Xamarin Forms Socket connection using IPV6 address - sockets

I have a sample Socket application that communicates between two devices using and IP address and port. The IPV4 IP-addresses work fine in the application but I cannot seem to get the correct information for the IPV6 IP-addresses.
I believe I understand what is being talked about in this article with regarding to the Zone ID for an IPV6 address
https://howdoesinternetwork.com/2013/ipv6-zone-id
and I also believe I understand what is being said here within that document:
If you want to ping a neighbor computer, you will need to specify the neighbor’s IPv6 Link-Local address plus the Zone ID of your computer’s network adapter that is going towards that computer.
i.e. I need to use the remote IPV6 address with the local device's Zone ID.
My problem is I cannot seem to figure out what the local device's (ios, android) Zone ID is for IPV6 addresses. I have uploaded my sample Xamarin Forms socket server and client code to GitHub and it can be accessed here.
Server Code: https://github.com/gceaser/AsyncSocket
Client Code: https://github.com/gceaser/AsyncSocketClient
I have the IP Addresses and ports defined in the App.xaml.cs for each project and a switch in each project to go back and forth between an IP V4 and V6 connection. (You should update the IP Addresses for your environment if you are trying to test this.) The V4 connection works but I cannot get the V6 connection to work. Any help would be greatly appreciated.
NOTE: To the best of my knowledge you cannot run the client and server on the same windows machine. Something weird about sockets not being able to communicate that way as I have document in one of my other StackOverflow post. Thus to test please run the server on a Windows box and the Client within iOS.
UPDATE:
Here is the code for the Server Socket connection:
using System;
using
System.Diagnostics;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Xamarin.Forms;
using System.Collections.Generic;
namespace AsyncSocketServer
{
public class AsynchronousSocketListener
{
public static ManualResetEvent allDone = new ManualResetEvent(false);
public delegate void onMessageReceivedComplete(object sender, string message);
public delegate void onResponseMessageSent(object sender, string message);
public static event onMessageReceivedComplete MessageReceivedComplete;
public static event onResponseMessageSent ResponseMessageSent;
public AsynchronousSocketListener()
{
}
public async static Task StartListening(IPAddress pobj_IPAddress, int pi_Port)
{
try
{
//IPAddress ipAddress = IPAddress.Parse(pobj_IPAddress);
IPEndPoint localEndPoint = new IPEndPoint(pobj_IPAddress, pi_Port);
Socket listener = new Socket(pobj_IPAddress.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and listen for incoming connections.
listener.Bind(localEndPoint);
listener.Listen(100);
//ViewModelObjects.AppSettings.SocketStatus = ge_SocketStatus.e_Listening;
await Task.Delay(100);
while (true)
{
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Debug.WriteLine("Waiting for a connection on " + pobj_IPAddress + " at port " + pi_Port.ToString() + "...");
listener.BeginAccept(new AsyncCallback(AcceptCallback), listener);
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
}
catch (Exception e)
{
Debug.WriteLine("StartListening Error" + e.ToString());
}
Debug.WriteLine("Read To end class");
}
public static void AcceptCallback(IAsyncResult ar)
{
try
{
// Signal the main thread to continue.
allDone.Set();
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
//If we have shut down the socket dont do this.
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);
}
catch (Exception e)
{
Debug.WriteLine("AcceptCallback Error" + e.ToString());
}
}
public static void ReadCallback(IAsyncResult ar)
{
try
{
string ls_ReceivedCommunicationContent = string.Empty;
string ls_ReturnCommunicationContent = string.Empty;
//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.
ls_ReceivedCommunicationContent = state.sb.ToString();
if (ls_ReceivedCommunicationContent.IndexOf("<EOF>") > -1)
{
//We need to take off the end of file marker
string ls_WorkContent = ls_ReceivedCommunicationContent.Replace("<EOF>", "");
ls_ReturnCommunicationContent = ls_WorkContent;
//Different than app
Device.BeginInvokeOnMainThread(() => {
MessageReceivedComplete(null, ls_WorkContent);
});
Send(handler, ls_ReturnCommunicationContent);
}
else
{
// Not all data received. Get more.
