Breakpoint affects the result during TCP send
I have a problem with a Client / Server application I am writing. The goal is to send specific directory files to the Client and send them to a directory on the Server.
I get files with foreach, but when I put a breakpoint at the beginning of foreach, and continue until I send all the files, I get all of them on my server as I want, when I remove the breakpoint and restart my application, my server just gets part of the files and I don't know why.
I'm not sure, but I suppose this is a threading issue, but I don't know how to solve it.
Server:
static void Main(string[] args)
{
try
{
TcpListener listen = new TcpListener(3003);
TcpClient client;
int bufferSize = 1024;
NetworkStream netStream = null;
int bytesRead = 0;
int allBytesRead = 0;
// Start listening
listen.Start();
// Accept client
client = listen.AcceptTcpClient();
StreamReader reader = new StreamReader(client.GetStream());
netStream = client.GetStream();
string fileName;
bool endOfSend=false;
do
{
fileName = reader.ReadLine();
// Read length of incoming data
byte[] length = new byte[4];
bytesRead = netStream.Read(length, 0, 4);
int dataLength = BitConverter.ToInt32(length, 0);
// Read the data
int bytesLeft = dataLength;
byte[] data = new byte[dataLength];
while (bytesLeft > 0)
{
int nextPacketSize = (bytesLeft > bufferSize) ? bufferSize : bytesLeft;
bytesRead = netStream.Read(data, allBytesRead, nextPacketSize);
allBytesRead += bytesRead;
bytesLeft -= bytesRead;
}
allBytesRead = 0;
bytesLeft = 0;
bytesRead = 0;
// Save file to desktop
Console.WriteLine("File {0} received.", fileName);
File.WriteAllBytes(@"C:\Users\toto2\Desktop\" + fileName, data);
} while (!endOfSend);
netStream.Close();
client.Close();
Console.ReadLine();
}
catch (Exception ex)
{
Console.WriteLine("File Receiving fail." + ex.Message);
}
}
Customer:
static void Main(string[] args)
{
try
{
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
int port = 3003;
TcpClient client = new TcpClient();
//NetworkStream netStream;
// Connect to server
try
{
client.Connect(new IPEndPoint(ipAddress, port));
Console.WriteLine("Connecté.....");
SendFiles(client);
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
// Clean up
client.Close();
Console.Read();
}
catch (Exception ex)
{
Console.WriteLine("File Sending fail." + ex.Message);
}
}
public static void SendFiles(TcpClient cli) {
NetworkStream netS=cli.GetStream();
int bufferSize = 1024;
string[] files = Directory.GetFiles(@"C:\Users\toto\Mes Images\test");
StreamWriter writer = new StreamWriter(cli.GetStream());
foreach (string item in files)
{
writer.WriteLine(Path.GetFileName(item));
writer.Flush();
// Read bytes from image
byte[] data = File.ReadAllBytes(Path.GetFullPath(item));
// Build the package
byte[] dataLength = BitConverter.GetBytes(data.Length);
byte[] package = new byte[4 + data.Length];
dataLength.CopyTo(package, 0);
data.CopyTo(package, 4);
// Send to server
int bytesSent = 0;
int bytesLeft = package.Length;
while (bytesLeft > 0)
{
int nextPacketSize = (bytesLeft > bufferSize) ? bufferSize : bytesLeft;
netS.Write(package, bytesSent, nextPacketSize);
bytesSent += nextPacketSize;
bytesLeft -= nextPacketSize;
}
}
writer.Close();
netS.Close();
}
Thanks, someone will try to help me.
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You might want to implement and confirm from the server to the client that it received 1 file. Then ask the client to send the next file. As far as I can tell, you are just sending all files at once. Below is a simple confirmation implementation. You should be able to use the appropriate parts for your script.
//
/* Server Program */
using System;
using System.Text;
using System.Net;
using System.Net.Sockets;
public class serv {
public static void Main() {
try {
IPAddress ipAd = IPAddress.Parse("172.21.5.99");
// use local m/c IP address, and
// use the same in the client
/* Initializes the Listener */
TcpListener myList=new TcpListener(ipAd,8001);
/* Start Listeneting at the specified port */
myList.Start();
Console.WriteLine("The server is running at port 8001...");
Console.WriteLine("The local End point is :" +
myList.LocalEndpoint );
Console.WriteLine("Waiting for a connection.....");
Socket s=myList.AcceptSocket();
Console.WriteLine("Connection accepted from " + s.RemoteEndPoint);
byte[] b=new byte[100];
int k=s.Receive(b);
Console.WriteLine("Recieved...");
for (int i=0;i<k;i++)
Console.Write(Convert.ToChar(b[i]));
ASCIIEncoding asen=new ASCIIEncoding();
s.Send(asen.GetBytes("The string was recieved by the server."));
Console.WriteLine("\nSent Acknowledgement");
/* clean up */
s.Close();
myList.Stop();
}
catch (Exception e) {
Console.WriteLine("Error..... " + e.StackTrace);
}
}
}
---------------------------------------------------------------------------
/* Client Program */
using System;
using System.IO;
using System.Net;
using System.Text;
using System.Net.Sockets;
public class clnt {
public static void Main() {
try {
TcpClient tcpclnt = new TcpClient();
Console.WriteLine("Connecting.....");
tcpclnt.Connect("172.21.5.99",8001);
// use the ipaddress as in the server program
Console.WriteLine("Connected");
Console.Write("Enter the string to be transmitted : ");
String str=Console.ReadLine();
Stream stm = tcpclnt.GetStream();
ASCIIEncoding asen= new ASCIIEncoding();
byte[] ba=asen.GetBytes(str);
Console.WriteLine("Transmitting.....");
stm.Write(ba,0,ba.Length);
byte[] bb=new byte[100];
int k=stm.Read(bb,0,100);
for (int i=0;i<k;i++)
Console.Write(Convert.ToChar(bb[i]));
tcpclnt.Close();
}
catch (Exception e) {
Console.WriteLine("Error..... " + e.StackTrace);
}
}
}
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You have a hybrid binary / text protocol. It can be painful. StreamReader
buffers parts of the stream. It takes more than it returns immediately as a string. You cannot mix it with other readers.
Throw away all this code and use a higher level communication mechanism. For example WCF with MTOM for binary streaming. Or HTTP.
If you don't want to use BinaryReader
ad BinaryWriter
. They are quite easy to use.
Note that when reading the length, you are assuming that all 4 bytes will arrive in one read. This assumption is incorrect.
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