I am using the following cmd to print the pdf:
acroRD32.exe /t "file1.pdf" "printerName"
Everything works fine but one window pops up.
Can anybody help me to disable it.
I tried with various options included in this question
but cannot succeed.
Any help is appreciated.
Why even use Acrobat at all? This class that print silently for you without any executables or even a printer setup:
Sample Usage:
bool isPrinted = BatchPrint.PrintBinaryFile("file path", "Printer IP Address", "Queue Name", "User");
public class BatchPrint
{
private const int cPort = 515;
private const char cLineFeed = '\n';
private const int cDefaultByteSize = 4;
public static string ErrorMessage = string.Empty;
private static string mHost;
private static string mQueue;
private static string mUser;
private static readonly Queue mPrintQueue = new Queue();
private static readonly Dictionary<string, int> mLastPrintId = new Dictionary<string, int>();
public static bool PrintBinaryFile(string filePath, string printerName, string queueName, string userName)
{
try
{
mHost = printerName;
mQueue = queueName;
mUser = userName;
BeginPrint(filePath);
}
catch (Exception ex)
{
ErrorMessage += ex.Message + cLineFeed + ex.StackTrace;
}
return ErrorMessage.Length <= 0;
}
private static void BeginPrint(string filePath)
{
mPrintQueue.Enqueue(filePath);
ThreadStart myThreadDelegate = SendFileToPrinter;
var myThread = new Thread(myThreadDelegate);
myThread.Start();
}
private static void SendFileToPrinter()
{
ErrorMessage = string.Empty;
var fileFromQueue = (string)mPrintQueue.Dequeue();
var tcpClient = new TcpClient();
tcpClient.Connect(mHost, cPort);
const char space = ' ';
using (var networkStream = tcpClient.GetStream())
{
if (!networkStream.CanWrite)
{
ErrorMessage = "NetworkStream.CanWrite failed";
networkStream.Close();
tcpClient.Close();
return;
}
var thisPc = Dns.GetHostName();
var printId = GetPrintId();
var dfA = string.Format("dfA{0}{1}", printId, thisPc);
var cfA = string.Format("cfA{0}{1}", printId, thisPc);
var controlFile = string.Format("H{0}\nP{1}\n{5}{2}\nU{3}\nN{4}\n", thisPc, mUser, dfA, dfA, Path.GetFileName(fileFromQueue), true);
const int bufferSize = (cDefaultByteSize * 1024);
var buffer = new byte[bufferSize];
var acknowledgement = new byte[cDefaultByteSize];
var position = 0;
buffer[position++] = 2;
ProcessBuffer(mQueue, ref buffer, ref position, (byte)cLineFeed);
if (!IsAcknowledgementValid(buffer, position, acknowledgement, networkStream, tcpClient, "No response from printer"))
return;
position = 0;
buffer[position++] = 2;
var cFileLength = controlFile.Length.ToString();
ProcessBuffer(cFileLength, ref buffer, ref position, (byte)space);
ProcessBuffer(cfA, ref buffer, ref position, (byte)cLineFeed);
if (!IsAcknowledgementValid(buffer, position, acknowledgement, networkStream, tcpClient, "Error on control file len"))
return;
position = 0;
ProcessBuffer(controlFile, ref buffer, ref position, 0);
if (!IsAcknowledgementValid(buffer, position, acknowledgement, networkStream, tcpClient, "Error on control file"))
return;
position = 0;
buffer[position++] = 3;
var dataFileInfo = new FileInfo(fileFromQueue);
cFileLength = dataFileInfo.Length.ToString();
ProcessBuffer(cFileLength, ref buffer, ref position, (byte)space);
ProcessBuffer(dfA, ref buffer, ref position, (byte)cLineFeed);
if (!IsAcknowledgementValid(buffer, position, acknowledgement, networkStream, tcpClient, "Error on dfA"))
return;
long totalbytes = 0;
using (var fileStream = new FileStream(fileFromQueue, FileMode.Open))
{
int bytesRead;
while ((bytesRead = fileStream.Read(buffer, 0, bufferSize)) > 0)
{
totalbytes += bytesRead;
networkStream.Write(buffer, 0, bytesRead);
networkStream.Flush();
}
fileStream.Close();
}
if (dataFileInfo.Length != totalbytes)
ErrorMessage = fileFromQueue + "File length error";
position = 0;
buffer[position++] = 0;
if (!IsAcknowledgementValid(buffer, position, acknowledgement, networkStream, tcpClient, "Error on file"))
return;
networkStream.Close();
tcpClient.Close();
}
}
private static int GetPrintId()
{
var count = 0;
lock (mLastPrintId)
{
if (mLastPrintId.ContainsKey(mUser))
count = mLastPrintId[mUser];
count++;
count %= 1000;
if (mLastPrintId.ContainsKey(mUser))
