Unity3D demo on iPhone cannot receive udp packets - iphone

I wrote a udp send and receive unity3d plugin dll in c#, but it cannot receive any udp packets from server on iphone4s.
When server send a udp packet to the demo running on iphone4s, it cannot receive anything.
When server send a udp packet to the demo running on ipod touch 4, it works!Received the packet!
When server send a udp packet to the demo running in the Unity3d editor, it works ok!
I used Wireshark to capture the packets between client and server, it indeed captured the packet that server sent to the demo, but the client demo seems doesn't receive anythig.
Why?
internal class RudpNetInteractor
{
private Socket socket;
private EndPoint serverAddress;
internal RudpNetInteractor(IPEndPoint serverAddress)
{
this.rudpClient = rudpClient;
this.serverAddress = serverAddress;
}
internal void BuildConnection()
{
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
socket.Connect(serverAddress);
BeginReceive();
}
internal void Send(byte[] buffer)
{
socket.BeginSend(buffer, 0, buffer.Length, SocketFlags.None, new AsyncCallback(OnSend), null);
}
private void OnSend(IAsyncResult ar)
{
try
{
socket.EndSend(ar);
}
catch {}
}
internal void Destroy()
{
socket.Close();
socket = null;
}
private void OnReceive(IAsyncResult ar)
{
try
{
SocketReceiveInfo receiveInfo = (SocketReceiveInfo)ar.AsyncState;
Socket receiveSocket = receiveInfo.ReceiveSocket;
int len = receiveSocket.EndReceive(ar);
if (len > 0)
{
byte[] dest = new byte[len];
Array.Copy(receiveInfo.ReceiveBytes, dest, len);
Console.WriteLine(BitConverter.ToString(dest));
}
BeginReceive();
}
catch {}
}
private void BeginReceive()
{
byte[] receiveBytes = new byte[576];
SocketReceiveInfo info = new SocketReceiveInfo(receiveBytes, socket);
socket.BeginReceiveFrom(receiveBytes, 0, receiveBytes.Length, SocketFlags.None, ref serverAddress, new AsyncCallback(OnReceive), info);
}
}
internal class SocketReceiveInfo
{
private byte[] receiveBytes;
private Socket receiveSocket;
internal SocketReceiveInfo(byte[] receiveBytes, Socket receiveSocket)
{
this.receiveBytes = receiveBytes;
this.receiveSocket = receiveSocket;
}
internal byte[] ReceiveBytes
{
get { return receiveBytes; }
}
internal Socket ReceiveSocket
{
get { return receiveSocket; }
}
}

