Ok, I studied a bit on asynchronous TCP network connection. I tried making one but failed. What I want to do is make sure the server or client is always ready to receive a chat and is able to send a chat any time. I do not want them to be on alternate mode.
e.g. Server Send while client waits to receive thus client can’t send at that time.
I do not want that!
Did this on Windows Application. Once I connected, the system resource just shot to 100% =/
Server Code
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Net;
using System.Net.Sockets;
namespace AsyncServerChat
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private Socket g_server_conn;
private byte[] g_bmsg;
private bool check = false;
private void Form1_Load(object sender, EventArgs e)
{
IPEndPoint local_ep = new IPEndPoint(IPAddress.Any, 9050);
Socket winsock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
winsock.Bind(local_ep);
winsock.Listen(5);
winsock.BeginAccept(new AsyncCallback(Accept), winsock);
}
private void Accept(IAsyncResult iar)
{
Socket server_conn =(Socket) iar.AsyncState;
g_server_conn = server_conn.EndAccept(iar);
//label1.Text = "Connected. . .";
while (g_server_conn.Connected && check == false)
{
g_bmsg = new byte[1024];
check = true;
g_server_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(Recieve), g_server_conn);
}
}
private void Send(IAsyncResult iar)
{
Socket server_conn = (Socket)iar.AsyncState;
server_conn.EndSend(iar);
}
private void Recieve(IAsyncResult iar)
{
Socket server_conn =(Socket) iar.AsyncState;
server_conn.EndReceive(iar);
if (g_bmsg.Length != 0)
{
label1.Text = Encoding.ASCII.GetString(g_bmsg, 0, g_bmsg.Length);
check = false;
}
}
private void sendButton_Click(object sender, EventArgs e)
{
string strmsg = textBox1.Text;
byte[] bmsg= Encoding.ASCII.GetBytes(strmsg);
g_server_conn.BeginSend(bmsg, 0, bmsg.Length, SocketFlags.None, new AsyncCallback(Send), g_server_conn);
}
}
}
Client
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Net;
using System.Net.Sockets;
namespace AsyncClientChat
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
Socket g_client_conn;
byte[] g_bmsg;
private bool check = false;
private void Form1_Load(object sender, EventArgs e)
{
}
private void connectButton_Click(object sender, EventArgs e)
{
IPEndPoint remote_ep = new IPEndPoint(IPAddress.Parse(textBox1.Text), 9050);
g_client_conn = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
g_client_conn.BeginConnect(remote_ep, new AsyncCallback(Connect), g_client_conn);
}
private void Connect(IAsyncResult iar)
{
Socket client_conn =(Socket) iar.AsyncState;
client_conn.EndConnect(iar);
while (g_client_conn.Connected)
{
g_bmsg = new byte[1024];
check = true;
g_client_conn.BeginReceive(g_bmsg, 0, g_bmsg.Length, SocketFlags.None, new AsyncCallback(Recieve), g_client_conn);
}
}
private void Send(IAsyncResult iar)
{
Socket client_conn = (Socket)iar.AsyncState;
client_conn.EndSend(iar);
}
private void Recieve(IAsyncResult iar)
{
Socket client_conn = (Socket)iar.AsyncState;
client_conn.EndReceive(iar);
if (g_bmsg.Length != 0)
{
label1.Text = Encoding.ASCII.GetString(g_bmsg, 0, g_bmsg.Length);
check = false;
}
}
}
}
Well, the problem is the
whileloop in client methodConnect.Remove it because it loops infinitely raising CPU usage to 100% and it’s useless.
BTW, you have another problems in your code:
For example in your
Client.Recievemethod you do:label1.Text = Encoding.ASCII.GetString(g_bmsg, 0, g_bmsg.Length);Actually, you’re trying to set the label text from another thread (the one listening for received msgs) and this is not allowed;
Do something like this:
Create a Setter method for the label text:
then use the setter instead of directly call
label1.Text = ...:EDIT to answer to OP comment:
For a good and extensive explanation of what is a thread, look at its wikipedia page.
Anyway, in simple words, a running process contains one or more threads and these are part of code that can be executed concurrently.
Starting from your TCP example, using
Socket.Receiveinstead ofSocket.BeginReceiveyou would have blocked the execution onSocket.Receive()call (I mean the lines of code after the one containingReceivemethod wouldn’t be reached) until something is received.This because
Socket.Receivemethod runs on the same thread of the following code, and on each thread, the code is executed sequentially (i.e. line by line).Conversely, using
Socket.BeginReceive, behind the scene a new thread is created. This thread likely calls and stops onSocket.Receivemethod, and once received something it calls the method passed as parameter.This makes
Socket.BeginReceiveasynchronous, whileSocket.Receiveis synchronous, and this is why I knew ther was another thread (when you hear asynchronous word, is extremely probable that you are dealing with multi-threading)Thus, when you change
label.Textyou are actually setting it from another thread: the one created bySocket.BeginReceive.