mLastPrintId[mUser] = count;
else
mLastPrintId.Add(mUser, count);
}
return count;
}
private static void ProcessBuffer(string item, ref byte[] buffer, ref int position, byte nextPosition)
{
foreach (var t in item)
{
buffer[position++] = (byte)t;
}
buffer[position++] = nextPosition;
}
private static bool IsAcknowledgementValid(byte[] buffer, int position, byte[] acknowledgement, NetworkStream networkStream, TcpClient tcpClient, string errorMsg)
{
networkStream.Write(buffer, 0, position);
networkStream.Flush();
networkStream.Read(acknowledgement, 0, cDefaultByteSize);
if (acknowledgement[0] == 0)
return true;
ErrorMessage = errorMsg;
networkStream.Close();
tcpClient.Close();
return false;
}
}
You cannot close the last open Acrobat window through the command line. From ancient history of programming scripts for Acrobat, I believe that there is no way to do this in an Acrobat script, either.
But you can close Acrobat from the command line, though it is a bit convoluted. For a pure MSDOS method for most Windows systems, create two files: called.bat and caller.bat.
caller.bat:
REM call the batch file that runs the program:
start "ProgramRunner" called.bat
REM wait 5 seconds -- if this closes Acrobat too soon, then increase the time:
ping 1.1.1.1 -n 1 -w 5000 >nul
REM kill the called program -- should be the program name that was started in called.bat:
REM (If the program does not close, type "taskkill /?" in the command line to see options.)
taskkill /F /IM acroRD32.exe
called.bat
"path\to\the\program\acroRD32.exe" /t "path\to\the\program\file1.pdf" "printerName"
exit
Note that you can write scripts in many programming languages that accomplish the same task more elegantly.
I successfully tested forking a delayed kill command before starting the print job.
start cmd /c "timeout 15 & taskkill /f /im acrord32.exe"
acroRD32.exe /t "file1.pdf" "printerName"
Related
\I want to make a socket application that will run on Linux and provide multiple messaging and file transfer. Can you share sample code? Can you help me i am a second year computer engineering student?
I found a similar code in my research, but I cannot connect to my linux server from different computers.I learned this code from github #HondaPL.
This is client codes
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Collections.Generic;
using MessengerLogic;
using System.IO;
namespace Messenger
{
public class Connection
{
public static int BufferSize = 1024;
public static string nick;
public static IPAddress ip = IPAddress.Parse("-.-.-.-");
public static int port = 1234;
public static TcpClient client = new TcpClient();
public static List<string> users = new List<string>();
public static bool isEnd = false;
public static string[] fromServer = new string[30];
public void Connect(string nickname)
{
nick = nickname;
client.Connect(ip, port);
nickname += "$Welcome$";
byte[] buffer = Encoding.ASCII.GetBytes(nickname);
NetworkStream ns = client.GetStream();
Console.WriteLine(nickname);
ns.Write(buffer, 0, buffer.Length);
Thread thread = new Thread(o => ReceiveData((TcpClient)o));
thread.Start(client);
}
static void ReceiveData(TcpClient client)
{
NetworkStream ns = client.GetStream();
byte[] receivedBytes = new byte[1024];
int byte_count;
StringParser parser = new StringParser();
while ((byte_count = ns.Read(receivedBytes, 0, receivedBytes.Length)) > 0)
{
fromServer = new string[30];
users.Clear();
string message = Encoding.ASCII.GetString(receivedBytes, 0, byte_count);
fromServer = parser.Parser(message);
if (fromServer[0] == "List")
{
for (int i = 1; i < fromServer.Length; i++)
{
users.Add(fromServer[i]);
}
isEnd = true;
}
else
{
Console.WriteLine(message);
Console.WriteLine(fromServer[0]);
Console.WriteLine(fromServer[1]);
FrmOnlineUsers.frm.AssignValues(fromServer[0], fromServer[1]);
FrmOnlineUsers.frm.MessageFromClient();
}
}
}
public List<string> Refresh()
{
NetworkStream ns = client.GetStream();
string temp = nick;
temp += "$List$";
byte[] buffer = ASCIIEncoding.ASCII.GetBytes(temp);
ns.Write(buffer, 0, buffer.Length);
while (!isEnd)
{
}
isEnd = false;
return users;
}
public void SendMessage(string who, string msg)
{
NetworkStream ns = client.GetStream();
