I'm writing an application for windows phone and I need to communicate with a server and transmit data. The SERVER is written in C++ and I cannot modify it. The CLIENT is what I have to write. The Server is designed such that the client connect to it and transmit data. The connection remains open for all the transmission. By writing my code in C# I am able to receive data from the server but after the first receive, the data that I read in the buffer are alway the same. So I need a way to flush the input buffer so I can receive the new data (data are sent continuously). I'm using the class defined in here:
http://msdn.microsoft.com/en-us/library/windowsphone/develop/hh202858%28v=vs.105%29.aspx
thanks a lot !!
I used this code for Receiving in the SocketClient.cs :
public string Receive()
{
string response = "Operation Timeout";
// We are receiving over an established socket connection
if (_socket != null)
{
// Create SocketAsyncEventArgs context object
SocketAsyncEventArgs socketEventArg = new SocketAsyncEventArgs();
socketEventArg.RemoteEndPoint = _socket.RemoteEndPoint;
// Setup the buffer to receive the data
socketEventArg.SetBuffer(new Byte[MAX_BUFFER_SIZE], 0, MAX_BUFFER_SIZE);
// Inline event handler for the Completed event.
// Note: This even handler was implemented inline in order to make
// this method self-contained.
socketEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(delegate(object s, SocketAsyncEventArgs e)
{
if (e.SocketError == SocketError.Success)
{
// *********************************************
// THIS part of the code was added to receive
// a vector of 3 double
Double[] OdomD = new Double[3];
for (int i = 0; i < 3; i++)
{
OdomD[i] = BitConverter.ToDouble(e.Buffer, 8 * i);
}
// *********************************************
}
else
{
response = e.SocketError.ToString();
}
_clientDone.Set();
});
// Sets the state of the event to nonsignaled, causing threads to block
_clientDone.Reset();
// Make an asynchronous Receive request over the socket
_socket.ReceiveAsync(socketEventArg);
// Block the UI thread for a maximum of TIMEOUT_MILLISECONDS milliseconds.
// If no response comes back within this time then proceed
_clientDone.WaitOne(TIMEOUT_MILLISECONDS);
}
else
{
response = "Socket is not initialized";
}
return response;
}
The Connect() method is exactly the same reported in the link above. So when the application start, the Connect() method is called as follow:
SocketClient client = new SocketClient();
// Attempt to connect to server for receiving data
Log(String.Format("Connecting to server '{0}' over port {1} (data) ...", txtRemoteHost.Text, 4444), true);
result = client.Connect(txtRemoteHost.Text, 4444);
Log(result, false);
That is done just once at the beginning, then I need receive this array of 3 double that is updated every second. So I use:
Log("Requesting Receive ...", true);
result = client.Receive();
Log(result, false);
The problem is that also if I debug the code and stop the execution inside Receive(), I always read the same value, that is the first value sent by the server. What I'm expecting is that every time I call client.Receive(), I get the new value, but this is not appening.
I had a similar problem by writing the same client in Matlab environment. I solved the problem by using the function flushinput(t) before to read the input buffer. In this way I was able to read always the last data sent by the server. I'm lookin for a function similar to that one ..
The size of the input buffer is fixed equal to the data that I'm expecting to receive, in that case is 24 bytes ( 3* sizeof(double) ) ..
Thanks a lot for you time !!