
for(int i = 0; i < receivedPacket.NumPacketsInGroup; i++)
{
Packet currentPacket = currentPacketGroup[i + 1];
for(int j = 0; j < currentPacket.Data.Length; j++)
{
completedData[index] = currentPacket.Data[j];
index++;
}
}
//Clean up the packet group now that it is compleated
IncomingPacketGroups.Remove(receivedPacket.MessageID);
//Call this once we have re-assembled a whole message
Message receivedMessage = Util.Deserilize(completedData) as Message;
ReceiveCompleateMessage(receivedMessage, epFrom);
}
//Make sure to call back to sender to let them know we got this packet
if(receivedPacket.RequireResponse)
{
SendMessageResponse(receivedPacket.PacketID, epFrom);
}
}
private static void ReceiveCompleateMessage(Message receivedMessage, EndPoint epFrom)
{
if (receivedMessage.Origin == GameManager.LocalPlayer.PlayerID)
{
//Reject messages we sent ourselves. Prevent return from sender bug.
return;
}
//TODO Consider adding a check that adds the endpoing into the connections even if we don't have a connecton message because players can sometimes re-connect.
//TODO or maybe reject messages from unknown clients becasue we shouldn't trust them
switch (receivedMessage._MessageType)
{
case MessageType.None:
Debug.LogError("Recived message type of None!");
break;
case MessageType.EntityUpdate:
GameManager.ProcessEntityUpdate(receivedMessage);
break;
case MessageType.Command:
GameManager.ProcessCommand(receivedMessage);
break;
case MessageType.Response:
ProcessResponse(receivedMessage);
break;
case MessageType.Connect:
ProcessConnection(receivedMessage, epFrom);
break;
}
//If this is the server reciving a messgae, and that message was not sent by us
if (IsServer && receivedMessage._MessageType != MessageType.Connect && receivedMessage._MessageType != MessageType.Response && receivedMessage.Origin != GameManager.LocalPlayer.PlayerID)
{
//Mirror the message to all connected clients
Send(receivedMessage);
}
}
public static void ProcessConnection(Message receivedMessage, EndPoint epFrom)
{
//This is the only time where we should process the data directly in net layer since we need the endpoint data
if (IsServer)
{
if (!mClients.Contains(epFrom))
{
if (epFrom != null)
{
mClients.Add(epFrom);
Debug.Log("Client attempting to join: " + epFrom.ToString()); //TODO becasue we are binding socket this won't work locally anymore but see if it at least works globally before trying to fix
//Get new player from recived data
PlayerData newPlayer = receivedMessage.Data as PlayerData;
newPlayer.Team = GameManager.GetNewTeam();
newPlayer.HostHasResponded = true;
if (!mUnconfirmedClients.ContainsKey(epFrom))
{
mUnconfirmedClients.Add(epFrom, newPlayer);
}
SendConnectionConfirmationToClient(epFrom, newPlayer);
}
else
{
Debug.LogError("Got connection message from null!");
}
}
else
{
if (mUnconfirmedClients.ContainsKey(epFrom))
{
PlayerData newPlayerData = receivedMessage.Data as PlayerData;
if (newPlayerData.HostHasResponded)
{
mUnconfirmedClients.Remove(epFrom);
if (epFrom != null)
{
Debug.Log("Client Confirmed, sending update: " + epFrom.ToString());
//Sent all known entitys to the new client so it's up to date
foreach (Guid key in GameManager.Entities.Keys)
{
SendEntityUpdate(GameManager.Entities[key].GetEntityData(), epFrom);
}
}
}
else
{
Debug.LogWarning("We sent client an confirmation but it is still sending us initial connection messages: " + epFrom.ToString());
}
}
else
{
Debug.LogWarning("Client Already connected but still sent connnection message: " + epFrom.ToString());
}
}
}
else
{
ReciveConnectionConfirmationFromHost(receivedMessage, epFrom);
}
}
public static void ProcessResponse(Message message)
{
PacketResponse response = (PacketResponse)message.Data;
mUnconfirmedPackets.Remove(response.MessageIDToConfirm);
}
public static void SendConnectionConfirmationToClient(EndPoint epFrom, PlayerData newPlayer)
