I'm new to working with network-related things in C#, and have just finished created a client/server model. The only problem I'm having is that when I got to send data, part of it gets cut off. For example, I send the message "Hello there!", and it just sent "Hello".
Example:
My code for the server
public static TcpClient tcpcl = new TcpClient();
public static NetworkStream netstream;
static void Main(string[] args)
{
while(!tcpcl.Connected)
{
try
{
tcpcl.Connect("127.0.0.1", 1234);
}
catch
{
}
}
netstream = tcpcl.GetStream();
while(tcpcl.Connected)
{
byte[] buffer = new byte[tcpcl.ReceiveBufferSize];
int unicodeData = netstream.Read(buffer, 0, tcpcl.ReceiveBufferSize);
string plainText = Encoding.Unicode.GetString(buffer, 0, unicodeData);
Console.WriteLine(plainText);
}
tcpcl.Close();
}
My code for the client
public static TcpListener tcpl = new TcpListener(IPAddress.Any, 1234);
public static TcpClient tcpcl;
public static NetworkStream netstream;
static void Main(string[] args)
{
tcpl.Start();
Console.WriteLine("Waiting for connection...");
tcpcl = tcpl.AcceptTcpClient();
netstream = tcpcl.GetStream();
Console.WriteLine("Connection Established");
while(tcpcl.Connected)
{
Console.WriteLine("Enter a message: ");
string ptMessage = Console.ReadLine();
netstream.Write(Encoding.Unicode.GetBytes(ptMessage), 0, ptMessage.Length);
Console.WriteLine("Sent message");
}
tcpcl.Close();
}
In your client, change:
string ptMessage = Console.ReadLine();
netstream.Write(Encoding.Unicode.GetBytes(ptMessage), 0, ptMessage.Length);
To:
string ptMessage = Console.ReadLine();
byte[] bytes = Encoding.Unicode.GetBytes(ptMessage);
netstream.Write(bytes, 0, bytes.Length);
The last parameter to Write()
should be the length of the returned byte array, not the length of the original string.