i have a tcp client as below:
public static void RunStream()
{
Console.WriteLine("Starting Stream...");
TcpListener listen = new TcpListener(IPAddress.Parse("127.0.0.1"), 13000);
listen.Start();
while (true)
{
Console.Write("Waiting for a connection... ");
Socket socket = listen.AcceptSocket();
if (socket.Connected)
{
SendFile(socket);
socket.Disconnect(false);
}
}
}
public static void SendFile(Socket socket)
{
NetworkStream netstream = new NetworkStream(socket);
StreamWriter writer = new StreamWriter(netstream);
FileStream fileStream = File.Open("file_example_MP3_700KB.mp3", FileMode.Open, FileAccess.Read, FileShare.Read);
fileStream.CopyTo(netstream);
netstream.Flush();
netstream.Close();
}
static void Main(string[] args)
{
RunStream();
}
and a client that reads and save the stream (which contains the mp3 file) from the server like this:
static void Main(string[] args)
{
TcpClient client = new TcpClient("127.0.0.1", 13000);
byte[] bytes = new byte[2100000];
var stream = client.GetStream();
int i;
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
stream.Write(bytes, 0, i);
}
File.WriteAllBytes("test.mp3", bytes);
stream.Flush();
client.Close();
}
the issue is that i got only a snippet of the original mp3, for example if the origianl file has a 24 seconds duration i only get the first 5-8
bro in client you wrote stream.Read(bytes, 0, bytes.Length)
this mean you rewrite array every time reading data
and you using a big array for save your data and if you send a big file this will make problem
its better code like this bro :
static void Main(string[] args)
{
TcpClient client = new TcpClient("127.0.0.1", 13000);
var stream = client.GetStream();
byte[] buff = new byte[1024]; //you can change length later, bigger arrays have more reading speed but give more ram
FileStream filestream = new FileStream("test.mp3", FileMode.Create);
while (stream.Length > stream.Position)
{
int readLength = stream.Read(buff, 0, buff.Length);
filestream.Write(buff, 0, readLength);
}
stream.Flush();
client.Close();
}