C# Async/Await networking server












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I made a simple async networking server and I'd like to get some input on the code, whether things can be done better and whether the code is stable (able to hold more than 1000 connections without lag) for a MMORPG game.



GameNetworkListener.cs:



using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;

namespace Rain.Networking.Game
{
public class GameNetworkListener
{
private TcpListener _listener;

public async Task StartListening(int port)
{
_listener = new TcpListener(IPAddress.Any, port);
_listener.Start();

TcpClient lastClient;

while ((lastClient = await _listener.AcceptTcpClientAsync()) != null)
{
Console.WriteLine($"New connection from {lastClient.Client.RemoteEndPoint}");

var gameNetworkClient = new GameNetworkClient(lastClient);
await gameNetworkClient.StartReceiving();
}
}

public void Stop()
{
_listener.Stop();
}
}
}


GameNetworkClient.cs:



using System;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;

namespace Rain.Networking.Game
{
public class GameNetworkClient
{
private readonly TcpClient _client;
private readonly NetworkStream _stream;

public GameNetworkClient(TcpClient client)
{
_client = client;
_stream = client.GetStream();
}

public async Task StartReceiving()
{
while (_client.Connected)
{
var bytes = new byte[512];
var amount = await _stream.ReadAsync(bytes, 0, bytes.Length);

var raw = Encoding.UTF8.GetString(bytes);

if (amount > 0)
{
if (raw.StartsWith("<policy-file-request/>"))
{
await SendData(Encoding.UTF8.GetBytes("<?xml version="1.0"?>rn" +
"<!DOCTYPE cross-domain-policy SYSTEM "/xml/dtds/cross-domain-policy.dtd">rn" +
"<cross-domain-policy>rn" +
"<allow-access-from domain="*" to-ports="*" />rn" +
"</cross-domain-policy>x0"));
_client.Dispose();
}
else
{
Console.WriteLine($"Received {raw}");
}
}
else
{
_client.Dispose();
}
}
}

public async Task SendData(byte data)
{
await _stream.WriteAsync(data, 0, data.Length);
}
}
}


Following rules start the server:



_gameNetworkListener = serviceProvider.GetService<GameNetworkListener>();
await _gameNetworkListener.StartListening(30000);








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    0












    $begingroup$


    I made a simple async networking server and I'd like to get some input on the code, whether things can be done better and whether the code is stable (able to hold more than 1000 connections without lag) for a MMORPG game.



    GameNetworkListener.cs:



    using System;
    using System.Net;
    using System.Net.Sockets;
    using System.Threading.Tasks;

    namespace Rain.Networking.Game
    {
    public class GameNetworkListener
    {
    private TcpListener _listener;

    public async Task StartListening(int port)
    {
    _listener = new TcpListener(IPAddress.Any, port);
    _listener.Start();

    TcpClient lastClient;

    while ((lastClient = await _listener.AcceptTcpClientAsync()) != null)
    {
    Console.WriteLine($"New connection from {lastClient.Client.RemoteEndPoint}");

    var gameNetworkClient = new GameNetworkClient(lastClient);
    await gameNetworkClient.StartReceiving();
    }
    }

    public void Stop()
    {
    _listener.Stop();
    }
    }
    }


    GameNetworkClient.cs:



    using System;
    using System.Net.Sockets;
    using System.Text;
    using System.Threading.Tasks;

    namespace Rain.Networking.Game
    {
    public class GameNetworkClient
    {
    private readonly TcpClient _client;
    private readonly NetworkStream _stream;

    public GameNetworkClient(TcpClient client)
    {
    _client = client;
    _stream = client.GetStream();
    }

    public async Task StartReceiving()
    {
    while (_client.Connected)
    {
    var bytes = new byte[512];
    var amount = await _stream.ReadAsync(bytes, 0, bytes.Length);

    var raw = Encoding.UTF8.GetString(bytes);

    if (amount > 0)
    {
    if (raw.StartsWith("<policy-file-request/>"))
    {
    await SendData(Encoding.UTF8.GetBytes("<?xml version="1.0"?>rn" +
    "<!DOCTYPE cross-domain-policy SYSTEM "/xml/dtds/cross-domain-policy.dtd">rn" +
    "<cross-domain-policy>rn" +
    "<allow-access-from domain="*" to-ports="*" />rn" +
    "</cross-domain-policy>x0"));
    _client.Dispose();
    }
    else
    {
    Console.WriteLine($"Received {raw}");
    }
    }
    else
    {
    _client.Dispose();
    }
    }
    }

    public async Task SendData(byte data)
    {
    await _stream.WriteAsync(data, 0, data.Length);
    }
    }
    }


    Following rules start the server:



    _gameNetworkListener = serviceProvider.GetService<GameNetworkListener>();
    await _gameNetworkListener.StartListening(30000);








    share







    New contributor




    Jacquie T is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.







    $endgroup$















      0












      0








      0





      $begingroup$


      I made a simple async networking server and I'd like to get some input on the code, whether things can be done better and whether the code is stable (able to hold more than 1000 connections without lag) for a MMORPG game.



