I’ve developing (or trying to, anyway) a program that uses Asynchronous Socket to, supposedly, pass strings to and fro the server and client, at any time.
This program requires no more than one client be connected to a server. I tried Socket Programming, but I found out it blocks the program until either one receives something.
Since I have only a basic understanding of Asynchronous socket programming, I just went for the simplest one I could find, or at least, the simplest one I could understand.
Here’s my code for the Server:
public Socket g_server_conn;
public byte[] g_bmsg;
public bool check = false;
private void net_As_Accept(IAsyncResult iar)
{
Socket server_conn = (Socket)iar.AsyncState;
g_server_conn = server_conn.EndAccept(iar);
g_bmsg = new byte[1024];
check = true;
g_server_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(net_As_Receive), g_server_conn);
}
private void net_As_Send(IAsyncResult iar)
{
Socket server_conn = (Socket)iar.AsyncState;
server_conn.EndSend(iar);
}
private void net_As_Receive(IAsyncResult iar)
{
try
{
Socket server_conn = (Socket)iar.AsyncState;
server_conn.EndReceive(iar);
if (g_bmsg.Length != 0)
{
net_Data_Receive(Encoding.ASCII.GetString(g_bmsg, 0, g_bmsg.Length));
check = false;
}
}
catch (Exception ex)
{
MessageBox.Show(ex.ToString(), "GG");
}
}
public void net_Data_Send(string msg2snd) // Function for sending through socket
{
MessageBox.Show(msg2snd);
byte[] byData = System.Text.Encoding.ASCII.GetBytes(msg2snd);
g_server_conn.BeginSend(byData, 0, byData.Length, SocketFlags.None, new AsyncCallback(net_As_Send), g_server_conn);
g_server_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(net_As_Receive), g_server_conn);
}
private void net_Data_Receive(string txt)
{
if (lblBuffer.InvokeRequired)
lblBuffer.Invoke(new MethodInvoker(delegate { net_Data_Receive(txt); }));
else
lblBuffer.Text = txt;
if (txt.StartsWith("&"))
{
// Do something
}
}
And here’s my code for the Client:
private void net_As_Connect(IAsyncResult iar)
{
try
{
Socket client_conn = (Socket)iar.AsyncState;
client_conn.EndConnect(iar);
g_bmsg = new byte[1024];
check = true;
string toSendData = "&" + net_Name;
net_Data_Send(toSendData);
g_client_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(net_As_Receive), g_client_conn);
}
catch (Exception ex)
{
MessageBox.Show(ex.ToString(), "GG");
}
}
private void net_As_Send(IAsyncResult iar)
{
Socket client_conn = (Socket)iar.AsyncState;
client_conn.EndSend(iar);
}
private void net_As_Receive(IAsyncResult iar)
{
if (g_bmsg.Length != 0)
{
net_Data_Receive(Encoding.ASCII.GetString(g_bmsg, 0, g_bmsg.Length));
check = false;
}
}
public void net_Data_Send(string msg2snd)
{
byte[] byData = System.Text.Encoding.ASCII.GetBytes(msg2snd);
g_client_conn.BeginSend(byData, 0, byData.Length, SocketFlags.None, new AsyncCallback(net_As_Send), g_client_conn);
g_client_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(net_As_Receive), g_client_conn);
}
private void net_Data_Receive(string txt)
{
if (lblBuffer.InvokeRequired)
lblBuffer.Invoke(new MethodInvoker(delegate { net_Data_Receive(txt); }));
else
lblBuffer.Text = txt;
if (txt.StartsWith("&"))
{
// Do Something
}
else if (txt.StartsWith("$"))
{
// Do something Else
}
}
Now, the Client can connect to the Server fine. The Client can even send in a string containing the user’s name to the Server, which will then be displayed on the Server. The Server then sends out the name of its user to the Client, which the client receives and displays. Whatever is sent is stored in a Label (lblBuffer)
But afterwards, say I have the following code:
private void btnSendData_Click(object sender, EventArgs e)
{
string posMov = "Stuff to send";
net_Data_Send(posMov);
}
The Client receives nothing. Putting a Message Box in net_Data_Send(msg2snd) function reveals that the server does in fact send out the message. In fact, putting in the Message Box in that function makes it work (the Client receives it), for reasons I don’t know. Since I haven’t tried sending a message from the Client to the Server (other than the name when the Client Connects), I assume the Client will have the same problem sending to the Server.
Also, when it does send the second message (by putting a Message Box in the net_Data_Send function), only parts of the Label (lblBuffer) are overwritten. So if I my name is “Anon E. Moose”, and the Server sends that when the Client connects, and I try to send out, say, “0.0” (via button press) the Label on the Client would then read “0.0n E. Moose”.
What did I do wrong? Can I have some help on this, please?
Perhaps I have a problem with net_Data_Receive and net_Data_Send?
I think you need to call BeginReceive on your client again, it looks like you are only calling it once, so after it has received the server name, it isn’t listening for any more data from the server
also, as I mentioned in my comment, use the bytesRead value to work out how much of the buffer you need to use.
You will need to work out if the data you have received from the socket is the full amount, or if you need to read more data to make up the current message from the other side.