string temp = $"{who}$Message${msg}$";
byte[] buffer = ASCIIEncoding.ASCII.GetBytes(temp);
ns.Write(buffer, 0, buffer.Length);
}
public void FileSend(string filepath, string nick, string fileName)
{
NetworkStream ns = client.GetStream();
FileStream fs = new FileStream(filepath, FileMode.Open, FileAccess.Read);
byte[] bytesToSend = new byte[fs.Length];
int numBytesRead = fs.Read(bytesToSend, 0, bytesToSend.Length);
int totalBytes = 0;
//Tutaj trzeba dodać, aby pobierał nazwę pliku
string temp = $"{nick}$File${fileName}${fs.Length}";
byte[] buffer = ASCIIEncoding.ASCII.GetBytes(temp);
ns.Write(buffer, 0, buffer.Length);
Thread.Sleep(1000);
for (int i = 0; i <= fs.Length / BufferSize; i++)
{
if (fs.Length - (i * BufferSize) > BufferSize)
{
ns.Write(bytesToSend, i * BufferSize,
BufferSize);
totalBytes += BufferSize;
}
else
{
ns.Write(bytesToSend, i * BufferSize,
(int)fs.Length - (i * BufferSize));
totalBytes += (int)fs.Length - (i * BufferSize);
}
}
fs.Close();
}
}
}
I am trying to test player position communication between a client and a server. I am doing this by building a game environment where the other player's position is also displayed. They connect properly, but both the windows are blank white. If I terminate one program only then the other displays the playground. Also in the action listener which listens for the timer only sends the data and doesn't proceed. Can I get help for displaying the windows properly and fixing the action listener?
Here is the client code :
public class SamplePlayerClient1
{
private static JFrame window = new JFrame("Sample Player Client 1");
private static class Ground extends JPanel {
private static final long serialVersionUID = 1L;
private int px = 50, py = 235, ex, ey, key;
private DataWriter writer;
private DataReader reader;
private ActionListener timerListener = new ActionListener() {
public void actionPerformed(ActionEvent e) {
try {
writer.send(px, py);
System.out.println("data sent");
ex = reader.read().x;
ey = reader.read().y;
System.out.println("Data read");
} catch (IOException e1) {
e1.printStackTrace();
}
repaint();
}
};
private Timer animator = new Timer(30, timerListener);
private KeyAdapter keyListener = new KeyAdapter() {
public void keyPressed(KeyEvent e) {
key = e.getKeyCode();
if(key == KeyEvent.VK_UP) {
py -= 8;
if(py < 0) {
py = 0;
}
} else if(key == KeyEvent.VK_DOWN) {
py += 8;
if(py > 430) {
py = 430;
}
} else if(key == KeyEvent.VK_LEFT) {
px -= 8;
if(px < 0) {
px = 0;
}
} else if(key == KeyEvent.VK_RIGHT) {
px += 8;
if(px > 455) {
px = 455;
}
}
}
};
Ground() throws UnknownHostException, IOException {
Socket soc = new Socket(InetAddress.getByName("192.168.0.3"), 9998);
System.out.println("client 2 connected");
writer = new DataWriter(soc);
reader = new DataReader(soc);
animator.start();
addKeyListener(keyListener);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
requestFocus();
g.setColor(Color.BLACK);
g.fillRect(px, py, 30, 30);
g.setColor(Color.RED);
g.fillRect(ex, ey, 30, 30);
}
}
private static class DataWriter {
private OutputStreamWriter writer;
private String point = "";
DataWriter(Socket soc) throws IOException {
writer = new OutputStreamWriter(soc.getOutputStream());
}
void send(int x, int y) throws IOException {
point = "" + x;
point += ",";
point += y;
point += "\n";
writer.write(point);
writer.flush();
}
}
private static class DataReader {
private InputStreamReader is;
private BufferedReader reader;
private String point = "";
DataReader(Socket soc) throws IOException {
is = new InputStreamReader(soc.getInputStream());
reader = new BufferedReader(is);
}
Point read() throws IOException {
point = reader.readLine();
int x = Integer.parseInt(point.split(",")[0]);
int y = Integer.parseInt(point.split(",")[1]);
return new Point(x, y);
}
}
public static void main(String [] args) throws UnknownHostException, IOException {
Ground ground = new Ground();
window.setContentPane(ground);
window.setSize(600, 600);
window.setLocation(0, 0);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setVisible(true);
}
}
I don't see the problem but I did see that:
ex = reader.read().x;
ey = reader.read().y;
This reads two lines and throws away the y from the first and the x from the second.