Related

Xamarin Forms Artnet and UDP transmission

I'm creating a cross platform application that uses Artnet and UDP protocol to communicate with a device on the network. I know Artnet is also UDP.
Where it works:
Windows OS:
Ethernet. Direct Link and Router controlled.
Wifi. Direct Link and Router Controlled.
Android OS:
Ethernet. N/A
Wifi. Direct Link only.
iOS:
Ethernet. N/A
Wifi. Direct Link only.
Don't understand why there's 0 communication when there's a router involved on Android and iOS. I tried all the suggested codes I could find online and ticked all the capabilities that I could find for Android and iOS.
Wireshark shows there is transmission going on, but my App doesn't capture the packets.
Snipets:
var artnet = new ArtNetSocket(); // using System.Net.Sockets;
artnet.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
artnet.Bind(new IPEndPoint(LocalIP, 6454));
artnet.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.Broadcast, 1);
EndPoint localPort = new IPEndPoint(IPAddress.Any, Port);
ArtNetData data= new ArtNetData();
artnet.BeginReceiveFrom(recieveState.buffer, 0, recieveState.bufferSize, SocketFlags.None, ref localPort, new AsyncCallback(WhenRecieved), data);
private void WhenRecieved(IAsyncResult state)
{
//1.Do something when received
//2.Begin receive again
}
How I look for IPs:
NetworkInterface[] Interfaces = NetworkInterface.GetAllNetworkInterfaces();
foreach (NetworkInterface Interface in Interfaces)
{
if (Interface.NetworkInterfaceType != NetworkInterfaceType.Loopback )
{
UnicastIPAddressInformationCollection UnicastIPInfoCol = Interface.GetIPProperties().UnicastAddresses;
foreach (var info in UnicastIPInfoCol)
{
if (info.Address.AddressFamily == AddressFamily.InterNetwork)
{
IPsets.Add(new IPCouples(info.Address, info.IPv4Mask));
}
}
}
}
It's so weird it's probably something simple...
Ok, because I was creating sockets for each IP group, packets weren't captured on public networks, unless the APP was on a Microsoft OS device. If I create a UDPClient and bind it to a port, instead of the localIP address, it will capture everything coming on that port, regardless of the sender's IP Address. If you check the IP address of the socket, it will be 0.0.0.0:PortNumber.
public class Something: UdpClient
{
public int LocalPort;
public Something(int LocalPort) : base(LocalPort)
{
EnableBroadcast = true;
this.LocalPort = LocalPort;
StartListening();
}
private void StartListening()
{
//IPEndPoint endPoint = new IPEndPoint(IPAddress.Any, 0);
try
{
StateObject state = new StateObject();
state.workSocket = Client;
BeginReceive(received, state);
}
catch (SocketException e)
{
Console.WriteLine(e);
}
}
private void received(IAsyncResult ar)
{
IPEndPoint remoteEndPoint = new IPEndPoint(IPAddress.Any, 0);
StateObject state = (StateObject)ar.AsyncState;
var message = EndReceive(ar, ref remoteEndPoint);
if (message.Length > 0)
{
var messageString = (Encoding.UTF8.GetString(message));
//Do Something
}
StartListening();
}
public SendToAll(string message)
{
var callMessage = Encoding.ASCII.GetBytes(message);
UnicastIPAddressInformationCollection UnicastIPInfoCol = Interface.GetIPProperties().UnicastAddresses;
foreach (UnicastIPAddressInformation UnicatIPInfo in UnicastIPInfoCol)
{
if (UnicatIPInfo.Address.AddressFamily == AddressFamily.InterNetwork)
{
EnableBroadcast = true;
Send(callMessage, callMessage.Length, new IPEndPoint(GetBroadcast(UnicatIPInfo.Address,UnicatIPInfo.IPv4Mask) , LocalPort));
}
}
}
private IPAddress GetBroadcast(IPAddress someAddress, IPAddress someMask)
{
//Do something to get broadscat
return Broadcast;
}
}
public class StateObject
{
public Socket workSocket = null;
public const int BufferSize = 256;
public byte[] buffer = new byte[BufferSize];
public StringBuilder sb = new StringBuilder();
}
It works on all platform. Carefull which port you use.

Xamarin Forms Socket connection using IPV6 address

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.

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:

socket connection works well in wireless toolkit but no in my nokia phone

wireless toolkit code
//j2me code for client mobile
public class TCPConnectSend extends MIDlet implements CommandListener {
Display display;
public TCPConnectSend0 () {
frm = new Form ("TCPConnectSend0");
sendCmd = new Command("Send",Command.SCREEN, 1);
frm.addCommand(sendCmd);
frm.setCommandListener(this);
text = new TextField("text:","",40,TextField.ANY);
frm.append(text);
}
public void startApp() {
if(display==null) {
display = Display.getDisplay (this);
}
display.setCurrent(frm);
try {
conn=(SocketConnection)Connector.open("socket://|ip-address|:80");//socket connection to the server
outs=conn.openOutputStream();
} catch(IOException e) { }
}
public void pauseApp() { }
public void destroyApp(boolean unconditional) { }
public void commandAction(Command c, Displayable s) {
if(c==sendCmd) {
try {
outs.write((text.getString()+"\n").getBytes());
} catch(IOException e) {}
} else { }
}
}
server code
//this receives the socket request from client
class TCPServer
{
public static void main(String argv[]) throws Exception
{
try {
ServerSocket server = new ServerSocket(80);
System.out.println("ip address : "+InetAddress.getLocalHost());
System.out.println("waiting for connection");
Socket s1 = server.accept();
System.out.println("connection established");
BufferedReader br = new BufferedReader(new
InputStreamReader(s1.getInputStream()));
while (true) {
String str1 = br.readLine();
System.out.println("client says :" +str1);
if (str1.equals("quit"))
break;
}
} catch (Exception e) {
e.printStackTrace();
}
}
}
//after running this code i m getting a java security exception in my nokia phone any other port no is no responding in the nokia phone
the problem happened because Nokia was blocking the 80 port no for some of its system application so changing of port no along with public ip address did the trick
You should add the public IP of the server in your client code ex.
(SocketConnection)Connection.open( "socket://105.225.251.58" + ":" + "port" );
Note that to use privileged ports like 80, 443, 8080 and generally anything below 1000, you need a code signing certificate(e.g from Thawte) for a real phone.
Otherwise, still to higher un-privileged ports likes 8000 etc