/// <summary> /// This is the click handler for the 'Copy Strings' button. Here we will parse the /// strings contained in the ElementsToWrite text block, write them to a stream using /// DataWriter, retrieve them using DataReader, and output the results in the /// ElementsRead text block. /// </summary> /// <param name="sender">Contains information about the button that fired the event.</param> /// <param name="e">Contains state information and event data associated with a routed event.</param> private async void TransferData(object sender, RoutedEventArgs e) { // Initialize the in-memory stream where data will be stored. using (var stream = new Windows.Storage.Streams.InMemoryRandomAccessStream()) { // Create the data writer object backed by the in-memory stream. using (var dataWriter = new Windows.Storage.Streams.DataWriter(stream)) { dataWriter.UnicodeEncoding = Windows.Storage.Streams.UnicodeEncoding.Utf8; dataWriter.ByteOrder = Windows.Storage.Streams.ByteOrder.LittleEndian; // Write each element separately. foreach (string inputElement in inputElements) { uint inputElementSize = dataWriter.MeasureString(inputElement); dataWriter.WriteUInt32(inputElementSize); dataWriter.WriteString(inputElement); } // Send the contents of the writer to the backing stream. await dataWriter.StoreAsync(); // For the in-memory stream implementation we are using, the flushAsync call is superfluous, // but other types of streams may require it. await dataWriter.FlushAsync(); // In order to prolong the lifetime of the stream, detach it from the DataWriter so that it // will not be closed when Dispose() is called on dataWriter. Were we to fail to detach the // stream, the call to dataWriter.Dispose() would close the underlying stream, preventing // its subsequent use by the DataReader below. dataWriter.DetachStream(); } // Create the input stream at position 0 so that the stream can be read from the beginning. stream.Seek(0); using (var dataReader = new Windows.Storage.Streams.DataReader(stream)) { // The encoding and byte order need to match the settings of the writer we previously used. dataReader.UnicodeEncoding = Windows.Storage.Streams.UnicodeEncoding.Utf8; dataReader.ByteOrder = Windows.Storage.Streams.ByteOrder.LittleEndian; // Once we have written the contents successfully we load the stream. await dataReader.LoadAsync((uint)stream.Size); var receivedStrings = ""; // Keep reading until we consume the complete stream. while (dataReader.UnconsumedBufferLength > 0) { // Note that the call to readString requires a length of "code units" to read. This // is the reason each string is preceded by its length when "on the wire". uint bytesToRead = dataReader.ReadUInt32(); receivedStrings += dataReader.ReadString(bytesToRead) + "\n"; } // Populate the ElementsRead text block with the items we read from the stream. ElementsRead.Text = receivedStrings; } } }
private async void OnConnection(Windows.Networking.Sockets.StreamSocketListener sender, Windows.Networking.Sockets.StreamSocketListenerConnectionReceivedEventArgs args) { Debug.LogError("New client" + sender.Information.LocalPort); var reader = new Windows.Storage.Streams.DataReader(args.Socket.InputStream); try { while (true) { // Read first 4 bytes (length of the subsequent string). uint sizeFieldCount = await reader.LoadAsync(sizeof(uint)); if (sizeFieldCount != sizeof(uint)) { // The underlying socket was closed before we were able to read the whole data. return; } // Read the string. uint stringLength = reader.ReadUInt32(); uint actualStringLength = await reader.LoadAsync(stringLength); if (stringLength != actualStringLength) { // The underlying socket was closed before we were able to read the whole data. return; } // Display the string on the screen. The event is invoked on a non-UI thread, so we need to marshal // the text back to the UI thread. //NotifyUserFromAsyncThread( // String.Format("Received data: \"{0}\"", reader.ReadString(actualStringLength)), // NotifyType.StatusMessage); } } catch (Exception ex) { Debug.LogException(ex); // If this is an unknown status it means that the error is fatal and retry will likely fail. if (Windows.Networking.Sockets.SocketError.GetStatus(ex.HResult) == Windows.Networking.Sockets.SocketErrorStatus.Unknown) { throw; } } }
// Read out and print the message received from the socket. private async void StartReader(Windows.Networking.Sockets.StreamSocket socket, Windows.Storage.Streams.DataReader reader) { try { uint bytesRead = await reader.LoadAsync(sizeof(uint)); if (bytesRead > 0) { uint strLength = (uint)reader.ReadUInt32(); bytesRead = await reader.LoadAsync(strLength); if (bytesRead > 0) { String message = reader.ReadString(strLength); WriteMessageText("Received message: " + message + "\n"); StartReader(socket, reader); // Start another reader } else { WriteMessageText("The peer app closed the socket\n"); reader.Dispose(); CloseSocket(); } } else { WriteMessageText("The peer app closed the socket\n"); reader.Dispose(); CloseSocket(); } } catch { WriteMessageText("The peer app closed the socket\n"); reader.Dispose(); CloseSocket(); } }
/// <summary> /// This is the click handler for the 'Copy Strings' button. Here we will parse the /// strings contained in the ElementsToWrite text block, write them to a stream using /// DataWriter, retrieve them using DataReader, and output the results in the /// ElementsRead text block. /// </summary> /// <param name="sender">Contains information about the button that fired the event.</param> /// <param name="e">Contains state information and event data associated with a routed event.</param> private async void TransferData(object sender, RoutedEventArgs e) { // Initialize the in-memory stream where data will be stored. using (var stream = new Windows.Storage.Streams.InMemoryRandomAccessStream()) { // Create the data writer object backed by the in-memory stream. using (var dataWriter = new Windows.Storage.Streams.DataWriter(stream)) { dataWriter.UnicodeEncoding = Windows.Storage.Streams.UnicodeEncoding.Utf8; dataWriter.ByteOrder = Windows.Storage.Streams.ByteOrder.LittleEndian; // Write each element separately. foreach (string inputElement in inputElements) { uint inputElementSize = dataWriter.MeasureString(inputElement); dataWriter.WriteUInt32(inputElementSize); dataWriter.WriteString(inputElement); } // Send the contents of the writer to the backing stream. await dataWriter.StoreAsync(); // For the in-memory stream implementation we are using, the flushAsync call is superfluous, // but other types of streams may require it. await dataWriter.FlushAsync(); // In order to prolong the lifetime of the stream, detach it from the DataWriter so that it // will not be closed when Dispose() is called on dataWriter. Were we to fail to detach the // stream, the call to dataWriter.Dispose() would close the underlying stream, preventing // its subsequent use by the DataReader below. dataWriter.DetachStream(); } // Create the input stream at position 0 so that the stream can be read from the beginning. stream.Seek(0); using (var dataReader = new Windows.Storage.Streams.DataReader(stream)) { // The encoding and byte order need to match the settings of the writer we previously used. dataReader.UnicodeEncoding = Windows.Storage.Streams.UnicodeEncoding.Utf8; dataReader.ByteOrder = Windows.Storage.Streams.ByteOrder.LittleEndian; // Once we have written the contents successfully we load the stream. await dataReader.LoadAsync((uint)stream.Size); var receivedStrings = ""; // Keep reading until we consume the complete stream. while (dataReader.UnconsumedBufferLength > 0) { // Note that the call to readString requires a length of "code units" to read. This // is the reason each string is preceded by its length when "on the wire". uint bytesToRead = dataReader.ReadUInt32(); receivedStrings += dataReader.ReadString(bytesToRead) + "\n"; } // Populate the ElementsRead text block with the items we read from the stream. ElementsRead.Text = receivedStrings; } } }