I am using sockets in c# in order to send data from server to client machine. In fact I have created a capturer which capature kinect stream from 3 different machine. I want to generate a server and client communication in order to send signal from server to the rest devices in order to begin and stop the recording process. I want with left click to send a message to begin recording and with right click to stop recording. My code is the following:
public Form1()
{
InitializeComponent();
this.MouseClick += mouseClick1;
Thread thread = new Thread(() => StartServer(message));
thread.Start(); // server is begining
}
private void mouseClick1(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
message = "start";
try
{
obj = new Capturer(dirPath + name + "_" + surname, 20);
}
catch (Exception e1)
{
Console.WriteLine("The process failed: {0}", e1.ToString());
}
if (clientSockets.Count > 0)
{
Thread.Sleep(10);
foreach (Socket socket1 in clientSockets)
socket1.Send(Encoding.ASCII.GetBytes(message)); //send everything to all clients as bytes
}
else
{
serverSocket.BeginAccept(new AsyncCallback(acceptCallback), null); //to receive another client
}
}
else if (e.Button == MouseButtons.Right)
{
message = "stop";
obj.flag2 = true;
if (clientSockets.Count > 0)
{
Thread.Sleep(10);
foreach (Socket socket1 in clientSockets)
socket1.Send(Encoding.ASCII.GetBytes(message)); //send everything to all clients as bytes
}
else
{
serverSocket.BeginAccept(new AsyncCallback(acceptCallback), null); //to receive another client
}
}
}
public void StartServer(String message) {
serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
serverSocket.Bind(new IPEndPoint(IPAddress.Any, PORT_NO));
serverSocket.Listen(4); //the maximum pending client, define as you wish
serverSocket.BeginAccept(new AsyncCallback(acceptCallback), null);
string result = "";
do
{
result ="asdf";
} while (result.ToLower().Trim() != "exit");
}
private const int BUFFER_SIZE = 4096;
private static byte[] buffer = new byte[BUFFER_SIZE]; //buffer size is limited to BUFFER_SIZE per message
private static List<Socket> clientSockets = new List<Socket>(); //may be needed by you
private static void acceptCallback(IAsyncResult result)
{ //if the buffer is old, then there might already be something there...
Socket socket = null;
try
{
socket = serverSocket.EndAccept(result); // The objectDisposedException will come here... thus, it is to be expected!
//Do something as you see it needs on client acceptance
clientSockets.Add(socket);
socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), socket);
string msg = "start";
//socket.Send(Encoding.ASCII.GetBytes(msg));
if (clientSockets.Count > 0)
{
Thread.Sleep(10);
foreach (Socket socket1 in clientSockets)
socket1.Send(Encoding.ASCII.GetBytes(msg)); //send everything to all clients as bytes
}
else
{
serverSocket.BeginAccept(new AsyncCallback(acceptCallback), null); //to receive another client
}
}
catch (Exception e)
{ // this exception will happen when "this" is be disposed...
//Do something here
Console.WriteLine(e.ToString());
}
}
const int MAX_RECEIVE_ATTEMPT = 10;
static int receiveAttempt = 0; //this is not fool proof, obviously, since actually you must have multiple of this for multiple clients, but for the sake of simplicity I put this
private static void receiveCallback(IAsyncResult result)
{
Socket socket = null;
try
{
socket = (Socket)result.AsyncState; //this is to get the sender
if (socket.Connected)
{ //simple checking
int received = socket.EndReceive(result);
if (received > 0)
{
byte[] data = new byte[received]; //the data is in the byte[] format, not string!
Buffer.BlockCopy(buffer, 0, data, 0, data.Length); //There are several way to do this according to http://stackoverflow.com/questions/5099604/any-faster-way-of-copying-arrays-in-c in general, System.Buffer.memcpyimpl is the fastest
//DO SOMETHING ON THE DATA int byte[]!! Yihaa!!
Console.WriteLine(Encoding.UTF8.GetString(data)); //Here I just print it, but you need to do something else
//Message retrieval part
//Suppose you only want to declare that you receive data from a client to that client
string msg = "I receive your message on: " + DateTime.Now;
socket.Send(Encoding.ASCII.GetBytes(msg)); //Note that you actually send data in byte[]
Console.WriteLine("I sent this message to the client: " + msg);
receiveAttempt = 0; //reset receive attempt
//socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), socket); //repeat beginReceive
}
else if (receiveAttempt < MAX_RECEIVE_ATTEMPT)
{ //fail but not exceeding max attempt, repeats
++receiveAttempt; //increase receive attempt;
socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), socket); //repeat beginReceive
}
else
{ //completely fails!
Console.WriteLine("receiveCallback fails!"); //don't repeat beginReceive
receiveAttempt = 0; //reset this for the next connection
}
}
}
catch (Exception e)
{ // this exception will happen when "this" is be disposed...
Console.WriteLine("receiveCallback fails with exception! " + e.ToString());
}
}
How can I parse the flag into the server, in order to send that value in the clients? Is it possible to change here the static type of server functions? As it is now the code begin the server which send just the string "start" to the clients. How can I send the string message of a bool flag? My issue lies in the static type of my callback functions. Is it possible to add as an argument the message for example in the AsyncCallBack:
serverSocket.BeginAccept(new AsyncCallback(acceptCallback), null);