Should be:
Point p = reader.read();
ex = p.x;
ey = p.y;
The peer might not generate a point for you to read every time you write one so the reading of the points from the peer should not occur in the event handler that writes a point to the peer.
I'm following a tutorial unity multiplayer (UNET) on YouTube but I'm getting different results compared to the guy in the video. You see I followed his tutorial to the tea, however in my server script within the update function I used a debug.log in the switch statement default function to tell me if i'm receiving invalid messaging, which I am. I think that my message isn't really being sent properly despite the fact that I followed the guy's tutorial carefully! Am I missing something in my server script?
This is my code:
public class ServerClient
{
public int connectionId;
public string playerName;
}
public class Server : MonoBehaviour {
private const int MAX_CONNECTION = 4;
private int port = 8888;
private int hostId;
private int webHostId;
private int reliableChannel;
private int unreliableChannel;
private bool isStarted = false;
private byte error;
private List<ServerClient> clients = new List<ServerClient>();
private void Start()
{
NetworkTransport.Init ();
ConnectionConfig cc = new ConnectionConfig ();
reliableChannel = cc.AddChannel (QosType.Reliable);
unreliableChannel = cc.AddChannel (QosType.Unreliable);
HostTopology topo = new HostTopology (cc, MAX_CONNECTION);
hostId = NetworkTransport.AddHost (topo, port); // null
Debug.Log ("Socket Open. hostId is: " + hostId);
webHostId = NetworkTransport.AddWebsocketHost (topo, port, null); //, port, null
isStarted = true;
}
private void Update()
{
if (!isStarted)
return;
int recHostId;
int connectionId;
int channelId;
byte[] recBuffer = new byte[1024];
int bufferSize = 1024;
int dataSize;
byte error;
NetworkEventType recData = NetworkTransport.Receive (out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error);
switch (recData) {
case NetworkEventType.ConnectEvent: //2
Debug.Log ("Player " + connectionId + "has connected");
OnConnection (connectionId);
break;
case NetworkEventType.DataEvent: //3
string msg = Encoding.Unicode.GetString(recBuffer, 0, dataSize);
//Debug.Log("Player" + connectionId + " has sent : " + msg);
Debug.Log("Recieving from " + connectionId + " : " + msg);
string[] splitData = msg.Split ('|');
switch (splitData[0])
{
case "OnNameIs":
OnNameIs (connectionId, splitData [1]);
break;
default:
Debug.Log ("Invalid message: " + msg);
break;
}
break;
case NetworkEventType.DisconnectEvent: // 4
Debug.Log("Player " + connectionId + "has disconnected");
break;
}
}
private void OnConnection(int cnnId)
{
// This may add a thrid player
ServerClient c = new ServerClient();
c.connectionId = cnnId;
c.playerName = "TEMP";
clients.Add(c);
//So you might want to change this later
string msg = "AskName|" + cnnId + "|";
foreach (ServerClient sc in clients)
msg += sc.playerName + '%' + sc.connectionId + '|';
msg = msg.Trim ('|');
Send (msg, reliableChannel, cnnId);
}
private void OnNameIs(int cnnId, string playerName)
{
clients.Find (x => x.connectionId == cnnId).playerName = playerName;
Send ("CNN|" + playerName + '|' + cnnId, reliableChannel, clients);
}
private void Send(string message, int channelId, int cnnId)
{
List<ServerClient> c = new List<ServerClient>();
c.Add (clients.Find (x => x.connectionId == cnnId));
Send (message, channelId, c);
}
private void Send(string message, int channelId, List<ServerClient> c)
{
Debug.Log ("Sending : " + message);
byte[] msg = Encoding.Unicode.GetBytes (message);
foreach (ServerClient sc in c)
{
NetworkTransport.Send (hostId, sc.connectionId, channelId, msg, message.Length * sizeof(char), out error);
}
}
}
The below script is my client script:
public class Player
{
public string playerName;
public GameObject avatar;
public int connectionId;
}
public class Client : MonoBehaviour {
private const int MAX_CONNECTION = 4;
private int port = 8888; //5701
private int hostId;
private int webHostId;
private int connectionId;
private int ourClientId;
private int reliableChannel;
private int unreliableChannel;
private float connectionTime;
private bool isConnected = false;
private bool isStarted = false;
private byte error;
private string playerName;
public GameObject playerPrefab;
public List<Player> players = new List<Player>();
public void Connect()
{
//Does the player have a name?
