C# Async/Await networking server












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












    $begingroup$


    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

      1




      1




      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.






















          0






          active

          oldest

          votes











          Your Answer





          StackExchange.ifUsing("editor", function () {
          return StackExchange.using("mathjaxEditing", function () {
          StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
          StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
          });
          });
          }, "mathjax-editing");

          StackExchange.ifUsing("editor", function () {
          StackExchange.using("externalEditor", function () {
          StackExchange.using("snippets", function () {
          StackExchange.snippets.init();
          });
          });
          }, "code-snippets");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "196"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: false,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: null,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });






          Jacquie T is a new contributor. Be nice, and check out our Code of Conduct.










          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f213560%2fc-async-await-networking-server%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown

























          0






          active

          oldest

          votes








          0






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes








          Jacquie T is a new contributor. Be nice, and check out our Code of Conduct.










          draft saved

          draft discarded


















          Jacquie T is a new contributor. Be nice, and check out our Code of Conduct.













          Jacquie T is a new contributor. Be nice, and check out our Code of Conduct.












          Jacquie T is a new contributor. Be nice, and check out our Code of Conduct.
















          Thanks for contributing an answer to Code Review Stack Exchange!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          Use MathJax to format equations. MathJax reference.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f213560%2fc-async-await-networking-server%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          How to make a Squid Proxy server?

          Is this a new Fibonacci Identity?

          19世紀