Reputation: 7591
I had a perfectly fine working console program that uses UdpClient.send to send messages to another program on the localhost (over port 7777). (which oddly enough is an almost identical version this C# script, but running in unity3d, and it has no trouble receiving with the same code).
Now I need to get replies from that program. I added a thread (see bottom) which listens on port 7778 for messages. But I am getting an error when starting saying that:
An existing connection was forcibly closed by the remote host
using Newtonsoft.Json;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
namespace Blaster
{
class Blaster
{
UdpClient client;
IPEndPoint outPoint;
IPEndPoint inPoint;
public int oPort = 7777;
public int iPort = 7778;
public string hostName = "localhost";
public int stepNum = 0;
const int rate = 1000;
public System.Timers.Timer clock;
Thread listener;
static void Main(string[] args)
{
Blaster b = new Blaster();
b.run();
}
Blaster()
{
client = new UdpClient();
outPoint = new IPEndPoint(Dns.GetHostAddresses(hostName)[0], oPort);
inPoint = new IPEndPoint(Dns.GetHostAddresses(hostName)[0], iPort);
}
void run()
{
this.stepNum = 0;
listener = new Thread(new ThreadStart(translater));
listener.IsBackground = true;
listener.Start();
Console.WriteLine("Press Enter to do a send loop...\n");
Console.ReadLine();
Console.WriteLine("started at {0:HH:mm:ss.fff}", DateTime.Now);
start();
Console.WriteLine("Press Enter to stop");
Console.ReadLine();
stop();
client.Close();
}
void stop()
{
clock.Stop();
clock.Dispose();
}
void start()
{
clock = new System.Timers.Timer(rate);
clock.Elapsed += send;
clock.AutoReset = true;
clock.Enabled = true;
}
void send(Object source, System.Timers.ElapsedEventArgs e)
{
Console.WriteLine("sending: {0}", stepNum);
Byte[] sendBytes = Encoding.ASCII.GetBytes(message());
try
{
client.Send(sendBytes, sendBytes.Length, outPoint);
}
catch (Exception err)
{
Console.WriteLine(err.ToString());
}
}
string message()
{
Packet p = new Packet();
p.id = "car";
p.start = DateTime.Now;
p.x = 1.2f;
p.y = 0.4f;
p.z = 4.5f;
p.step = stepNum++;
string json = JsonConvert.SerializeObject(p);
return json;
}
void translater()
{
Byte[] data = new byte[0];
client.Client.Bind(inPoint);
while (true)
{
try
{
data = client.Receive(ref inPoint);
}
catch (Exception err)
{
Console.WriteLine("Blaster.translater: recieve data error: " + err.Message);
client.Close();
return;
}
string json = Encoding.ASCII.GetString(data);
Console.WriteLine(json);
Packet p = JsonConvert.DeserializeObject<Packet>(json);
}
}
}
}
Upvotes: 2
Views: 1377
Reputation: 7591
Ok, I had seen some examples of folks using a single client object for both send and receive (as well as the same port). But then I saw a different port was needed if they were on the same host. Now I see you need a separate udpClient.
using Newtonsoft.Json;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
namespace Blaster
{
class Blaster
{
UdpClient client;
IPEndPoint outPoint;
IPEndPoint inPoint;
public int oPort = 7777;
public int iPort = 7778;
public string hostName = "localhost";
public int stepNum = 0;
const int rate = 1000;
public System.Timers.Timer clock;
Thread listener;
static void Main(string[] args)
{
Blaster b = new Blaster();
b.run();
}
Blaster()
{
client = new UdpClient();
outPoint = new IPEndPoint(Dns.GetHostAddresses(hostName)[0], oPort);
inPoint = new IPEndPoint(Dns.GetHostAddresses(hostName)[0], iPort);
}
void run()
{
this.stepNum = 0;
listener = new Thread(new ThreadStart(translater));
listener.IsBackground = true;
listener.Start();
Console.WriteLine("Press Enter to do a send loop...\n");
Console.ReadLine();
Console.WriteLine("started at {0:HH:mm:ss.fff}", DateTime.Now);
start();
Console.WriteLine("Press Enter to stop");
Console.ReadLine();
stop();
client.Close();
}
void stop()
{
clock.Stop();
clock.Dispose();
}
void start()
{
clock = new System.Timers.Timer(rate);
clock.Elapsed += send;
clock.AutoReset = true;
clock.Enabled = true;
}
void send(Object source, System.Timers.ElapsedEventArgs e)
{
Console.WriteLine("sending: {0}", stepNum);
Byte[] sendBytes = Encoding.ASCII.GetBytes(message());
try
{
client.Send(sendBytes, sendBytes.Length, outPoint);
}
catch (Exception err)
{
Console.WriteLine(err.ToString());
}
}
string message()
{
Packet p = new Packet();
p.id = "car";
p.start = DateTime.Now;
p.x = 1.2f;
p.y = 0.4f;
p.z = 4.5f;
p.step = stepNum++;
string json = JsonConvert.SerializeObject(p);
return json;
}
void translater()
{
UdpClient server = new UdpClient();
Byte[] data = new byte[0];
server.Client.Bind(inPoint);
while (true)
{
try
{
data = server.Receive(ref inPoint);
}
catch (Exception err)
{
Console.WriteLine("Blaster.translater: recieve data error: " + err.Message);
client.Close();
return;
}
string json = Encoding.ASCII.GetString(data);
Console.WriteLine(json);
Packet p = JsonConvert.DeserializeObject<Packet>(json);
}
}
}
}
Upvotes: 1