      GameNetworkListener.cs:



      using System;
      using System.Net;
      using System.Net.Sockets;
      using System.Threading.Tasks;

      namespace Rain.Networking.Game
      {
      public class GameNetworkListener
      {
      private TcpListener _listener;

      public async Task StartListening(int port)
      {
      _listener = new TcpListener(IPAddress.Any, port);
      _listener.Start();

      TcpClient lastClient;

      while ((lastClient = await _listener.AcceptTcpClientAsync()) != null)
      {
      Console.WriteLine($"New connection from {lastClient.Client.RemoteEndPoint}");

      var gameNetworkClient = new GameNetworkClient(lastClient);
      await gameNetworkClient.StartReceiving();
      }
      }

      public void Stop()
      {
      _listener.Stop();
      }
      }
      }


      GameNetworkClient.cs:



      using System;
      using System.Net.Sockets;
      using System.Text;
      using System.Threading.Tasks;

      namespace Rain.Networking.Game
      {
      public class GameNetworkClient
      {
      private readonly TcpClient _client;
      private readonly NetworkStream _stream;

      public GameNetworkClient(TcpClient client)
      {
      _client = client;
      _stream = client.GetStream();
      }

      public async Task StartReceiving()
      {
      while (_client.Connected)
      {
      var bytes = new byte[512];
      var amount = await _stream.ReadAsync(bytes, 0, bytes.Length);

      var raw = Encoding.UTF8.GetString(bytes);

      if (amount > 0)
      {
      if (raw.StartsWith("<policy-file-request/>"))
      {
      await SendData(Encoding.UTF8.GetBytes("<?xml version="1.0"?>rn" +
      "<!DOCTYPE cross-domain-policy SYSTEM "/xml/dtds/cross-domain-policy.dtd">rn" +
      "<cross-domain-policy>rn" +
      "<allow-access-from domain="*" to-ports="*" />rn" +
      "</cross-domain-policy>x0"));
      _client.Dispose();
      }
      else
      {
      Console.WriteLine($"Received {raw}");
      }
      }
      else
      {
      _client.Dispose();
      }
      }
      }

      public async Task SendData(byte data)
      {
      await _stream.WriteAsync(data, 0, data.Length);
      }
      }
      }


      Following rules start the server:



      _gameNetworkListener = serviceProvider.GetService<GameNetworkListener>();
      await _gameNetworkListener.StartListening(30000);








      share







      New contributor




      Jacquie T is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.







      $endgroup$




      I made a simple async networking server and I'd like to get some input on the code, whether things can be done better and whether the code is stable (able to hold more than 1000 connections without lag) for a MMORPG game.



      GameNetworkListener.cs:



      using System;
      using System.Net;
      using System.Net.Sockets;
      using System.Threading.Tasks;

      namespace Rain.Networking.Game
      {
      public class GameNetworkListener
      {
      private TcpListener _listener;

      public async Task StartListening(int port)
      {
      _listener = new TcpListener(IPAddress.Any, port);
      _listener.Start();

      TcpClient lastClient;

      while ((lastClient = await _listener.AcceptTcpClientAsync()) != null)
      {
      Console.WriteLine($"New connection from {lastClient.Client.RemoteEndPoint}");

      var gameNetworkClient = new GameNetworkClient(lastClient);
      await gameNetworkClient.StartReceiving();
      }
      }

      public void Stop()
      {
      _listener.Stop();
      }
      }
      }


      GameNetworkClient.cs:



      using System;
      using System.Net.Sockets;
      using System.Text;
      using System.Threading.Tasks;

      namespace Rain.Networking.Game
      {
      public class GameNetworkClient
      {
      private readonly TcpClient _client;
      private readonly NetworkStream _stream;

      public GameNetworkClient(TcpClient client)
      {
      _client = client;
      _stream = client.GetStream();
      }

      public async Task StartReceiving()
      {
      while (_client.Connected)
      {
      var bytes = new byte[512];
      var amount = await _stream.ReadAsync(bytes, 0, bytes.Length);

      var raw = Encoding.UTF8.GetString(bytes);

      if (amount > 0)
      {
      if (raw.StartsWith("<policy-file-request/>"))
      {
      await SendData(Encoding.UTF8.GetBytes("<?xml version="1.0"?>rn" +
      "<!DOCTYPE cross-domain-policy SYSTEM "/xml/dtds/cross-domain-policy.dtd">rn" +
      "<cross-domain-policy>rn" +
      "<allow-access-from domain="*" to-ports="*" />rn" +
      "</cross-domain-policy>x0"));
      _client.Dispose();
      }
      else
      {
      Console.WriteLine($"Received {raw}");
      }
      }
      else
      {
      _client.Dispose();
      }
      }
      }

      public async Task SendData(byte data)
      {
      await _stream.WriteAsync(data, 0, data.Length);
      }
      }
      }


      Following rules start the server:



      _gameNetworkListener = serviceProvider.GetService<GameNetworkListener>();
      await _gameNetworkListener.StartListening(30000);






      c# asynchronous networking async-await





      share







      New contributor




      Jacquie T is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.










      share







      New contributor




      Jacquie T is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.








      share



      share






      New contributor




      Jacquie T is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      asked 6 mins ago









      Jacquie TJacquie T

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      New contributor




      Jacquie T is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.





      New contributor





      Jacquie T is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      Jacquie T is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






















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