Asynchronous Server Socket Example
.NET Framework 4
The following example program creates a server that receives connection requests from clients. The server is built with an asynchronous socket, so execution of the server application is not suspended while it waits for a connection from a client. The application receives a string from the client, displays the string on the console, and then echoes the string back to the client. The string from the client must contain the string "<EOF>" to signal the end of the message.
using System; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading; // State object for reading client data asynchronously public class StateObject { // Client socket. public Socket workSocket = null; // Size of receive buffer. public const int BufferSize = 1024; // Receive buffer. public byte[] buffer = new byte[BufferSize]; // Received data string. public StringBuilder sb = new StringBuilder(); } public class AsynchronousSocketListener { // Thread signal. public static ManualResetEvent allDone = new ManualResetEvent(false); public AsynchronousSocketListener() { } public static void StartListening() { // Data buffer for incoming data. byte[] bytes = new Byte[1024]; // Establish the local endpoint for the socket. // The DNS name of the computer // running the listener is "host.contoso.com". IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName()); IPAddress ipAddress = ipHostInfo.AddressList[0]; IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000); // Create a TCP/IP socket. Socket listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp ); // Bind the socket to the local endpoint and listen for incoming connections. try { listener.Bind(localEndPoint); listener.Listen(100); while (true) { // Set the event to nonsignaled state. allDone.Reset(); // Start an asynchronous socket to listen for connections. Console.WriteLine("Waiting for a connection..."); listener.BeginAccept( new AsyncCallback(AcceptCallback), listener ); // Wait until a connection is made before continuing. allDone.WaitOne(); } } catch (Exception e) { Console.WriteLine(e.ToString()); } Console.WriteLine("\nPress ENTER to continue..."); Console.Read(); } public static void AcceptCallback(IAsyncResult ar) { // Signal the main thread to continue. allDone.Set(); // Get the socket that handles the client request. Socket listener = (Socket) ar.AsyncState; Socket handler = listener.EndAccept(ar); // Create the state object. StateObject state = new StateObject(); state.workSocket = handler; handler.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state); } public static void ReadCallback(IAsyncResult ar) { String content = String.Empty; // Retrieve the state object and the handler socket // from the asynchronous state object. StateObject state = (StateObject) ar.AsyncState; Socket handler = state.workSocket; // Read data from the client socket. int bytesRead = handler.EndReceive(ar); if (bytesRead > 0) { // There might be more data, so store the data received so far. state.sb.Append(Encoding.ASCII.GetString( state.buffer,0,bytesRead)); // Check for end-of-file tag. If it is not there, read // more data. content = state.sb.ToString(); if (content.IndexOf("<EOF>") > -1) { // All the data has been read from the // client. Display it on the console. Console.WriteLine("Read {0} bytes from socket. \n Data : {1}", content.Length, content ); // Echo the data back to the client. Send(handler, content); } else { // Not all data received. Get more. handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state); } } } private static void Send(Socket handler, String data) { // Convert the string data to byte data using ASCII encoding. byte[] byteData = Encoding.ASCII.GetBytes(data); // Begin sending the data to the remote device. handler.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), handler); } private static void SendCallback(IAsyncResult ar) { try { // Retrieve the socket from the state object. Socket handler = (Socket) ar.AsyncState; // Complete sending the data to the remote device. int bytesSent = handler.EndSend(ar); Console.WriteLine("Sent {0} bytes to client.", bytesSent); handler.Shutdown(SocketShutdown.Both); handler.Close(); } catch (Exception e) { Console.WriteLine(e.ToString()); } } public static int Main(String[] args) { StartListening(); return 0; } }
RE: Deprecated call
This code works as is, however you WILL get a deprecated warning because of dns.Resolve();
Instead use dns.GetHostEntry("localhost");
WARNING. This defaults to IPv6. I do not think(read: I am VERY certain) that, even though it will take a version 4 IP address, it will work with one as expected. This obviously only works on systems that support IPv6, so keep that in mind. You should also be able to use "::1" or any IPv6 address if your router supports IPv6 addressing.
You will also have to change the first argument for your TCP socket to InterNetworkV6.
Doing this will compile and run without error, but I do not have a client made yet, so until I finish that, I don't know that it actually will work. I will post again when I've tested it.
Edit:: For IPv4 addresses, just skip GetHostEntry all together. Instead, do the following:
IPHostEntry ipHostInfo = new IPHostEntry();
ipHostInfo.AddressList = new IPAddress[] {new IPAddress(new Byte[] {127,0,0,1}) };
This is a bit harder to read since you're making a new array of a new IPAddress, but it works for simple stuff. I suggest reading in from a file to get the IP Addresses instead of hardcoding them in.
