Reputation: 21
I have made a connection between server and client, the client send data to the server and receive a response, but i wanna send data from the server to client and receive the response from client to server, is it possible ? Here is my code : [Client] :
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Net;
using System.Text;
using System.Threading.Tasks;
using System.Threading;
namespace Multi_Client
{
class Program
{
private static Socket _clientSocket = new Socket
(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
static void Main(string[] args)
{
Console.Title = "Client";
ConnectToServer();
RequestLoop();
Exit();
}
private static void ConnectToServer()
{
int attempts = 0;
while (!_clientSocket.Connected)
{
try
{
attempts++;
Console.WriteLine("Connection attempt " + attempts);
_clientSocket.Connect(IPAddress.Loopback, 100);
}
catch (SocketException)
{
Console.Clear();
}
}
Console.Clear();
Console.WriteLine("Connected");
_clientSocket.Send(Encoding.ASCII.GetBytes("C1"));
}
private static void RequestLoop()
{
Console.WriteLine(@"<Type ""exit"" to properly disconnect client>");
SendRequest();
ReceiveResponse();
}
/// <summary>
/// Close socket and exit app
/// </summary>
private static void Exit()
{
SendString("exit"); // Tell the server we re exiting
_clientSocket.Shutdown(SocketShutdown.Both);
_clientSocket.Close();
Environment.Exit(0);
}
private static void SendRequest()
{
Console.Write("Send a request: ");
string request = Console.ReadLine();
SendString(request);
if (request.ToLower() == "exit")
{
Exit();
return;
}
}
private static void SendString(string text)
{
byte[] buffer = Encoding.ASCII.GetBytes(text);
_clientSocket.Send(buffer, 0, buffer.Length, SocketFlags.None);
}
private static void ReceiveResponse()
{
byte[] buffer = new byte[2048];
int received = _clientSocket.Receive(buffer, SocketFlags.None);
if (received == 0) return;
byte[] data = new byte[received];
Array.Copy(buffer, data, received);
string text = Encoding.ASCII.GetString(data);
Console.WriteLine(text);
}
}
}
[Server] :
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Threading;
using System.Net;
using System.IO;
using NetworkCommsDotNet;
using System.Net.Sockets;
namespace Server
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private static Socket _serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
private static List<Socket> _clientSockets = new List<Socket>();
private static readonly int _BUFFER_SIZE = 2048;
private static byte[] _buffer = new byte[_BUFFER_SIZE];
string text;
Socket current;
Socket test;
delegate void SetTextCallback(string text);
private void SetText(string text)
{
// InvokeRequired required compares the thread ID of the
// calling thread to the thread ID of the creating thread.
// If these threads are different, it returns true.
if (this.richTextBox1.InvokeRequired)
{
SetTextCallback d = new SetTextCallback(SetText);
this.Invoke(d, new object[] { text });
}
else
{
this.richTextBox1.Text += text + "\n";
}
}
private void SetupServer()
{
SetText("Setting up server...");
_serverSocket.Bind(new IPEndPoint(IPAddress.Any, 100));
_serverSocket.Listen(5);
_serverSocket.BeginAccept(new AsyncCallback(AcceptCallback), null);
SetText("Server Setup");
}
/// <summary>
/// Close all connected client (we do not need to shutdown the server socket as its connections
/// are already closed with the clients)
/// </summary>
private static void CloseAllSockets()
{
foreach (Socket socket in _clientSockets)
{
socket.Shutdown(SocketShutdown.Both);
socket.Close();
}
_serverSocket.Close();
}
private void AcceptCallback(IAsyncResult AR)
{
Socket socket = null;
try
{
socket = _serverSocket.EndAccept(AR);
}
catch (ObjectDisposedException) // I cannot seem to avoid this (on exit when properly closing sockets)
{
return;
}
_clientSockets.Add(socket);
socket.BeginReceive(_buffer, 0, _BUFFER_SIZE, SocketFlags.None, new AsyncCallback(ReceiveCallback), socket);
SetText("Client connected, waiting for request...");
test = (Socket)AR.AsyncState;
_serverSocket.BeginAccept(new AsyncCallback(AcceptCallback), null);
}
private void ReceiveCallback(IAsyncResult AR)
{
current = (Socket)AR.AsyncState;
int received = 0;
try
{
received = current.EndReceive(AR);
}
catch (SocketException)
{
SetText("Client forcefully disconnected");
current.Close(); // Dont shutdown because the socket may be disposed and its disconnected anyway
_clientSockets.Remove(current);
return;
}
byte[] recBuf = new byte[received];
Array.Copy(_buffer, recBuf, received);
text = Encoding.ASCII.GetString(recBuf);
SetText("Received Text: " + text);
if (text.ToLower() == "get tim") // Client requested time
{
SetText("Text is a get time request");
byte[] data = Encoding.ASCII.GetBytes(DateTime.Now.ToLongTimeString());
current.Send(data);
SetText("Time sent to client");
}
else if (text.ToString() == "C1") // Client wants to exit gracefully
{
SetText("Received :: C1");
byte[] data = Encoding.ASCII.GetBytes(DateTime.Now.ToLongTimeString());
current.Send(data);
}
else
{
SetText("Server is sending invalid packet");
SetText("Warning Sent");
}
current.BeginReceive(_buffer, 0, _BUFFER_SIZE, SocketFlags.None, new AsyncCallback(ReceiveCallback), current);
}
private void Form1_Load(object sender, EventArgs e)
{
SetupServer();
}
private void Send_Received(string mess)
{
byte[] data = Encoding.ASCII.GetBytes(mess);
test.Send(data);
}
private void button2_Click(object sender, EventArgs e)
{
CloseAllSockets();
}
private void button1_Click(object sender, EventArgs e)
{
Send_Received(textBox1.Text);
}
}
}
Upvotes: 2
Views: 9612
Reputation: 21
I resolved it by editing the RequestLoop function :
private static void RequestLoop()
{
ReceiveResponse();
}
It`s all :)
Upvotes: 0
Reputation: 21
Actually, i know where is the problem, when the server send something to the client and the client hasn't already sent something, the client doesn't show the thing until he sent another stuff :O Example (i know it's complicated) : Server sent C1 and show in the console C1 sent to client : Client do nothing (he should show in the console C1O) Client sent Pa (random) and show in the console CAO : Server receive Pa Client sent Ka (random) and show in the console (Invalid request because the server has received Pa so it sends invalid request text) I hope that it's clean even if i knew that it's not :S
Upvotes: 0
Reputation: 3970
Short answer: Yes, it is possible.
Long aswer: Yes. Your current code is implemented this way:
And then you enter a loop, since no other content is sent. You implemented a synchronous protocol - client talks, server talks back, client dumps it to console.
Let me suggest a quick implementation so you can test a server->client->server exchange:
This is a very simple QoS protocol - you'll be testing the connection's health.
Let us know if you manage to implement it. =)
Upvotes: 3