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
}
}
catch (Exception e)
{
Debug.WriteLine("ReadCallback Error" + e.ToString());
}
}
private static void Send(Socket handler, String data)
{
try
{
// 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);
Device.BeginInvokeOnMainThread(() => {
ResponseMessageSent(null, data);
});
}
catch (Exception e)
{
Debug.WriteLine("Send Error" + e.ToString());
}
}
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);
Debug.WriteLine("Sent {0} bytes to client.", bytesSent);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e)
{
Debug.WriteLine("SendCallback Error" + e.ToString());
}
}
}
}
Here is the client Code:
using System;
using System.Diagnostics;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace AsyncSocketClient
{
// 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
{
public static async Task<string> SendMessage(string ps_IPAddress, int pi_Port, string ps_Message)
{
string ls_response = "";
try
{
string ls_ReturnMessage = "";
// 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.
var client = new Socket(ipAddress.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
var isConnect = await client.ConnectAsync(remoteEndPoint).ConfigureAwait(false);
if (!isConnect)
{
Console.WriteLine("Can not connect.");
return ls_ReturnMessage;
}
// Send test data to the remote device.
var bytesSent = await client.SendAsync(ps_Message + "<EOF>").ConfigureAwait(false);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Receive the response from the remote device.
ls_response = await client.ReceiveAsync().ConfigureAwait(false);
// Write the response to the console.
Console.WriteLine("Response received : {0}", ls_response);
// Release the socket.
client.Shutdown(SocketShutdown.Both);
client.Close();
}
catch (Exception ex)
{
Debug.WriteLine("Error: " + ex.Message);
}
return ls_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)
{
if (client == null || remoteEndPoint == null)
return false;
try
{
client.Connect(remoteEndPoint);
return true;
}
catch (Exception)
{
return false;
}
}
private static async Task<string> ReceiveAsync(this Socket client, int waitForFirstDelaySeconds = 3)
{
if (client == null) throw new ArgumentNullException(nameof(client));
// Timeout for wait to receive and prepare data.
for (var i = 0; i < waitForFirstDelaySeconds; i++)
{
if (client.Available > 0)
break;
await Task.Delay(1000).ConfigureAwait(false);
}
// return null If data is not available.
if (client.Available < 1)
return null;
// 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);
response.Append(Encoding.ASCII.GetString(buffer, 0, size));
} while (client.Available > 0);
// Return result.
return response.ToString();
}
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));
}
}
}
When I start the serer, switch it to IPV6 and start it, I get the message that it is waiting for a connection as follows:
Waiting for a connection on fe80::cda4:ea52:29f5:2c7c at port 8080...
When I start the Client, switch it to IPV6 and attempt to send a message, I get the error:
2020-06-19 09:32:51.029902-0400 AsyncSocketClient.iOS[33593:9360848] Can not connect.

Related

simcard message trans/receiver simulator

We have a project that we should send message to a huge number of sim cards (more than 1 Million) and receive and handle answers.
For testing this, I am using Selenium SMPPSim to simulate sending a message.
this is work fine for sending messages. and with enabling callback server I can receive messages that I send on another port.
But my question is how can I send back a message to SMPP server?
I am using EasySMPP library for connecting to smpp server
My SMPP Server Code:
private SMPPClient _client;
private readonly object _lockObject = new object();
public SMPPClient GetClient()
{
if (_client != null)
{
return _client;
}
lock (_lockObject)
{
_client = new SMPPClient();
var smsc = new SMSC
{
Host = "127.0.0.1",
Port = 2775,
SystemId = "smppclient1",
Password = "password",
SourceTon = 5,
SourceNpi = 1,
AddrTon = 1,
AddrNpi = 1,
SystemType = "8945",
};
