public partial class ClientSocket : Form
private int port = 139;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone = new ManualResetEvent(false);
private static ManualResetEvent sendDone = new ManualResetEvent(false);
private static ManualResetEvent receiveDone = new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
public ClientSocket()
InitializeComponent();
private void ClientSocket_Load(object sender, EventArgs e)
this.txtIP.Text = "XXX.XXX.XXX.XXX";
this.CenterToScreen();
private void btnStart_Click(object sender, EventArgs e)
// Establish the remote endpoint for the socket.
IPHostEntry ipHostInfo = Dns.Resolve(this.txtIP.Text.Trim());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
Socket client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
Send(client, "This is a test<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
// Release the socket.
client.Shutdown(SocketShutdown.Both);
client.Close();
catch (Exception ex)
Console.WriteLine(ex.ToString());
private static void ConnectCallback(IAsyncResult ar)
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}", client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
catch (Exception e)
Console.WriteLine(e.ToString());
private static void Receive(Socket client)
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
catch (Exception e)
Console.WriteLine(e.ToString());
private static void ReceiveCallback(IAsyncResult ar)
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.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));
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
response = state.sb.ToString();
// Signal that all bytes have been received.
receiveDone.Set();
catch (Exception e)
Console.WriteLine(e.ToString());
private static void Send(Socket client, 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.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
private static void SendCallback(IAsyncResult ar)
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
catch (Exception e)
Console.WriteLine(e.ToString());
public class StateObject
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
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);
private const int port = 139;
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.
listener.Bind(localEndPoint);
listener.Listen(100);
Console.WriteLine("Starting...");
while (true)
Console.WriteLine("Getting Ready to Reset...");
// 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);
//GETS STUCK HERE *************************
Console.WriteLine("Waiting...");
// Wait until a connection is made before continuing.
allDone.WaitOne();
catch (Exception e)
Console.WriteLine("ERRO HAS OCCURRED...");
Console.WriteLine(e.ToString());
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
public static void AcceptCallback(IAsyncResult ar)
Console.WriteLine("Accept Callback...");
Console.WriteLine("Tell Thread to Continue...");
// Signal the main thread to continue.
allDone.Set();
Console.WriteLine("Get the socket...");
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
Console.WriteLine("End accept...");
Socket handler = listener.EndAccept(ar);
Console.WriteLine("Create State Object...");
// Create the state object.
StateObject state = new StateObject();
state.workSocket = handler;
Console.WriteLine("Begin Receive...");
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
public static void ReadCallback(IAsyncResult ar)
Console.WriteLine("Read Callback...");
String content = String.Empty;
Console.WriteLine("Retrieve State of the object and handler socket...");
// Retrieve the state object and the handler socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
Console.WriteLine("End Receive...");
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
Console.WriteLine("Read Bytes...");
if (bytesRead > 0)
Console.WriteLine("Appending Bytes...");
// 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);
Console.WriteLine("Not all data received, getting more data...");
// 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)
Console.WriteLine("Sending data...");
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
Console.WriteLine("Begin Send...");
// 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)
Console.WriteLine("Send Callback...");
// 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("ERROR in SENDCALLBACK...");
Console.WriteLine(e.ToString());
public static int Main(String[] args)
Console.WriteLine("Start Listening...");
StartListening();
return 0;
}
-saige-
ASKER