Reputation: 111
I tried to send data to client using this function
protected void SendData(Socket so, string sendData)
{
byte[] data = Encoding.ASCII.GetBytes(sendData);
so.Send(data);
Console.WriteLine("Sending data back to Client\n");
}
I call this function on this function
protected void ProcessData(int x, string data, Socket so)
{
if (x < mybuffersize)
{
data = data.Trim();
SendData(so, data);
}
}
its work well.. and send the data that server received from client. but when I changed it to this,
protected void ProcessData(int x, string data, Socket so)
{
if (x < mybuffersize)
{
data = data.Trim();
SendData(so, data);
string sendData = "Testing send string";
SendData(so, sendData);
}
}
Client will only receive the data he send to me, but not the string Testing send string
.
Am I doing something wrongly or are there any restriction?
Upvotes: 2
Views: 4149
Reputation: 1969
Because we don't know what the server does nor how it gets the data, can you please try this and see what the server gets:
protected void ProcessData(int x, string data, Socket so)
{
if (x < mybuffersize)
{
string sendData = "Testing send string\0";
SendData(so, sendData);
data = data.Trim();
SendData(so, data);
}
}
Upvotes: 0
Reputation: 111
I found out that the problem is with sending the data,
it seems my client(flash) will receive the string if i add something like this:
protected void ProcessData(int x, string data, Socket so)
{
if (x < mybuffersize)
{
data = data.Trim();
SendData(so, data);
string sendData = "Testing send string\0";
SendData(so, sendData);
}
}
if anyone can explain why, please add at the comment of this answer, thx
Upvotes: 0
Reputation: 2686
We can use TCP messages to send data to client using asynchronous communication.
// Specify the size according to your need.
private byte[] bytData = new byte[1024 * 50000];
private Socket oServerSocket;
private void WindowLoaded(object sender, RoutedEventArgs e)
{
try
{
// We are using TCP sockets
this.oServerSocket = new Socket(
addressFamily: AddressFamily.InterNetwork,
socketType: SocketType.Stream,
protocolType: ProtocolType.Tcp);
// Assign the any IP of the hardware and listen on port number which the hardware is sending(here it's 5656)
var oIPEndPoint = new IPEndPoint(address: IPAddress.Any, port: 5656);
// Bind and listen on the given address
this.oServerSocket.Bind(localEP: oIPEndPoint);
this.oServerSocket.Listen(backlog: 4);
// Accept the incoming clients
this.oServerSocket.BeginAccept(this.OnAccept, null);
}
catch (Exception ex)
{
// Handle Exception
}
}
private void OnAccept(IAsyncResult ar)
{
try
{
var oClientSocket = this.oServerSocket.EndAccept(asyncResult: ar);
// Start listening for more clients
this.oServerSocket.BeginAccept(callback: this.OnAccept, state: null);
// Once the client connects then start receiving the commands from her
oClientSocket.BeginReceive(
buffer: this.bytData,
offset: 0,
size: this.bytData.Length,
socketFlags: SocketFlags.None,
callback: this.OnReceive,
state: oClientSocket);
}
catch (Exception ex)
{
// Handle Exception
}
}
private void OnReceive(IAsyncResult ar)
{
try
{
var oClientSocket = (Socket)ar.AsyncState;
oClientSocket.EndReceive(asyncResult: ar);
/* Process the data here
BitConverter.ToInt32(value: this.bytData, startIndex: 0);
string SomeString= Encoding.ASCII.GetString(bytes: this.bytData, index: 8, count: 5);
*/
// Specify the size according to your need.
this.bytData = null;
this.bytData = new byte[1024 * 50000];
oClientSocket.BeginReceive(
buffer: this.bytData,
offset: 0,
size: this.bytData.Length,
socketFlags: SocketFlags.None,
callback: this.OnReceive,
state: oClientSocket);
}
catch (Exception ex)
{
// Handle Exception
}
}
Upvotes: 1