//take this part out
string pName = GameObject.Find("NameInput").GetComponent<InputField>().text;
if (pName == "") {
Debug.Log ("you must enter a name");
return;
}
playerName = pName;
//
// place this is the Start fuction
NetworkTransport.Init ();
ConnectionConfig cc = new ConnectionConfig ();
reliableChannel = cc.AddChannel (QosType.Reliable);
unreliableChannel = cc.AddChannel (QosType.Unreliable);
HostTopology topo = new HostTopology (cc, MAX_CONNECTION);
hostId = NetworkTransport.AddHost (topo, 0);
//
byte error;
connectionId = NetworkTransport.Connect (hostId, "127.0.0.1", port, 0, out error);
Debug.Log ("Connection to server. ConnectionId: " + connectionId);
connectionTime = Time.time;
isConnected = true;
}
private void Update()
{
if (!isConnected)
return;
int recHostId;
int connectionId;
int channelId;
byte[] recBuffer = new byte[1024];
int bufferSize = 1024;
int dataSize;
byte error;
NetworkEventType recData = NetworkTransport.Receive (out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error);
switch (recData) {
case NetworkEventType.DataEvent: //1
string msg = Encoding.Unicode.GetString (recBuffer, 0, dataSize);
Debug.Log ("Recieving : " + msg);
string[] splitData = msg.Split ('|');
switch (splitData[0])
{
case "AskName":
OnAskName (splitData);
break;
case "CNN":
SpawnPlayer (splitData[1], int.Parse(splitData[2]));
break;
case "DC":
break;
default:
Debug.Log ("Invalid message: " + msg);
break;
}
break;
}
}
private void OnAskName(string[] data)
{
ourClientId = int.Parse (data [1]);
Send ("OnNameis|" + playerName, reliableChannel);
for (int i = 2; i < data.Length - 1; i++)
{
string[] d = data[i].Split('%');
SpawnPlayer(d[0], int.Parse(d[1]));
}
}
private void SpawnPlayer(string playerName, int cnnId)
{
GameObject go = Instantiate (playerPrefab) as GameObject;
Debug.Log ("Object has been spawn", go);
if (cnnId == ourClientId) // the problem //
{
GameObject.Find("Canvas").SetActive (false);
isStarted = true;
}
Player p = new Player ();
p.avatar = go;
p.playerName = playerName;
p.connectionId = cnnId;
p.avatar.GetComponentInChildren<TextMesh>().text = playerName;
players.Add (p);
}
private void Send(string message, int channelId)
{
Debug.Log ("Sending : " + message);
byte[] msg = Encoding.Unicode.GetBytes (message);
NetworkTransport.Send (hostId, connectionId, channelId, msg, message.Length * sizeof(char), out error);
}
Thank you in advance!
Not quite to the tea.
If you look closely you'll see that:
The client sends a command with the name OnNameis
While the server expects a command named OnNameIs
This pretty much illustrates the dangers of using strings for commands. Use an Enum instead.
