I have a simple tcp/ip chat program with a server and client. The first time I send a packet, it makes it to the client but during the NetworkStream.Read it stops execution and doesn't throw an exception. The next packet I send is read and processed perfectly. Another weird thing I noticed is that MyNetworkStream.DataAvailable is always false even if I get information from the server so I have to put a debug symbol and skip over it. I wish I could post all my code but it is long so I will post where I read and write to the network stream.
public void Listen(int byteLength)
{
var buffer = new byte[byteLength];
MySocket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, new AsyncCallback(Read), buffer);
}
private void Read(IAsyncResult ar)
{
while (MySocket.Connected)
{
MyNetworkStream = new NetworkStream(MySocket);
var buffer = new byte[((byte[])ar.AsyncState).Length];
if (!MyNetworkStream.DataAvailable)
throw new Exception("Data not available");
MyNetworkStream.Read(buffer, 0, buffer.Length); <------Here it stops execution without throwing an exception
string content = Encoding.ASCII.GetString(buffer);
if(OnRead == null)
continue;
var e = new CommandEventArgs( null, content);
Control target = null;
if (OnRead.Target is Control)
target = (Control)OnRead.Target;
if (target != null && target.InvokeRequired)
target.Invoke(OnRead, this, e);
else
OnRead(this,e);
}
}
public void Write(string message)
{
try
{
var buffer = Encoding.ASCII开发者_Go百科.GetBytes(message);
MySocket.BeginSend(buffer, 0, buffer.Length, SocketFlags.None, null, null);
if (OnWrite != null)
{
var target = (Control)OnWrite.Target;
if (target != null && target.InvokeRequired)
{
target.Invoke(OnWrite, this, new EventArgs());
}
else
{
OnWrite(this, new EventArgs());
}
}
}
catch
{
}
}
BeginReceive
asynchronously waits for a message and fills your buffer. You then start synchronously reading from the socket, overwriting the first message in the process.
You should call EndReceive
which returns the number of bytes read, then process your buffer before trying to read more bytes.
I'm not sure if it's directly related to the problem, but you are using the Read
method wrong. You are reading data into the buffer, but you are ignoring how much data was actually read assuming that the Read
call always returns as much data as you request, so you are decoding the entire buffer eventhough it might not be completely filled.
Get the return value of the Read
call so that you know how much of the buffer is actually filled with data:
int len = MyNetworkStream.Read(buffer, 0, buffer.Length);
string content = Encoding.ASCII.GetString(buffer, 0, len);
You need to implement EndRecieve to get the complete data from the stream. Checkout the following example from MSDN :
public static void Read_Callback(IAsyncResult ar){
StateObject so = (StateObject) ar.AsyncState;
Socket s = so.workSocket;
int read = s.EndReceive(ar);
if (read > 0) {
so.sb.Append(Encoding.ASCII.GetString(so.buffer, 0, read));
s.BeginReceive(so.buffer, 0, StateObject.BUFFER_SIZE, 0,
new AsyncCallback(Async_Send_Receive.Read_Callback), so);
}
else{
if (so.sb.Length > 1) {
//All of the data has been read, so displays it to the console
string strContent;
strContent = so.sb.ToString();
Console.WriteLine(String.Format("Read {0} byte from socket" +
"data = {1} ", strContent.Length, strContent));
}
s.Close();
}
}
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