{
//endpoint can be null if this is the server connecting to itself
if (epFrom != null)
{
//Tell client we have accepted its connection, and send back the player data with the updated team info
Message message = new Message(newPlayer, MessageType.Connect, GameManager.LocalPlayer.PlayerID);
//Send(message, epFrom);
byte[] data = Util.Serialize(message);
Packet newPacket = new Packet(data, message.MessageID, 1, 1, data.Length, epFrom, false);
ResponseQueue.Enqueue(newPacket);
}
}
public static void ReciveConnectionConfirmationFromHost(Message receivedMessage, EndPoint epFrom)
{
//Clear the loading win we had active
GameObject.Destroy(GameManager.LoadingWin);
PlayerData newPlayer = receivedMessage.Data as PlayerData;
GameManager.LocalPlayer.SetPlayerData(newPlayer);
IsConnected = true;
PingBack(epFrom);
}
public static void PingBack(EndPoint ep)
{
PlayerData localPlayer = GameManager.LocalPlayer.GetPlayerData();
Message message = new Message(localPlayer, MessageType.Connect, localPlayer.ID);
byte[] data = Util.Serialize(message);
Packet newPacket = new Packet(data, message.MessageID, 1, 1, data.Length, ep, false);
ResponseQueue.Enqueue(newPacket);
}
private static void SendMessageResponse(Guid packetIDToConfirm, EndPoint epFrom)
{
PacketResponse messageIDtoConfirm = new PacketResponse(packetIDToConfirm);
Message message = new Message(messageIDtoConfirm, MessageType.Response, GameManager.LocalPlayer.PlayerID);
byte[] data = Util.Serialize(message);
Packet newPacket = new Packet(data, message.MessageID, 1, 1, data.Length, epFrom, false);
ResponseQueue.Enqueue(newPacket);
}
}
[Edit]
So I continued to do research and refine my code. (code above has been updated to current version). One thing I was definitely doing wrong before was blowing up the MTU because I didn't realize the external limit was much smaller than the internal limit. Still getting the same problem though. Server can see the client message, uses the incoming endpoint to send a connection message back, and client never gets it. Currently the server will attempt to resend the connection confirmation indefinitely until the client responds back which never happens because none of the server responses ever reach the client.
My understanding of a UDP punch through is that both machines must first connect to a known external server. That external server then gives each incoming connection the others IP and port, allowing them to talk to each other directly. However, since I am manually feeding the client the IP and port of the game server, I shouldn't need an external server to do that handshake.
Client doesn't need to connect to an external server first to get the game server IP and port because I manual type in the IP and port of the game server and the game server network has the port already forwarded, so the servers address IS already known. I know for a fact that the client message is reaching the game server because server logs the incoming connection.
The game server gets the IP and port of the client from the incoming message, which is exactly what would be handed to it by the external server by the handshake. I have double checked the IP the server receives from the connection and it matches the external IP address of the client. I also verified that both machines firewalls are allowing the program through.
I would deeply appreciate some more help on figuring out why server is failing to deliver a message back to the client. Explanations or links to useful documents or research please. Telling me to do more research or look online for the answers isn't helpful. I am already doing that. The point of a questions and answers is to get help from people who already know the answers.
The problem is that there exists NAT between LAN and WLAN. You cannot just work through it so simple.