Instead use dns.GetHostEntry("localhost");
WARNING. This defaults to IPv6. I do not think(read: I am VERY certain) that, even though it will take a version 4 IP address, it will work with one as expected. This obviously only works on systems that support IPv6, so keep that in mind. You should also be able to use "::1" or any IPv6 address if your router supports IPv6 addressing.
You will also have to change the first argument for your TCP socket to InterNetworkV6.
Doing this will compile and run without error, but I do not have a client made yet, so until I finish that, I don't know that it actually will work. I will post again when I've tested it.
Edit:: For IPv4 addresses, just skip GetHostEntry all together. Instead, do the following:
IPHostEntry ipHostInfo = new IPHostEntry();
ipHostInfo.AddressList = new IPAddress[] {new IPAddress(new Byte[] {127,0,0,1}) };
This is a bit harder to read since you're making a new array of a new IPAddress, but it works for simple stuff. I suggest reading in from a file to get the IP Addresses instead of hardcoding them in.
UI
"1 , " allDone.WaitOne(); " Stop all of the UI, looks like crashing."
$0$0
$0
$0Don't call this on your UI thread. Your listening thread is a loop, that will block your UI.$0
- 10/4/2011
- Benjie2525
Calls StartListening
while (true) {
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener );
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
Problem:
1 , " allDone.WaitOne(); " Stop all of the UI, looks like crashing.
2, If the program calls StartListening,must be like the following sample?
private void btnStartListening_Click(object sender, EventArgs e)
{
AsynchronousSocketListener listener=new AsynchronousSocketListener();
Thread startListeningThread = new Thread(new ThreadStart(StartListeningCallBack));
startListeningThread.IsBackground = true;
startListeningThread.Start();
}
private StartListeningCallBack()
{
listener.StartListening()
}
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener );
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
Problem:
1 , " allDone.WaitOne(); " Stop all of the UI, looks like crashing.
2, If the program calls StartListening,must be like the following sample?
private void btnStartListening_Click(object sender, EventArgs e)
{
AsynchronousSocketListener listener=new AsynchronousSocketListener();
Thread startListeningThread = new Thread(new ThreadStart(StartListeningCallBack));
startListeningThread.IsBackground = true;
startListeningThread.Start();
}
private StartListeningCallBack()
{
listener.StartListening()
}
- 7/14/2011
- Stephen.Wang
Calls StartListening
while (true) {
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener );
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
Problem:
1 , " allDone.WaitOne(); " Stop all of the UI, looks like crashing.
2, If the program calls StartListening,must be like the following sample?
private void btnStartListening_Click(object sender, EventArgs e)
{
AsynchronousSocketListener listener=new AsynchronousSocketListener();
Thread startListeningThread = new Thread(new ThreadStart(StartListeningCallBack));
startListeningThread.IsBackground = true;
startListeningThread.Start();
}
private StartListeningCallBack()
{
listener.StartListening()
}
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener );
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
Problem:
1 , " allDone.WaitOne(); " Stop all of the UI, looks like crashing.
2, If the program calls StartListening,must be like the following sample?
private void btnStartListening_Click(object sender, EventArgs e)
{
AsynchronousSocketListener listener=new AsynchronousSocketListener();
Thread startListeningThread = new Thread(new ThreadStart(StartListeningCallBack));
startListeningThread.IsBackground = true;
startListeningThread.Start();
}
private StartListeningCallBack()
{
listener.StartListening()
}
- 7/14/2011
- Stephen.Wang
Reconnect without call Send
Hello,
why does this code not work if Send Methode isn't called?$0
Send(handler, content)$0
$0
allDone is set. Please check this link http://stackoverflow.com/questions/3837066/asynchronous-client-socket-closing/4817552#4817552 I explained there how to proceed past this issue.
- 12/3/2010
- mad2xlc
- 5/9/2011
- m_umair_85
Oh my God!
Oh my God!! All this have to be done in order to set up an async server socket????? It's crazy! Much more easier in Java!!
- 5/3/2011
- DavidCH
Use of System.Net.Dns.Resolve
I have copied the example and got a warning:
System.Net.Dns.Resolve(string)' is obsolete: "Resolve is obsoleted for this type, please use GetHostEntry"
Clearly although the article is marked as .Net Framework 4, it has not been reviewd under that framework.
System.Net.Dns.Resolve(string)' is obsolete: "Resolve is obsoleted for this type, please use GetHostEntry"
Clearly although the article is marked as .Net Framework 4, it has not been reviewd under that framework.
- 10/8/2010
- Juliusz