Reputation: 35
I've been looking at many tcp client/server examples and would want to know how one can go about creating a method to identify each client. One way I know is through lets say, a log in authentication. I know how to connect, and query a database, but how would I lets say after successful authentication, take the username and say this username is this socket. A class example or simple method would be appreciated as an example. I want to be able to target all connected clients by their username from a database individually.
Example I'm using for server
using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
namespace MultiServer
{
class Program
{
private static readonly Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
private static readonly List<Socket> clientSockets = new List<Socket>();
private const int BUFFER_SIZE = 2048;
private const int PORT = 100;
private static readonly byte[] buffer = new byte[BUFFER_SIZE];
static void Main()
{
Console.Title = "Server";
SetupServer();
Console.ReadLine(); // When we press enter close everything
CloseAllSockets();
}
private static void SetupServer()
{
Console.WriteLine("Setting up server...");
serverSocket.Bind(new IPEndPoint(IPAddress.Any, PORT));
serverSocket.Listen(0);
serverSocket.BeginAccept(AcceptCallback, null);
Console.WriteLine("Server setup complete");
}
/// <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 static void AcceptCallback(IAsyncResult AR)
{
Socket socket;
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, ReceiveCallback, socket);
Console.WriteLine("Client connected, waiting for request...");
serverSocket.BeginAccept(AcceptCallback, null);
}
private static void ReceiveCallback(IAsyncResult AR)
{
Socket current = (Socket)AR.AsyncState;
int received;
try
{
received = current.EndReceive(AR);
}
catch (SocketException)
{
Console.WriteLine("Client forcefully disconnected");
// Don't shutdown because the socket may be disposed and its disconnected anyway.
current.Close();
clientSockets.Remove(current);
return;
}
byte[] recBuf = new byte[received];
Array.Copy(buffer, recBuf, received);
string text = Encoding.ASCII.GetString(recBuf);
Console.WriteLine("Received Text: " + text);
if (text.ToLower() == "get time") // Client requested time
{
Console.WriteLine("Text is a get time request");
byte[] data = Encoding.ASCII.GetBytes(DateTime.Now.ToLongTimeString());
current.Send(data);
Console.WriteLine("Time sent to client");
}
else if (text.ToLower() == "exit") // Client wants to exit gracefully
{
// Always Shutdown before closing
current.Shutdown(SocketShutdown.Both);
current.Close();
clientSockets.Remove(current);
Console.WriteLine("Client disconnected");
return;
}
else
{
Console.WriteLine("Text is an invalid request");
byte[] data = Encoding.ASCII.GetBytes("Invalid request");
current.Send(data);
Console.WriteLine("Warning Sent");
}
current.BeginReceive(buffer, 0, BUFFER_SIZE, SocketFlags.None, ReceiveCallback, current);
}
}
}
Upvotes: 0
Views: 640
Reputation: 63722
There's a very simple solution to that when you're using the asynchronous callbacks (though I'd strongly recommend switching to a newer approach, or even better, an existing library - raw TCP is hard to do right).
The callback delegate can point to an instance method. This means you can have something like this:
class Client
{
private readonly Socket socket;
public readonly byte[] ReceiveBuffer = new byte[BUFFFER_SIZE];
public Client(Socket socket)
{
this.socket = socket;
}
public void ReceiveCallback(IAsyncResult AR)
{
// Handle the received data as usual
}
}
And then in your AcceptCallback
method, just use a list of Client
instead of Socket
, and the final BeginReceive
call as such:
var client = new Client(socket);
socket.BeginReceive(client.ReceiveBuffer, 0, BUFFER_SIZE, SocketFlags.None, client.ReceiveCallback,
socket);
clients.Add(newClient);
But again, writing custom networking is hard. Use an existing solution if possible - there's plenty to choose from.
Also, the ObjectDisposedException
s you're getting are because you're doing Shutdown
immediately followed by a Close
. This is wrong. TCP shutdown is coöperative - you need to wait for the client socket to close before you call Close
on your socket. What you're doing is rudely interrupting the connection before it has a chance to resolve itself. Again - TCP is hard to do right, you need to learn how it works very thoroughly.
Upvotes: 2