Soup.Websocket on Vala

I wrote a client and server for tests. Client:
static Soup.WebsocketConnection websocket;
int main (string[] args)
{
var ws_session = new Soup.Session();
var ws_message = new Soup.Message("GET", "http://127.0.0.1:8088/");
string[] protocols = {"chat"};
var ws_loop = new MainLoop();
ws_session.websocket_connect_async.begin(ws_message, "localhost", protocols, null, (obj, res) => {
websocket = ws_session.websocket_connect_async.end(res);
websocket.message.connect(rec_message);
});
ws_loop.run();
stdout.printf("Program end. Press ENTER"); // the program does not reach this point
stdin.read_line();
websocket.close(0, null);
return 0;
}
void rec_message(int type, Bytes message){
stdout.printf("WebSock receive:\n");
stdout.printf("%s\n".printf((string)message.get_data()));
websocket.send_text("test_message2"); // client does not send message
}
And server:
public class WSServer : Soup.Server {
private int access_counter = 0;
public WSServer(){
assert (this != null);
string[] protocols = {"chat"};
this.add_websocket_handler(null,"localhost", protocols, get_ws);
}
void get_ws(Soup.Server server, Soup.WebsocketConnection connection, string path, Soup.ClientContext client){
connection.message.connect(ws_message);
string host = client.get_host();
info (#"Client connected! Host: $host");
string msg = """test_message1""";
info (#"Sending to client message: $msg");
connection.send_text(msg);
}
void ws_message(int id, Bytes msg){
string message = (string)msg.get_data();
info(#"Message received! ID: $id Message:\n$message\n");
}
}
int main (string[] args)
{
try {
int port = 8088;
MainLoop loop = new MainLoop ();
WSServer server = new WSServer ();
server.listen_local (port, 0);
loop.run ();
} catch (Error e) {
error ("Error: %s\n", e.message);
}
stdout.printf("Programm end. Press ENTER");
stdin.read_line ();
return 0;
}
After starting the server and client, the connection and exchange of the first message occurs test_message1 after which the server closes the connection and no longer receives messages. The client attempts to send a message test_message2 and then closes the connection with the code and the error message: WS Error 44: Error receiving data: Connection reset by peer
In general, the solutions to my questions are as follows:
The first problem was solved by removing ws_loop.quit();:
var ws_loop = new MainLoop();
ws_session.websocket_connect_async.begin(ws_message, "localhost", protocols, null, (obj, res) => {
websocket = ws_session.websocket_connect_async.end(res);
websocket.message.connect(rec_message);
//ws_loop.quit(); // this error
});
ws_loop.run();
The connection is closed by the server since the instance WebsocketConnection is destroyed when exiting the function void get_ws(Soup.Server server, Soup.WebsocketConnection connection, string path, Soup.ClientContext client)

SocketServer application, Client App won't start

I am trying to wrap my server and client console apps in a class so I can initialize it. When I try to code in the Client side in AppStart it won't let me call the StartClient method. It works just fine for my server, but not the client.
Here is the server class:
namespace Server
{
public class RunServer
{
// State object for reading client data asynchronously
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousSocketListener
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener()
{
}
public static void StartListening()
{
// Data buffer for incoming data.
byte[] bytes = new Byte[1024];
// Establish the local endpoint for the socket.
// The DNS name of the computer
// running the listener is "host.contoso.com".
IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
Socket listener = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and listen for incoming connections.
try
{
listener.Bind(localEndPoint);
listener.Listen(100);
while (true)
{
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener);
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
public static void AcceptCallback(IAsyncResult ar)
{
// Signal the main thread to continue.
allDone.Set();
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Create the state object.
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar)
{
String content = String.Empty;
// Retrieve the state object and the handler socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(
state.buffer, 0, bytesRead));
// Check for end-of-file tag. If it is not there, read
// more data.
content = state.sb.ToString();
if (content.IndexOf("<EOF>") > -1)
{
// All the data has been read from the
// client. Display it on the console.
Console.WriteLine("Read {0} bytes from socket. \n Data : {1}",
content.Length, content);
Random rand = new Random();
content = rand.ToString();
// Echo the data back to the client.
Send(handler, content);
}
else {
// Not all data received. Get more.
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
}
}
private static void Send(Socket handler, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
handler.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket handler = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = handler.EndSend(ar);
Console.WriteLine("Sent {0} bytes to client.", bytesSent);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartListening();
return 0;
}
}
}
}
And here is the program that initializes it:
namespace AppStart
{
class Program
{
static void Main(string[] args)
{
Server.RunServer.AsynchronousSocketListener.StartListening();
Client.RunClient.AsynchronousClient. //Won't let me call StartClient method
}
}
}
Here is the Client side:
namespace Client
{
public class RunClient
{
// State object for receiving data from remote device.
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient
{
// The port number for the remote device.
private const int port = 11000;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
private static void StartClient()
{
// Connect to a remote device.
try
{
// Establish the remote endpoint for the socket.
IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
Socket client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(localEndPoint,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
Send(client, "This is a test<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
// Release the socket.
//client.Shutdown(SocketShutdown.Both);
//client.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else {
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartClient();
return 0;
}
}
}
}

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.

Resources