Socket Programming multiple client one server Socket Programming multiple client one server multithreading multithreading

Socket Programming multiple client one server


Try to use asynchronous server.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 "" 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;    }}

That's will be the best solution.


Threads can work fine but rarely scales well to that many clients. There are two easy ways and lots of more complex ways to handle that, here's some pseudocode for how the easier two are usually structured to give you an overview.

select()

This is a call to check which sockets have new clients or data waiting on them, a typical program looks something like this.

server = socket(), bind(), listen()while(run)   status = select(server)   if has new client       newclient = server.accept()       handle add client   if has new data       read and handle data

Which means no threads are needed to handle multiple clients, but it doesn't really scale well either if handle data take a long time, then you won't read new data or accept new clients until that's done.

Async sockets

This is another way of handling sockets which is kind of abstracted above select. You just set up callbacks for common events and let the framework do the not-so-heavy lifting.

 function handleNewClient() { do stuff and then beginReceive(handleNewData) } function handleNewData() { do stuff and then beginReceive(handleNewData) } server = create, bind, listen etc server.beginAddNewClientHandler(handleNewClient) server.start()

I think this should scale better if your data handling take a long time. What kind of data handling will you be doing?


This could be a good starting point. If you want to avoid 1 thread <-> 1 client; then you should use async socket facilities provided in .NET. Core object to use here is SocketAsyncEventArgs.