Question

I am writing code allowing a Android client to connect to a C# server socket. The client and server are working correctly but I am unable to shutdown or disconnect the socket.

The server is started by an on click event:

private void btnStartServer_Click(object sender, EventArgs e)
{
    AsynchronousSocketListener Async = new AsynchronousSocketListener();
    receiveThread = new Thread(new ThreadStart(Async.StartListening));
    receiveThread.Start();

    btnStartServer.Enabled = false;
    btnStopServer.Enabled = true;
    MessageBox.Show("Server Started");
}

Then the bulk of the server code:

// 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 void StartListening()
    {
        // Data buffer for incoming data.
        byte[] bytes = new Byte[1024];

        // Establish the local endpoint for the socket.
        IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
        IPAddress ipAddress = ipHostInfo.AddressList[0];
        IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 3000);
        System.Diagnostics.Debug.WriteLine(ipAddress);

        // 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 );

                Singleton s = Singleton.Instance;

                if (s.getIsEnded() == false)
                {
                    // Wait until a connection is made before continuing.
                    allDone.WaitOne();
                }
                else
                {
                    listener.Shutdown(SocketShutdown.Both);
                    listener.Disconnect(true);
                    break;
                }
            }
        }
        catch (Exception e)
        {
            Console.WriteLine(e.ToString());
        }
    }

    public static void AcceptCallback(IAsyncResult ar)
    {
        // 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);

        // Signal the main thread to continue.
        allDone.Set();
    }

    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 );
                if (content.Equals("end<EOF>"))
                {
                    Console.WriteLine("Should end");
                    Singleton s = Singleton.Instance;
                    s.setIsEnded(true);
                }
                // 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());
        }
    }
}

Using a singleton I can keep a unique variable to check if the server should be running or not. This is checked in the StartListening() method above:

public class Singleton
{
    private static Singleton instance;
    private Boolean isEnded = false;

    private Singleton() { }

    public static Singleton Instance
    {
        get
        {
            if (instance == null)
            {
                instance = new Singleton();
            }
            return instance;
        }
    }

    public void setIsEnded(Boolean setter)
    {
        isEnded = setter;
    }

    public Boolean getIsEnded()
    {
        return isEnded;
    }
}

Finally have attempted to stop the server by sending it a message with the String "end<EOF>". The servers logic at ReadCallback() will notify the singleton to set isEnded = true. This is not a great solution but it was the only way that I could get half working at the time of writing. The Logic for disconnecting the socket is in StartListening(). Ideally it would disconnect so that the socket can be started again.

This error occurs when I try to disconnect and then start the socket again:

A first chance exception of type 'System.Net.Sockets.SocketException' occurred in System.dll
System.Net.Sockets.SocketException (0x80004005): Only one usage of each socket address (protocol/network address/port) is normally permitted
    at System.Net.Sockets.Socket.DoBind(EndPoint endPointSnapshot, SocketAddress socketAddress)
    at System.Net.Sockets.Socket.Bind(EndPoint localEP)
    at StartServer.AsynchronousSocketListener.StartListening() in c:\Users\Conor\Desktop\StartServer\StartServer\StartServer.cs:line 89

If I stop the server and then try send a string from the android client, the message is received on the server and then I get the following message on the server console:

System.Net.Sockets.SocketException (0x80004005): A request to send or receive data was disallowed because the socket is not connected and (when sending on a datagram socket using a sendto call) no address was supplied
    at System.Net.Sockets.Socket.Shutdown(SocketShutdown how)
    at StartServer.AsynchronousSocketListener.StartListening()
Was it helpful?

Solution

Here is a complete Server test console program. It is easily testable using telnet client:

telnet localhost 3000

Note, that you will not be able to see what you type, but when you press Enter, all the line will be sent to the server. But since the server echoes the data (when it receives the <EOF> string), you will see that in the telnet console as a response.

It is mostly your code. I added many *Console.WriteLine*s for you to better understand the flow of events, the multithreading nature of the asynchronous Socket usage.

Note the changes in the while(true) loop: when the server receives end<EOF> it will not only set IsEnded to true, but will also set the ManualResetEvent, so that the waiting listening thread unblock and notice the IsEnded flag.

Also to get rid of the second SocketException (in Socket.Shutdown) you WILL NOT try to shutdown your listening socket. Shutdown only the sockets you read and write from.

