I am working on socket C#. I\'ve implemented a client server application using socket, but the problem is that the client doesn\'t receive all data sent by the server.
First of all. If you're implementing some kind of streaming feature ( tcp/udp/file ) you should consider using some kind of protocol.
What is a protocol? It's just a scheme to use when streaming data. Example:
[4Bytes - length][lengthBytes - message][1Byte - termination indicator]
Knowing the protocol you can read all of the incoming bytes simply as such :
byte[] buffer = new byte[4];
stream.ReadBytes(buffer, 0, 4); // cast that to int and read the rest
int packetLen = BitConverter.ToInt32(buffer, 0);
buffer = new byte[packetLen];
stream.ReadBytes(buffer, 0, buffer.Length); // all bytes that was sent
Remember that you have to subtract thease 4 bytes in the length before sending the message.
EDIT:
Simple example on how to send and receive data using shared protocol.
// sender.cs
string _stringToSend = "some fancy string";
byte[] encodedString = Encoding.UTF8.GetBytes(_stringToSend);
List buffer = new List();
buffer.AddRange(BitConverter.GetBytes(encodedString.Length));
buffer.AddRange(encodedString);
netStream.WriteBytes(buffer.ToArray(), 0, buffer.Count);
// netStream sent message in protocol [@LEN - 4Bytes][@MSG - @LENBytes]
// simply speaking something like: 5ABCDE
// receiver.cs
byte[] buffer = new byte[sizeof(int)];
netStream.ReadBytes(buffer, 0, buffer.Length);
// receiver got the length of the message eg. 5
int dataLen = BitConverter.ToInt32(buffer, 0);
buffer = new byte[dataLen];
// now we can read an actual message because we know it's length
netStream.ReadBytes(buffer, 0, buffer.Length);
string receivedString = Encoding.UTF8.GetString(buffer);
// received string is equal to "some fancy string"
Making it simpler
This technique forces you to use desired protocol which in this example will be :
First 4 bytes sizeof(int) are indicating the length of the incoming packet
Every byte further is your packet until the end.
So right now you should make ProtocolHelper object:
public static class ProtocolHelper
{
public byte[] PackIntoProtocol(string message)
{
List result = new List();
byte[] messageBuffer = Encoding.UTF8.GetBytes(message);
result.AddRange(BitConverter.GetBytes(messageBuffer.Length), 0); // this is the first part of the protocol ( length of the message )
result.AddRange(messageBuffer); // this is actual message
return result.ToArray();
}
public string UnpackProtocol(byte[] buffer)
{
return Encoding.UTF8.GetString(buffer, 0, buffer.Length);
}
}
Now ( depending on method you've chosen to read from network ) you have to send and receive your message.
// sender.cs
string meMessage = "network message 1";
byte[] buffer = ProtocolHelper.PackIntoProtocol(meMessage);
socket.Send(buffer, 0, buffer.Length, 0);
// receiver.cs
string message = string.Empty;
byte[] buffer = new byte[sizeof(int)]; // or simply new byte[4];
int received = socket.Receive(buffer);
if(received == sizeof(int))
{
int packetLen = BitConverter.ToInt32(buffer);// size of our message
buffer = new byte[packetLen];
received = socket.Receive(buffer);
if( packetLen == received ) // we have full buffer
{
message = PacketHelper.UnpackProtocol(buffer);
}
}
Console.WriteLine(message); // output: "network message 1"