I need to encode and decode BER data. .NET has the class System.DirectoryServices.Protocols.BerConverter
The static method requires me to enter a string in the first parameter as shown below
byte[] oid = { 0x30, 0xD, 0x6, 0x9, 0x2A, 0x86, 0x48, 0x86, 0xF7, 0xD, 0x1, 0x1, 0x1, 0x5, 0x0 }; // Object ID for RSA
var result2 = System.DirectoryServices.Protocols.BerConverter.Decoding("?what goes here?", oid);
BER encoding is used in LDAP, Certificates, and is commonplace in many other formats.
I'll be happy with information telling me how to Encode or Decode on this class. There is nothing on Stack Overflow or the first few pages of Google (or Bing) regarding this.
Question
How do I convert the byte array above to the corresponding OID using BER decoding?
How can I parse (or attempt to parse) SubjectPublicKeyInfo ASN.1 data in DER or BER format?
It seems the DER encoding\decoding classes are internal to the .NET framework. If so, where are they? (I'd like to ask connect.microsoft.com to make these members public)
How do I convert the byte array above to the corresponding OID using BER decoding?
After you have extracted the OID byte array, you can convert it to an OID string using OidByteArrayToString(). I have included the code below, since I couldn't find a similar function in the .NET libraries.
How can I parse (or attempt to parse) SubjectPublicKeyInfo ASN.1 data in DER or BER format?
I was not able to find a TLV parser in the .NET SDK either. Below is an implementation of a BER TLV parser, BerTlv. Since DER is a subset of BER, parsing will work the same way. Given a BER-TLV byte[] array, it will return a list of BerTlv objects that support access of sub TLVs.
It seems the DER encoding\decoding classes are internal to the .NET framework. If so, where are they? (I'd like to ask connect.microsoft.com to make these members public)
Maybe somebody else can answer this question.
Summary
Here is an example of how you can use the code provided below. I have used the public key data you provided in your previous post. The BerTlv should probably be augmented to support querying like BerTlv.getValue(rootTlvs, '/30/30/06');.
public static void Main(string[] args)
{
string pubkey = "MIGfMA0GCSqGSIb3DQEBAQUAA4GNADCBiQKBgQDrEee0Ri4Juz+QfiWYui/E9UGSXau/2P8LjnTD8V4Unn+2FAZVGE3kL23bzeoULYv4PeleB3gfmJiDJOKU3Ns5L4KJAUUHjFwDebt0NP+sBK0VKeTATL2Yr/S3bT/xhy+1xtj4RkdV7fVxTn56Lb4udUnwuxK4V5b5PdOKj/+XcwIDAQAB";
byte[] pubkeyByteArray = Convert.FromBase64String(pubkey);
List<BerTlv> rootTlvs = BerTlv.parseTlv(pubkeyByteArray);
BerTlv firstTlv = rootTlvs.Where(tlv => tlv.Tag == 0x30).First();//first sequence (tag 30)
BerTlv secondTlv = firstTlv.SubTlv.Where(tlv => tlv.Tag == 0x30).First();//second sequence (tag 30)
BerTlv oid = secondTlv.SubTlv.Where(tlv => tlv.Tag == 0x06).First();//OID tag (tag 30)
string strOid = OidByteArrayToString(oid.Value);
Console.WriteLine(strOid);
}
Output:
1.2.840.113549.1.1.1
OID Encode/Decode
public static byte[] OidStringToByteArray(string oid)
{
string[] split = oid.Split('.');
List<byte> retVal = new List<byte>();
//root arc
if (split.Length > 0)
retVal.Add((byte)(Convert.ToInt32(split[0])*40));
//first arc
if (split.Length > 1)
retVal[0] += Convert.ToByte(split[1]);
//subsequent arcs
for (int i = 2; i < split.Length; i++)
{
int arc_value = Convert.ToInt32(split[i]);