_client.OnDeliverSm += Client_OnDeliverSm;
Console.WriteLine("Client_OnDeliverSm added");
_client.OnSubmitSmResp += Client_OnSubmitSmResp;
Console.WriteLine("OnSubmitSmResp added");
_client.AddSMSC(smsc);
if (!_client.Connect())
throw new Exception($"Can not connect to smpp link: {smsc.Host} : {smsc.Port}");
return _client;
}
}
public void SendByCampaignItemId()
{
var smppClient = GetClient();
lock (smppClient)
{
var msgId = smppClient.SubmitSM(1, 1, "339123456789", 1, 1, "339632587436",
0x40, // EsmClass.UdhIndicator
0x7f, // protocol identifier
0, // priority flag level 0
DateTime.MinValue,
DateTime.MinValue,
// DateTime.Now.AddMinutes(10),
//DateTime.Now.AddHours(3),
(byte)DeliveryReportType.AlwaysSendDeliveryReport,
0x00, //replace if present
0xf6, // data coding
0, // default msg id
new byte[] { 0x02,0x70,0x00,0x34,0x77,0x88,0x99,0xAA,0xBB,0xCC,0xDD,0xEE,0xFF});
}
}
private void Client_OnSubmitSmResp(SubmitSmRespEventArgs e)
{
Console.WriteLine("Submit Received");
}
private void Client_OnDeliverSm(DeliverSmEventArgs e)
{
Console.WriteLine("Deliver Received");
}
And here is my code which listens to port 3333:
static void Main(string[] args)
{
TcpListener server = null;
try
{
Int32 port = 3333;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
server = new TcpListener(localAddr, port);
server.Start();
// Buffer for reading data
Byte[] bytes = new Byte[256];
String data = null;
while (true)
{
Console.Write("Waiting for a connection... ");
TcpClient client = server.AcceptTcpClient();
Console.WriteLine("Connected!");
data = null;
NetworkStream stream = client.GetStream();
int i;
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Console.WriteLine("Received: {0}", data);
data = data.ToUpper();
byte[] msg = System.Text.Encoding.ASCII.GetBytes(data);
stream.Write(msg, 0, msg.Length);
//WHAT SHOULD I DO HERE SO THAT I CAN SEND BACK A MESSAGE (DELIVER SM) TO SMPP SIM??!!!
Console.WriteLine("Sent: {0}", data);
}
client.Close();
}
}
catch (SocketException e)
{
Console.WriteLine("SocketException: {0}", e);
}
finally
{
server.Stop();
}
Console.WriteLine("\nHit enter to continue...");
Console.Read();
}
And my SMPPSIM Config file :
SMPP_PORT=2775
SMPP_CONNECTION_HANDLERS=10
CONNECTION_HANDLER_CLASS=com.seleniumsoftware.SMPPSim.StandardConnectionHandler
PROTOCOL_HANDLER_CLASS=com.seleniumsoftware.SMPPSim.StandardProtocolHandler
LIFE_CYCLE_MANAGER=com.seleniumsoftware.SMPPSim.LifeCycleManager
MESSAGE_STATE_CHECK_FREQUENCY=5000
MAX_TIME_ENROUTE=10000
DELAY_DELIVERY_RECEIPTS_BY=0
PERCENTAGE_THAT_TRANSITION=75
PERCENTAGE_DELIVERED=90
PERCENTAGE_UNDELIVERABLE=6
PERCENTAGE_ACCEPTED=2
PERCENTAGE_REJECTED=2
DISCARD_FROM_QUEUE_AFTER=60000
HTTP_PORT=88
HTTP_THREADS=1
DOCROOT=www
AUTHORISED_FILES=/css/style.css,/index.htm,/inject_mo.htm,/favicon.ico,/images/logo.gif,/images/dots.gif,/user-guide.htm,/images/homepage.gif,/images/inject_mo.gif
INJECT_MO_PAGE=/inject_mo.htm
SYSTEM_IDS=smppclient1,smppclient2
PASSWORDS=password,password
OUTBIND_ENABLED=false
OUTBIND_ESME_IP_ADDRESS=127.0.0.1
OUTBIND_ESME_PORT=2776
OUTBIND_ESME_SYSTEMID=smppclient1
OUTBIND_ESME_PASSWORD=password
DELIVERY_MESSAGES_PER_MINUTE=0
DELIVER_MESSAGES_FILE=deliver_messages.csv
LOOPBACK=TRUE
ESME_TO_ESME=false
OUTBOUND_QUEUE_MAX_SIZE=1000
INBOUND_QUEUE_MAX_SIZE=1000
DELAYED_INBOUND_QUEUE_PROCESSING_PERIOD=60
DELAYED_INBOUND_QUEUE_MAX_ATTEMPTS=100
DECODE_PDUS_IN_LOG=true
CAPTURE_SME_BINARY=false
CAPTURE_SME_BINARY_TO_FILE=sme_binary.capture
CAPTURE_SMPPSIM_BINARY=false
CAPTURE_SMPPSIM_BINARY_TO_FILE=smppsim_binary.capture
CAPTURE_SME_DECODED=false
CAPTURE_SME_DECODED_TO_FILE=sme_decoded.capture
CAPTURE_SMPPSIM_DECODED=false
CAPTURE_SMPPSIM_DECODED_TO_FILE=smppsim_decoded.capture
CALLBACK=true
CALLBACK_ID=SIM1
CALLBACK_TARGET_HOST=localhost
CALLBACK_PORT=3333
DELIVER_SM_INCLUDES_USSD_SERVICE_OP=false
DELIVERY_RECEIPT_OPTIONAL_PARAMS=true
DELIVERY_RECEIPT_TLV=1403/0A/34343132333435363738
SMSCID=SMPPSim
SIMULATE_VARIABLE_SUBMIT_SM_RESPONSE_TIMES=false
And another question:
If SMPPSim is not a good choice for my work, what else can i use?
