Thursday, 12 September 2013

Change my client to enable the program to return the respond from the server

Change my client to enable the program to return the respond from the server

Client
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
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();
}
public class Program
{
public static ManualResetEvent connectDone = new ManualResetEvent(false);
public static ManualResetEvent sendDone = new ManualResetEvent(false);
public static ManualResetEvent receiveDone = new ManualResetEvent(false);
public static void Connect(EndPoint remoteEP, Socket client)
{
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// 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 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, SocketFlags.None,
new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// 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());
}
}
private static void Receive(Socket client)
{
try
{
// 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)
{
try
{
// 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);
}
else
{
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
{
string response = state.sb.ToString();
Console.WriteLine(response);
}
// Signal that all bytes have been received.
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
static void Main(string[] args)
{
//IPAddress ipAddress = System.Net.IPAddress.Loopback;
IPAddress ipAddress = IPAddress.Parse("192.168.0.100");
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 1515);
Socket sock = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
Connect(localEndPoint, sock);
string packet;
//while (true)
//{
packet = Console.ReadLine();
packet += "<EOF>";
Send(sock, packet);
Receive(sock);
connectDone.WaitOne();
//}
}
}
This is my client and this client i am going to execute via another
program via its exe file and all i want to change is that this mail to
return a string from the server respond and close after the server
respond. what i need to change in this code ?

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