Also note the try-catch(ObjectDisposedException) in the AcceptCallback: with my code you will not likely stumble upon this exception, but as I wrote the sample, I used it to grasefully catch the event of closing the listening socket.

using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;

class Program
{
    static void Main(string[] args)
    {
        var asyncSocketListener = new AsynchronousSocketListener();
        var listenerThread = new Thread(asyncSocketListener.StartListening);
        listenerThread.Start();
        Console.WriteLine("Server Started");

        listenerThread.Join();
        Console.WriteLine("Press any key to exit...");
        Console.ReadKey();
    }

    public class Singleton
    {
        private static Singleton instance;
        private bool isEnded;

        private Singleton() { }

        public static Singleton Instance
        {
            get
            {
                if (instance == null)
                {
                    instance = new Singleton();
                }
                return instance;
            }
        }

        public bool IsEnded
        {
            get { return isEnded; }
            set { isEnded = value; }
        }
    }

    public class AsynchronousSocketListener
    {
        // State object for reading client data asynchronously
        private class StateObject
        {
            // Size of receive buffer.
            public const int BufferSize = 1024;
            // Receive buffer.
            public byte[] Buffer = new byte[BufferSize];
            // Client  socket.
            public Socket WorkSocket;
            // Received data string.
            public StringBuilder Sb = new StringBuilder();
        }

        // Thread signal.
        private static ManualResetEvent allDone = new ManualResetEvent(false);

        public void StartListening()
        {
            var localEndPoint = new IPEndPoint(IPAddress.Any, 3000);
            var 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);
                Console.WriteLine("Listening on {0}...", localEndPoint.ToString());

                while (true)
                {
                    allDone.Reset();

                    if (Singleton.Instance.IsEnded)
                    {
                        Console.WriteLine("Closing listener socket...");

                        listener.Close();
                        break;
                    }

                    Console.WriteLine("Waiting for a new connection...");
                    listener.BeginAccept(AcceptCallback, state: listener);

                    allDone.WaitOne();
                }

                Console.WriteLine("Server stopped.");
            }
            catch (Exception e)
            {
                Console.WriteLine(e.ToString());
            }
        }

        public static void AcceptCallback(IAsyncResult ar)
        {
            Socket clientSocket;
            try
            {
                clientSocket = ((Socket)ar.AsyncState).EndAccept(ar);
            }
            catch (ObjectDisposedException)
            {
                Console.WriteLine(" Listening socket has been closed.");
                allDone.Set();
                return;
            }

            Console.WriteLine(" Connection accepted {0}", clientSocket.RemoteEndPoint.ToString());

            var stateObject = new StateObject { WorkSocket = clientSocket };
            clientSocket.BeginReceive(stateObject.Buffer, 0, StateObject.BufferSize, 0, ReadCallback, stateObject);

            // Signal the main thread to continue.
            Console.WriteLine(" Signal the main thread to accept a new connection");
            allDone.Set();
        }

        public static void ReadCallback(IAsyncResult ar)
        {
            string content;

            // Retrieve the state object and the handler socket
            // from the asynchronous state object.
            var stateObject = (StateObject)ar.AsyncState;
            Socket clientSocket = stateObject.WorkSocket;

            // Read data from the client socket. 
            int bytesRead = clientSocket.EndReceive(ar);

            if (bytesRead > 0)
            {
                // There  might be more data, so store the data received so far.
                stateObject.Sb.Append(Encoding.ASCII.GetString(stateObject.Buffer, 0, bytesRead));

                // Check for end-of-file tag. If it is not there, read 
                // more data.
                content = stateObject.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);
                    if (content.Equals("end<EOF>"))
                    {
                        Console.WriteLine("     !!!Should stop the server");
                        Singleton.Instance.IsEnded = true;
                        allDone.Set();
                    }

                    // Echo the data back to the client.
                    byte[] byteData = Encoding.ASCII.GetBytes(content);
                    clientSocket.BeginSend(byteData, 0, byteData.Length, 0, WriteCallback, clientSocket);
                }
                else
                {
                    // Not all data received. Get more.
                    clientSocket.BeginReceive(stateObject.Buffer, 0, StateObject.BufferSize, 0, ReadCallback, stateObject);
                }
            }
        }

        private static void WriteCallback(IAsyncResult ar)
        {
            try
            {
                // Retrieve the socket from the state object.
                var clientSocket = (Socket)ar.AsyncState;

                // Complete sending the data to the remote device.
                int bytesSent = clientSocket.EndSend(ar);
                Console.WriteLine("         Sent {0} bytes to client.", bytesSent);
                Console.WriteLine("         Disconnecting the client...");

                clientSocket.Shutdown(SocketShutdown.Both);
                clientSocket.Close();

                Console.WriteLine("         Client disconnected.");
            }
            catch (Exception e)
            {
                Console.WriteLine(e.ToString());
            }
        }
    }
}
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