UPDATE 1:
I look a little more and I think I find a simpler question.
assume that i have to SMPPSims.
How can I send message from a SMPPSim to another one?

Raspberry pi 2 server does not respond

I have started a client server project with my raspberry pi 2 running windows 10 IoT which is very nice because you can run the same application on both the PC and the RPI2. With that in mind I only created one application that could act as both client and server which I then deploy on both devices and use one of them as server and the other as Client. The only problem is that server side never answers the clients connect call.
My code is as follows:
Server:
///servername is the port that I use
///hostadapter is an adapter helper obj that has a HostName property set to my Ip address.
public async void Start(string serverName, HostName hostAdapter)
{
//create the "server" object
serverListener = new StreamSocketListener();
serverListener.ConnectionReceived += ServerListener_ConnectionReceived;
try
{
await serverListener.BindEndpointAsync(hostAdapter, serverName);
Started = true;
}
catch (Exception ee)
{
Started = false;
myConsole.Print("error while starting server: " + ee.Message);
}
}
private async void ServerListener_ConnectionReceived(StreamSocketListener sender, StreamSocketListenerConnectionReceivedEventArgs args)
{
myConsole.Print("connection recieved callback called");
DataReader reader = new DataReader(args.Socket.InputStream);
DataWriter ServerWriter = new DataWriter(args.Socket.OutputStream);
string ServerAnswer = "message recieved by server";
try
{
while (true)
{
// Read first 4 bytes (length of the subsequent string).
uint sizeFieldCount = await reader.LoadAsync(sizeof(uint));
if (sizeFieldCount != sizeof(uint))
{
// The underlying socket was closed before we were able to read the whole data.
return;
}
// Read the string.
uint stringLength = reader.ReadUInt32();
uint actualStringLength = await reader.LoadAsync(stringLength);
if (stringLength != actualStringLength)
{
// The underlying socket was closed before we were able to read the whole data.
return;
}
ServerWriter.WriteUInt32(ServerWriter.MeasureString(ServerAnswer));
ServerWriter.WriteString(ServerAnswer);
await ServerWriter.StoreAsync();
}
}
catch (Exception exception)
{
myConsole.Print(exception.Message);
}
}
Client:
public async void Connect(string serverIP, string serverPort)
{
try
{
ServerHost = new HostName(serverIP);
}
catch (Exception ee)
{
return;
}
try
{
//open socket
ClientSocket = new StreamSocket();
await ClientSocket.ConnectAsync(ServerHost, serverPort);
Connected = true;
}
catch (Exception ex)
{
ClientSocket.Dispose();
ClientSocket = null;
myConsole.Print(ex.Message);
Connected = false;
}
}
Any help is much appreciated. I have downlaoded wireshark to be able to monitor the networkdata and I have located the tcp [syn] package that the client sends, but I can´t see any tcp [syn ack] packages.
It turned out that I was missing one capability. The capabilities that you need to communicate over ethernet are
<Capabilities>
<Capability Name="internetClient" />
<Capability Name="privateNetworkClientServer" />
<Capability Name="internetClientServer" />
</Capabilities>
I hade only added privateNetworkClientServer and internetClient..

Asynchronous sockets in ring transfer

I trying to write program, that combines several machines in ring. And after that I send token around this ring. I have a problem: when marker has passed around the ring once and I want to send it second time, machine doesn't want to accept it marker. Sometimes VS rises exception, sort of "... host forcibly closed the connection". Before this problem did not arise at work with asynchronous sockets...
I guess, that problem in listening socket, that work out 1 time and closed. But how can I fix it?
Thanks in advance for your help.