Stack<byte> bytes = new Stack<byte>();
while (arc_value != 0)
{
byte val = (byte) ((arc_value & 0x7F) | (bytes.Count == 0 ? 0x0:0x80));
arc_value >>= 7;
bytes.Push(val);
}
retVal.AddRange(bytes);
}
return retVal.ToArray();
}
public static string OidByteArrayToString(byte[] oid)
{
StringBuilder retVal = new StringBuilder();
//first byte
if (oid.Length > 0)
retVal.Append(String.Format("{0}.{1}", oid[0] / 40, oid[0] % 40));
// subsequent bytes
int current_arc = 0;
for (int i = 1; i < oid.Length; i++)
{
current_arc = (current_arc <<= 7) | oid[i] & 0x7F;
//check if last byte of arc value
if ((oid[i] & 0x80) == 0)
{
retVal.Append('.');
retVal.Append(Convert.ToString(current_arc));
current_arc = 0;
}
}
return retVal.ToString();
}
BER-TLV Parser
class BerTlv
{
private int tag;
private int length;
private int valueOffset;
private byte[] rawData;
private List<BerTlv> subTlv;
private BerTlv(int tag, int length, int valueOffset, byte[] rawData)
{
this.tag = tag;
this.length = length;
this.valueOffset = valueOffset;
this.rawData = rawData;
this.subTlv = new List<BerTlv>();
}
public int Tag
{
get { return tag; }
}
public byte[] RawData
{
get { return rawData; }
}
public byte[] Value
{
get
{
byte[] result = new byte[length];
Array.Copy(rawData, valueOffset, result, 0, length);
return result;
}
}
public List<BerTlv> SubTlv
{
get { return subTlv; }
}
public static List<BerTlv> parseTlv(byte[] rawTlv)
{
List<BerTlv> result = new List<BerTlv>();
parseTlv(rawTlv, result);
return result;
}
private static void parseTlv(byte[] rawTlv, List<BerTlv> result)
{
for (int i = 0, start=0; i < rawTlv.Length; start=i)
{
//parse Tag
bool constructed_tlv = (rawTlv[i] & 0x20) != 0;
bool more_bytes = (rawTlv[i] & 0x1F) == 0x1F;
while (more_bytes && (rawTlv[++i] & 0x80) != 0) ;
i++;
int tag = Util.getInt(rawTlv, start, i-start);
//parse Length
bool multiByte_Length = (rawTlv[i] & 0x80) != 0;
int length = multiByte_Length ? Util.getInt(rawTlv, i+1, rawTlv[i] & 0x1F) : rawTlv[i];
i = multiByte_Length ? i + (rawTlv[i] & 0x1F) + 1: i + 1;
i += length;
byte[] rawData = new byte[i - start];
Array.Copy(rawTlv, start, rawData, 0, i - start);
BerTlv tlv = new BerTlv(tag, length, i - length, rawData);
result.Add(tlv);
if (constructed_tlv)
parseTlv(tlv.Value, tlv.subTlv);
}
}
}
Here is a utility class that contains some functions used in the class above. It is included for the sake of clarity how it works.
class Util
{
public static string getHexString(byte[] arr)
{
StringBuilder sb = new StringBuilder(arr.Length * 2);
foreach (byte b in arr)
{
sb.AppendFormat("{0:X2}", b);
}
return sb.ToString();
}
public static byte[] getBytes(String str)
{
byte[] result = new byte[str.Length >> 1];
for (int i = 0; i < result.Length; i++)
{
result[i] = (byte)Convert.ToInt32(str.Substring(i * 2, 2), 16);
}
return result;
}
public static int getInt(byte[] data, int offset, int length)
{
int result = 0;
for (int i = 0; i < length; i++)
{
result = (result << 8) | data[offset + i];
}
return result;
}
}
I have created a simple client/server app and it works great (1MB/s which is max speed i set for server to send) when i run in locally or under Lan network. But when i try to run it in one of my Dedicate Server/VPS my download speed become slow.
I am using CentOS on servers and Mono for running it, Mono version is 2.10.2 and CentOs is 64bit version. Created using framework 4.
