I'm working on a simple TCP server application using C# v4.0 (.Net Framework v4):
I want to accomplish these two steps:
- Client sends message1 to Server (client can be .net or java application)
- Server sends back message2 to Client as a response to message1
I have a problem with my server, it is not able to read message1 correctly unless I use one of these inappropriate solutions:
1) Use a MemoryStream with a Buffer of only 1 byte (works but slow):
while (true)
{
TcpClient tcpClient = tcpListener.AcceptTcpClient();
NetworkStream networkStream = tcpClient.GetStream();
MemoryStream memoryStream = new MemoryStream();
int numberOfBytesRead = 0;
byte[] buffer = new byte[1]; // works but slow in case of big messages
do
{
numberOfBytesRead = networkStream.Read(buffer, 0, buffer.Length);
memoryStream.Write(buffer, 0, numberOfBytesRead);
} while (networkStream.DataAvailable);
if (memoryStream.Length > 0)
{
string message1 = new StreamReader(memoryStream).ReadToEnd();
if (message1 == "message1")
{
using (StreamWriter streamWriter = new StreamWriter(networkStream))
{
string message2 = "message2";
streamWriter.Write(message2);
streamWriter.Flush();
}
}
}
}
Example: if message1.Length == 12501 and I use a buffer of 1024 the NetworkStream.Read() loop reads only 2048 bytes of message1, I think NetworkStream.DataAvailable does not return the correct value!
2) Use a Thread.Sleep(1000) after reading from NetworkStream to Buffer (works but slow):
while (true)
{
TcpClient tcpClient = tcpListener.AcceptTcpClient();
NetworkStream networkStream = tcpClient.GetStream();
MemoryStream memoryStream = new MemoryStream();
int numberOfBytesRead = 0;
byte[] buffer = new byte[8192];
do
{
numberOfBytesRead = networkStream.Read(buffer, 0, buffer.Length);
memoryStream.Write(buffer, 0, numberOfBytesRead);
Thread.Sleep(1000); // works but receiving gets slow
} while (networkStream.DataAvailable);
if (memoryStream.Length > 0)
{
string message1 = new StreamReader(memoryStream).ReadToEnd();
if (message1 == "message1")
{
using (StreamWriter streamWriter = new StreamWriter(networkStream))
{
string message2 = "message2";
streamWriter.Write(message2);
streamWriter.Flush();
}
}
}
}
3) Use StreamReader.ReadToEnd() and close the client's socket after sending messages1 (works but server cannot response to client with message2):
while (true)
{
TcpClient tcpClient = tcpListener.AcceptTcpClient();
NetworkStream networkStream = tcpClient.GetStream();
StreamReader streamReader = new StreamReader(networkStream, true);
string message1 = streamReader.ReadToEnd(); // blocks until client close its socket
if (message1 == "message1")
{
using (StreamWriter streamWriter = new StreamWriter(networkStream))
{
string message2 = "message2";
streamWriter.Write(message2); // if client close its sockets, the server cannot send this message
streamWriter.Flush();
}
}
}
4) Loop with StreamReader.ReadLine() and close the client's socket
while (true)
{
TcpClient tcpClient = tcpListener.AcceptTcpClient();
NetworkStream networkStream = tcpClient.GetStream();
StreamReader streamReader = new StreamReader(networkStream);
StringBuilder stringBuilder = new StringBuilder();
while (!streamReader.EndOfStream)
{
stringBuilder.AppendLine(streamReader.ReadLine()); // blocks until client close its socket
}
string message1 = stringBuilder.ToString();
if (message1 == "message1")
{
using (StreamWriter streamWriter = new StreamWriter(networkStream))
{
string message2 = "message2";
streamWriter.Write(message2); // if client close its sockets, the server cannot send this message
streamWriter.Flush();
}
}
}
5) Prefix message1 with its length (works but requires the client to add extra bytes to the message and this will not work with existing java clients)
while (true)
{
TcpClient tcpClient = tcpListener.AcceptTcpClient();
NetworkStream networkStream = tcpClient.GetStream();
MemoryStream memoryStream = new MemoryStream();
byte[] bufferMessageLength = new byte[4]; // sizeof(int)
networkStream.Read(bufferMessageLength, 0, bufferMessageLength.Length);
int messageLength = BitConverter.ToInt32(bufferMessageLength, 4);
byte[] bufferMessage = new byte[messageLength];
networkStream.Read(bufferMessage, 0, bufferMessage.Length);
memoryStream.Write(buffer, 0, bufferMessage.Length);
if (memoryStream.Length > 0)
{
string message1 = new StreamReader(memoryStream).ReadToEnd();
if (message1 == "message1")
{
using (StreamWriter streamWriter = new StreamWriter(networkStream))
{
string message2 = "message2";
streamWriter.Write(message2);
streamWriter.Flush();
}
}
}
}
Regarding to these issues, what is the best method to read all data from the client without using the above mentioned solutions?