Function, that initializes machines:
private void connectButton_Click(object sender, EventArgs e)
{
if (!connected)
{
//some operation
}
else
{
//some operation
}
try
{
sendS = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
recieveS = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
portFrom = int.Parse(port1TextBox.Text);
portTo = int.Parse(port2TextBox.Text);
}
catch (Exception)
{
port1TextBox.Text = "Incorrect!";
}
IPAddress ipAddressFrom = IPAddress.Parse("192.168.1.122");
IPEndPoint ipEnd = new IPEndPoint(ipAddressFrom, portFrom); //IPAddress.Any
sendS.Bind(ipEnd);
sendS.Listen(1);
sendS.BeginAccept(new AsyncCallback(accept), null);
}
public void accept(IAsyncResult asyn)
{
Socket sock = sendS.EndAccept(asyn);
// Let the worker Socket do the further processing for the just connected client
begin(sock);
// Since the main Socket is now free, it can go back and wait for
// other clients who are attempting to connect
sendS.BeginAccept(new AsyncCallback(accept), null);
}
public class SocketPacket
{
public Socket m_currentSocket;
public byte[] dataBuffer;
// Constructor that takes one argument.
public SocketPacket(int size)
{
dataBuffer = new byte[size];
}
}
public void begin(Socket s)
{
AsyncCallback pfnWorkerCallBack = new AsyncCallback(serialPort1_DataReceived);
SocketPacket theSocPkt = new SocketPacket(15);
theSocPkt.m_currentSocket = s;
s.BeginReceive(theSocPkt.dataBuffer, 0, theSocPkt.dataBuffer.Length, SocketFlags.None, pfnWorkerCallBack, theSocPkt);
}
private void serialPort1_DataReceived(IAsyncResult asyn)
{
SocketPacket socketData = (SocketPacket)asyn.AsyncState;
int iRx = socketData.m_currentSocket.EndReceive(asyn);
byte[] dataBytes = socketData.dataBuffer.ToArray();
for (int i = dataBytes.Length - 1; i > 0; i--)
{
if (dataBytes[i] != 0)
{
Array.Resize(ref dataBytes, i+1);
break;
}
}
Encoding enc = Encoding.GetEncoding(1251);
String text = enc.GetString(dataBytes);
analyze(text);
}
Function, that connects 2 machines:
private void button1_Click(object sender, EventArgs e)
{
if (connected)
{
IPEndPoint ip = new IPEndPoint(IPAddress.Parse(ipTo.Text), System.Convert.ToInt32(portTo));
recieveS.Connect(ip);
}
}
Ok. Solved. I forgot about string
begin(socketData.m_currentSocket);
at the end serialPort1_DataReceived function...

.NET 4.5 ASync TCP Server Memory Leak - BeginReceive/BeginSend

We needed a Windows Service that supported TCP communications with a number of clients. So I based it on the MSDN Async Example The thing with the Microsoft example is that the client sends one message to the server, the server then resends the message then closes. Great!
So having blindly deployed this to our prod and customer site we got reports that it had crashed. Looking at Prod we noticed that after 1 day, the memory usage grew to just under 1GB before throwing an OutOfMemoryException. Lots of testing here!
This happened with 1 client connected. It sends an XML based message that is quite large ~1200 bytes every second. Yes, every second.
The service then does some processing and sends a return XML message back to the client.
I've pulled the TCP Client/Server communications into a simple set of Console applications to replicate the issue - mainly to eliminate other managed/unmanaged resources. Now I've been looking at this for a number of days now and have pulled all of my hair and teeth out.
In my example I am focusing on the following classes:
B2BSocketManager (Server Listener, Sender, Receiver)
NOTE I have changed the code to return the whoopsy readonly byte array - not the sent message. I've also removed the new AsyncCallback(delegate) from the BeginReceive/BeginSend calls.