Speed test:
Local: 1MB
Lan: 1MB
Running server on CentOS: 0~10~20 KB
My connection speed is 2Mb or ~250KB. It will give me full speed some times. But very rare and i cant see why it give my full speed sometimes and sometimes no speed at all or why sometimes only 10KB and other times only 20KB. Also, i am running client part on my Win7 Desktop. Here is code for server and client part:
Server:
class Program
{
private static BackgroundWorker _ListeningWorker;
private static BackgroundWorker _QWorker;
private static System.Net.Sockets.Socket _Server;
private static List<System.Net.Sockets.Socket> ConnectedClients = new List<System.Net.Sockets.Socket>();
static void Main(string[] args)
{
Program._ListeningWorker = new BackgroundWorker();
Program._ListeningWorker.WorkerSupportsCancellation = true;
Program._ListeningWorker.DoWork += _ListeningWorker_DoWork;
Program._QWorker = new BackgroundWorker();
Program._QWorker.WorkerSupportsCancellation = true;
Program._QWorker.DoWork += _QWorker_DoWork;
Program.Start();
while (true)
{
Console.Clear();
Console.WriteLine("1.0.0.1");
Console.WriteLine(Program.ConnectedClients.Count.ToString());
System.Threading.Thread.Sleep(1000);
}
}
public static bool Start()
{
if (!Program._ListeningWorker.IsBusy)
{
Program._Server = new System.Net.Sockets.Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPEndPoint ipLocal = new IPEndPoint(IPAddress.Any, 8081);
Program._Server.Bind(ipLocal);
Program._Server.Listen(10);
Program._ListeningWorker.RunWorkerAsync();
Program._QWorker.RunWorkerAsync();
}
return true;
}
private static void _ListeningWorker_DoWork(object sender, DoWorkEventArgs e)
{
while (!Program._ListeningWorker.CancellationPending)
{
if (Program._Server.Poll(10, SelectMode.SelectRead))
{
lock (ConnectedClients)
{
Program.ConnectedClients.Add(Program._Server.Accept());
}
}
System.Threading.Thread.Sleep(1);
}
Program._Server.Close();
}
private static void _QWorker_DoWork(object sender, DoWorkEventArgs e)
{
byte[] array = new byte[1024];
Random random = new Random();
while (!Program._QWorker.CancellationPending)
{
if (ConnectedClients.Count > 0)
{
System.Net.Sockets.Socket[] st;
lock (ConnectedClients)
{
st = new System.Net.Sockets.Socket[Program.ConnectedClients.Count];
ConnectedClients.CopyTo(st);
}
foreach (System.Net.Sockets.Socket ser in st)
{
random.NextBytes(array);
try
{
ser.BeginSend(array, 0, array.Length, SocketFlags.None, (AsyncCallback)delegate(IAsyncResult ar)
{
try
{
ser.EndSend(ar);
}
catch (Exception)
{
iDissconnected(ser);
}
}, null);
}
catch (Exception)
{
iDissconnected(ser);
}
}
}
System.Threading.Thread.Sleep(1);
}
Program._Server.Close();
}
internal static void iDissconnected(System.Net.Sockets.Socket client)
{
lock (ConnectedClients)
for (int i = 0; i < ConnectedClients.Count; i++)
if (ConnectedClients[i].Equals(client))
{
ConnectedClients.RemoveAt(i);
i--;
}
}
}
Client:
class Program
{
static void Main(string[] args)
{
Console.WriteLine("Enter IP Address: ");
string Address = Console.ReadLine();
Console.WriteLine();
ushort Port = 8081;
System.Net.Sockets.Socket Client;
Client = new System.Net.Sockets.Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
Client.Connect(Address, (int)Port);
Console.WriteLine("Connected");
int p = 0;
int t = Environment.TickCount;
while (true)
{
if (Client.Available > 0)
{
byte[] z = new byte[1024];
int r = Client.Receive(z); ;
p += r;
}
else
{
System.Threading.Thread.Sleep(10);
}
if (Environment.TickCount - t >= 1000)
{
t = Environment.TickCount;
Console.WriteLine(Program.FormatFileSizeAsString(p) + " Readed,");
p = 0;
}
}
}
public static string FormatFileSizeAsString(int len)
{
if (len < 750 && len > 0)
return "0.0 B ~";
string[] Suffix = { "B", "KB", "MB", "GB", "TB" };
int i;
double dblSByte = len;
for (i = 0; (int)(len / 1024) > 0; i++, len /= 1024)
dblSByte = len / 1024.0;
return String.Format("{0:0.0} {1}", dblSByte, Suffix[i]);
}
}
Thanks all, Please tell me what you think about possible problems.
It was some sort of limitation by ISP per each connection.
Solving was funny. I used to send a HTTP Header before my request and ISP increased my speed because of that.