I tried to make a little UWP card game to learn how to use TCP, but my server always stops responding to the client after a few connections.
The client sends different messages to the server, like "DrawCard;(name of card)". Interestingly, the first 30-40 messages always reach the server without a problem, but after certain types of messages the server just stops accepting any new ones: For instance, I can draw as many cards as I like, but when I play one, the server stops listening.
I have tried to solve this problem for a few hours now, so I hope someone can help me.
When the app starts, this function is called:
public async static Task StartListening()
{
Windows.Networking.Sockets.StreamSocketListener socketListener = new Windows.Networking.Sockets.StreamSocketListener();
socketListener.ConnectionReceived += SocketListener_ConnectionReceived;
await socketListener.BindServiceNameAsync("1337");
//If I leave this line out, it doesn´t even start listening for connections. Any idea why?
await System.Threading.Tasks.Task.Delay(500);
}
This is the event that gets triggered when a connection is received:
public async static void SocketListener_ConnectionReceived(Windows.Networking.Sockets.StreamSocketListener sender,
Windows.Networking.Sockets.StreamSocketListenerConnectionReceivedEventArgs args)
{
Stream inStream = args.Socket.InputStream.AsStreamForRead();
StreamReader reader = new StreamReader(inStream);
string request = await reader.ReadLineAsync();
HandleData(request);
////Send the line back to the remote client.
Stream outStream = args.Socket.OutputStream.AsStreamForWrite();
StreamWriter writer = new StreamWriter(outStream);
await writer.WriteLineAsync(request);
}
HandleData() uses
await CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync(CoreDispatcherPriority.Normal,
() =>
{
/...
});
to edit some ObservableCollections that are bound to UI elements.
The client code is:
public async Task SendDataToServer(string data)
{
Windows.Networking.Sockets.StreamSocket socket = new Windows.Networking.Sockets.StreamSocket();
Windows.Networking.HostName serverHost = new Windows.Networking.HostName(hostname);
string serverPort = "1337";
await socket.ConnectAsync(serverHost, serverPort);
//Write data to the server.
Stream streamOut = socket.OutputStream.AsStreamForWrite();
StreamWriter writer = new StreamWriter(streamOut);
await writer.WriteLineAsync(data);
//Read data from the server.
Stream streamIn = socket.InputStream.AsStreamForRead();
StreamReader reader = new StreamReader(streamIn);
string response = await reader.ReadLineAsync();
}
}
In my test scenario, the client app runs on my Windows Mobile phone and the server runs on my PC. The PC doesn´t send any data back to the client apart from returning the received message to make sure it was received correctly.
Thank you very much for any help you can offer. I have tried everything I could find on the Internet, but I didn´t find anything that worked for me.
Thank you very much @Jay Zuo - MSFT! I looked at the official samples and found out that I missed the following line of code:
CoreApplication.Properties.Add("listener", socketListener);
According to the MS sample, this "save[s] the socket, so subsequent steps can use it." The app works as intended now. Thank you very much for your help, @Rafael and @Jay Zuo - MSFT !