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Identifying client that sent data to Asynchronous socket.

My app has an asynchronous socket server. It will have 20 clients connected
to the server. Each client sends data every 500 millisecondsThe Connections
once established will not be closed unless there is a problem with the
connection.

I need to know which client has sent the incoming data as each client has
its own buffer on my "server" app.

I am using the standard asynch socket code from MSDN to listen for
connections and they process their data as shown below.

My question is :- As my connections are permanent once established is there
a way in the read callback function to identify from which client the data
has come from?

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;
}
}
Thanks In Advance,
Macca
Mar 7 '06 #1
2 6744
Macca,

You should be able to get the IP address of the client from the socket
that you are listening on. Beyond that, any information about the client
that you are looking for will have to be sent by the client to you.

Hope this helps.
--
- Nicholas Paldino [.NET/C# MVP]
- mv*@spam.guard.caspershouse.com

"Macca" <Ma***@discussions.microsoft.com> wrote in message
news:AB**********************************@microsof t.com...
My app has an asynchronous socket server. It will have 20 clients
connected
to the server. Each client sends data every 500 millisecondsThe
Connections
once established will not be closed unless there is a problem with the
connection.

I need to know which client has sent the incoming data as each client has
its own buffer on my "server" app.

I am using the standard asynch socket code from MSDN to listen for
connections and they process their data as shown below.

My question is :- As my connections are permanent once established is
there
a way in the read callback function to identify from which client the data
has come from?

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;
}
}
Thanks In Advance,
Macca

Mar 7 '06 #2
After the line

Socket handler = listener.EndAccept(ar);

You should be able to call

handler.RemoteEndPoint

to get information on the source of the connection
Macca wrote:
My app has an asynchronous socket server. It will have 20 clients connected
to the server. Each client sends data every 500 millisecondsThe Connections
once established will not be closed unless there is a problem with the
connection.

I need to know which client has sent the incoming data as each client has
its own buffer on my "server" app.

I am using the standard asynch socket code from MSDN to listen for
connections and they process their data as shown below.

My question is :- As my connections are permanent once established is there
a way in the read callback function to identify from which client the data
has come from?

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;
}
}
Thanks In Advance,
Macca

Mar 7 '06 #3

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