namespace Acme.OPC.Service.Net.Sockets
{
using Acme.OPC.Service.Logging;
using System;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
public class B2BSocketManager : ISocketSender
{
private ManualResetEvent allDone = new ManualResetEvent(false);
private IPEndPoint _localEndPoint;
private readonly byte[] whoopsy = new byte[] { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
public B2BSocketManager(IPAddress address, int port)
{
_localEndPoint = new IPEndPoint(address, port);
}
public void StartListening()
{
StartListeningAsync();
}
private async Task StartListeningAsync()
{
await System.Threading.Tasks.Task.Factory.StartNew(() => ListenForConnections());
}
public void ListenForConnections()
{
Socket listener = new Socket(_localEndPoint.Address.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
Log.Instance.Info("B2BSocketManager Listening on " + _localEndPoint.Address.ToString() + ":" + _localEndPoint.Port.ToString());
try
{
listener.Bind(_localEndPoint);
listener.Listen(100);
while (true)
{
allDone.Reset();
Log.Instance.Info("B2BSocketManager Waiting for a connection...");
listener.BeginAccept(new AsyncCallback(ConnectCallback), listener);
allDone.WaitOne();
}
}
catch (Exception e)
{
Log.Instance.Info(e.ToString());
}
}
public void ConnectCallback(IAsyncResult ar)
{
allDone.Set();
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
handler.DontFragment = false;
handler.ReceiveBufferSize = ClientSocket.BufferSize;
Log.Instance.Info("B2BSocketManager Client has connected on " + handler.RemoteEndPoint.ToString());
ClientSocket state = new ClientSocket();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, ClientSocket.BufferSize, 0, new AsyncCallback(ReadCallback), state); // SocketFlags.None
}
public void ReadCallback(IAsyncResult ar)
{
String message = String.Empty;
ClientSocket state = (ClientSocket)ar.AsyncState;
Socket handler = state.workSocket;
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
Console.WriteLine("Received " + bytesRead + " at " + DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"));
message = Encoding.ASCII.GetString(state.buffer, 0, bytesRead);
if (!string.IsNullOrEmpty(message))
{
Send(handler, message);
}
handler.BeginReceive(state.buffer, 0, ClientSocket.BufferSize, 0, ReadCallback, state);
}
}
public void Send(Socket socket, string data)
{
// just hard coding the whoopse readonly byte array
socket.BeginSend(whoopsy, 0, whoopsy.Length, 0, SendCallback, socket);
}
private void SendCallback(IAsyncResult ar)
{
Socket state = (Socket)ar.AsyncState;
try
{
int bytesSent = state.EndSend(ar);
}
catch (Exception e)
{
Log.Instance.ErrorException("", e);
}
}
}
}
ClientSender (Client Sender)
The client sends an xml string to the server every 250 milliseconds. I wanted to see how this would perform. The xml is slightly smaller than what we send on our live system and is just created using a formatted string.
namespace TestHarness
{
using System;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
class ClientSender
{
private static ManualResetEvent connectDone = new ManualResetEvent(false);
private static ManualResetEvent receiveDone = new ManualResetEvent(false);
private static ManualResetEvent sendDone = new ManualResetEvent(false);
private static void StartSpamming(Socket client)
{
while(true)
{
string message = #"<request type=""da"">{0}{1}</request>" + Environment.NewLine;
Send(client, string.Format(message, "Be someone" + DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"), String.Concat(Enumerable.Repeat("<test>Oooooooops</test>", 50))));
Thread.Sleep(250);
}
}
public static void Connect(EndPoint remoteEP)
{
Socket listener = new Socket(remoteEP.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
listener.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), listener);
connectDone.WaitOne();
}
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();
System.Threading.Tasks.Task.Factory.StartNew(() => StartSpamming(client));
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
byte[] byteData = Encoding.ASCII.GetBytes(data);
client.BeginSend(byteData, 0, byteData.Length, SocketFlags.None, new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
Socket client = (Socket)ar.AsyncState;
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server " + DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"), bytesSent);
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
StateObject state = new StateObject();
state.workSocket = client;
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
{
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReceiveCallback), state);
}
else
{
if (state.sb.Length > 1)
{
string response = state.sb.ToString();
}
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
}
}
State Class
All I wanted was a read buffer to strip the message out of and try and load into XML. But this has been removed from this cut down version to see the issues with just the sockets.
using System;
using System.Linq;
using System.Net.Sockets;
namespace Acme.OPC.Service.Net.Sockets
{
public class ClientSocket
{
public Socket workSocket = null;
public const int BufferSize = 4096;
public readonly byte[] buffer = new byte[BufferSize];
}
}
I've shared my code here:
Explore One Drive Share
I've been profiling things using my Telerik JustTrace Profiler. I just start the server app then start the client app. This is on my Windows 7 64-bit VS2013 development environment.
Run 1
I see Memory Usage is around 250KB with the Working Set at around 20MB. The time seems to tick along nicely, then all of a sudden the memory usage will step up after around 12 minutes. Though things vary.
It would also appear that after the ~16:45:55 (Snapshot) when I Force GC, the memory starts going up each time I press it as opposed to leaving it running and upping automatically which might be an issue with Telerik.
