Jumbled byte array after using TcpClient and TcpListener
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by Dylan
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Published on 2010-03-08T22:41:43Z
Indexed on
2010/03/08
23:51 UTC
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I want to use the TcpClient and TcpListener to send an mp3 file over a network. I implemented a solution of this using sockets, but there were some issues so I am investigating a new/better way to send a file.
I create a byte array which looks like this: length_of_filename|filename|file
This should then be transmitted using the above mentioned classes, yet on the server side the byte array I read is completely messed up and I'm not sure why.
The method I use to send:
public static void Send(String filePath)
{
try
{
IPEndPoint endPoint = new IPEndPoint(Settings.IpAddress, Settings.Port + 1);
Byte[] fileData = File.ReadAllBytes(filePath);
FileInfo fi = new FileInfo(filePath);
List<byte> dataToSend = new List<byte>();
dataToSend.AddRange(BitConverter.GetBytes(Encoding.Unicode.GetByteCount(fi.Name))); // length of filename
dataToSend.AddRange(Encoding.Unicode.GetBytes(fi.Name)); // filename
dataToSend.AddRange(fileData); // file binary data
using (TcpClient client = new TcpClient())
{
client.Connect(Settings.IpAddress, Settings.Port + 1);
// Get a client stream for reading and writing.
using (NetworkStream stream = client.GetStream())
{
// server is ready
stream.Write(dataToSend.ToArray(), 0, dataToSend.ToArray().Length);
}
}
}
catch (ArgumentNullException e)
{
Debug.WriteLine(e);
}
catch (SocketException e)
{
Debug.WriteLine(e);
}
}
}
Then on the server side it looks as follows:
private void Listen()
{
TcpListener server = null;
try
{
// Setup the TcpListener
Int32 port = Settings.Port + 1;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
// TcpListener server = new TcpListener(port);
server = new TcpListener(localAddr, port);
// Start listening for client requests.
server.Start();
// Buffer for reading data
Byte[] bytes = new Byte[1024];
List<byte> data;
// Enter the listening loop.
while (true)
{
Debug.WriteLine("Waiting for a connection... ");
string filePath = string.Empty;
// Perform a blocking call to accept requests.
// You could also user server.AcceptSocket() here.
using (TcpClient client = server.AcceptTcpClient())
{
Debug.WriteLine("Connected to client!");
data = new List<byte>();
// Get a stream object for reading and writing
using (NetworkStream stream = client.GetStream())
{
// Loop to receive all the data sent by the client.
while ((stream.Read(bytes, 0, bytes.Length)) != 0)
{
data.AddRange(bytes);
}
}
}
int fileNameLength = BitConverter.ToInt32(data.ToArray(), 0);
filePath = Encoding.Unicode.GetString(data.ToArray(), 4, fileNameLength);
var binary = data.GetRange(4 + fileNameLength, data.Count - 4 - fileNameLength);
Debug.WriteLine("File successfully downloaded!");
// write it to disk
using (BinaryWriter writer = new BinaryWriter(File.Open(filePath, FileMode.Append)))
{
writer.Write(binary.ToArray(), 0, binary.Count);
}
}
}
catch (Exception ex)
{
Debug.WriteLine(ex);
}
finally
{
// Stop listening for new clients.
server.Stop();
}
}
Can anyone see something that I am missing/doing wrong?
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