Run 2
Then if I am creating the array of bytes within the Send with (which is more of what the service does - sends an appropriate response string to the client):
public void Send(Socket socket, string data)
{
byte[] byteData = Encoding.ASCII.GetBytes(data);
socket.BeginSend(byteData, 0, byteData.Length, 0, SendCallback, socket);
}
We can see the memory going up more:
Which brings me to what is being retained in memory. I see a log of System.Threading.OverlappedData and I have noticed ExecutionContexts in there. The OverlappedData has a reference to a byte array this time.
With Roots Paths to GC
I am running the profiling overnight so will hopefully get to add more info to this in the morning. Hopefully somebody can point me in the right direction before that - if I'm doing something wrong and I am too blind/silly to see it.
And here are the results of running overnight:

Using SSL Stream with Asynchronous System.Net.Sockets

My server is now running using Asynchronous System.Net.Sockets but i want to use SSL stream with it. i am pretty new to using SSL so here is my server code if someone can help me with it
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net;
using System.Net.Sockets;
public class Wrapper
{
public byte[] buffer;
public Socket _socket;
public object connector;
}
public class WinSocket
{
private Dictionary<string, byte> Connections;
public event Action<Wrapper> AnnounceNewConnection;//Event Handlers
public event Action<Wrapper> AnnounceDisconnection;
public event Action<byte[], Wrapper> AnnounceReceive;
private Socket _socket;
public int MAX_USER_CONNECTIONS = 2;//Max User Connections
public WinSocket(ushort port)
{
try
{
Connections = new Dictionary<string, byte>();
_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_socket.Bind(new IPEndPoint(IPAddress.Any, port));
_socket.Listen(500);
_socket.BeginAccept(AcceptConnections, new Wrapper());
}
catch (Exception e)
{
Console.WriteLine(e);//write an exception
}
}
private void AcceptConnections(IAsyncResult result)
{
try
{
Wrapper wr = result.AsyncState as Wrapper;
wr._socket = _socket.EndAccept(result);
#region Invisible
string IP = wr._socket.RemoteEndPoint.ToString().Split(':')[0].ToString();//Get user ip
if (!Connections.ContainsKey(IP))
Connections.Add(IP, 1);
else
if (Connections[IP] <= MAX_USER_CONNECTIONS)//Maximum Connections Per IP
{
byte connections = Connections[IP];
Connections.Remove(IP);//Limit exceeded
Connections.Add(IP, (byte)(connections + 1));
}
else
{
wr._socket.Disconnect(false);
_socket.BeginAccept(AcceptConnections, new Wrapper());
return;
}
#endregion
wr.buffer = new byte[65535];
wr._socket.BeginReceive(wr.buffer, 0, 65535, SocketFlags.None, ReceiveData, wr);
AnnounceNewConnection.Invoke(wr);
_socket.BeginAccept(AcceptConnections, new Wrapper());
}
catch (Exception e)
{
Console.WriteLine(e);//write an exception
}
}
private void ReceiveData(IAsyncResult result)//Receiving Data
{
try
{
Wrapper wr = result.AsyncState as Wrapper;
string IP = wr._socket.RemoteEndPoint.ToString().Split(':')[0].ToString();//Get UIP
if (Connections.ContainsKey(IP))
{
SocketError error = SocketError.Disconnecting;
int size = wr._socket.EndReceive(result, out error);
if (error == SocketError.Success && size != 0)
{
byte[] buffer = new byte[size];
Buffer.BlockCopy(wr.buffer, 0, buffer, 0, size);
AnnounceReceive.Invoke(buffer, wr);//The delegate
if (wr._socket.Connected)//Make sure socket is connected
wr._socket.BeginReceive(wr.buffer, 0, 65535, SocketFlags.None, ReceiveData, wr);//Start Receiving Data
}
else
{
if (wr._socket.Connected)
{
wr._socket.Disconnect(true);//Disconnect the client
}
byte connections = Connections[IP];
Connections.Remove(IP);
Connections.Add(IP, (byte)(connections - 1));
try
{
AnnounceDisconnection.Invoke(wr);
}
catch { }
}
}
}
catch (Exception e)
{
Console.WriteLine(e);//write an exception
}
}
}
So my question again clearly is : How to use SSL Stream with socket class like the ABOVE code
Replace the Stream class with the System.Net.SslStream class. In addition to the above code, call AuthenticateAsServer and pass the server SSL certificate in the WinSocket constructor.