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Sending files from server to client in chunks.

post #1 of 21
Thread Starter 
Hello,

So i'm working on a launcher for my game. So it basically connects to my server and see if there is a new version of my client. If there is, the server will send all the files to the game client. Now I did that and it works perfectly for files under 10MB. However if the file is bigger than 10MB I get System.OutOfMemoryException error and all kind of other errors.

So I was thinking what do you guys think if I try to send files into small chunks? like 500KB at a time. Because honestly I think doing the following is very very bad.
Code:

//That is a 20MB buffer. bad idea i think
byte[] Buffer= new byte[20971520]


How can I read and separate a file into chunks?

This is how I read files into the byte array.
Code:

//That is a 20MB buffer. bad idea i think
byte[] Buffer= new byte[20971520]
Buffer = File.ReadAllBytes("D:/AudioTest.mp3");

Also how do I make sure that all the file chunks arrived? should I compare between the sent file size and the received file size?
Edited by Fantasy - 11/20/12 at 12:46pm
    
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post #2 of 21
Ouch, 20MB buffer allocation. Do that enough times and you'll fragment the hell out of your address space!

Couple of options:

1. Use a protocol that already works - HTTP will be great for this. Write the files directly to disk, no need to buffer contents in RAM.
2. Do it yourself: Buffer 1MB in RAM, flush that out to disk, rinse and repeat.

In order to give you an example, I'd need to know how you're sending and receiving the files.
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post #3 of 21
Thread Starter 
Quote:
Originally Posted by tompsonn View Post

Ouch, 20MB buffer allocation. Do that enough times and you'll fragment the hell out of your address space!
Couple of options:
1. Use a protocol that already works - HTTP will be great for this. Write the files directly to disk, no need to buffer contents in RAM.
2. Do it yourself: Buffer 1MB in RAM, flush that out to disk, rinse and repeat.
In order to give you an example, I'd need to know how you're sending and receiving the files.

Haha lol, yah thats what I thought biggrin.gif

anyways here is my server, client and packet class.

So in short I have a packet class that saves few information about what I want to send. The FileBuffer can hold 20MB in the packet class. I use BinaryWriter to save the packet into a Buffer which is bigger than the FileBuffer by 1MB.

So FilesBuffer is in packet class hold the file that I want to send which is 20MB max.

And Buffer that holds the entire packet which is 21MB.
Server (Click to show)
Code:
class Server
    {
        Socket MainSocket, AcceptSocket;

        /// <summary>
        /// Can hold 21MB.
        /// </summary>
        byte[] Buffer = new byte[22020096];

        int ReceivedDataSize;

        public static List<string> AllFilesPath = new List<string>();

        public Server()
        {
            GetAllFilesAndFoldersInDirectory("D:/Patch");

            Packet.TotalNumberOfFiles = AllFilesPath.Count;
        }

        public void Initialize()
        {
            MainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

            MainSocket.Bind(new IPEndPoint(IPAddress.Any, 888));
        }

        public void Listening()
        {
            MainSocket.Listen(0);
            Console.WriteLine("Waiting for connection...");
        }

        public void AcceptConnection()
        {
            AcceptSocket = MainSocket.Accept();

            if (AcceptSocket.Connected)
                Console.WriteLine("Connection Accepted !");
            else
                Console.WriteLine("No Connection...");
        }

        public void GetAllFilesAndFoldersInDirectory(string Directory)
        {
            string FilesPath;
            DirectoryInfo directory = new DirectoryInfo(Directory);
            DirectoryInfo SubDirectory;

            for (int i = 0; i < directory.GetFiles().Length; i++)
                AllFilesPath.Add(directory.GetFiles()[i].ToString());


            for (int i = 0; i < directory.GetDirectories().Length; i++)
            {
                SubDirectory = new DirectoryInfo(Directory + "/" + directory.GetDirectories()[i]);

                for (int j = 0; j < SubDirectory.GetFiles().Length; j++)
                {
                    FilesPath = directory.GetDirectories()[i].ToString() + "/" + SubDirectory.GetFiles()[j].ToString();
                    AllFilesPath.Add(FilesPath);
                }
            }
        }

        public void ReceiveData()
        {
            ReceivedDataSize = AcceptSocket.Receive(Buffer, 0, Buffer.Length, 0);
            Console.WriteLine("Received: " + Encoding.Default.GetString(Buffer, 0, ReceivedDataSize));
            Console.WriteLine("Received Size " + ReceivedDataSize);
        }

        void ClearBuffer()
        {
            for (int i = 0; i < Buffer.Length; i++)
                Buffer[i] = 0;

            for (int j = 0; j < Packet.FileBuffer.Length; j++)
                Packet.FileBuffer[j] = 0;
        }

        void ConvertToByteArray()
        {
            System.IO.MemoryStream ms = new System.IO.MemoryStream();
            System.IO.BinaryWriter bw = new System.IO.BinaryWriter(ms);
            bw.Write(Packet.TotalNumberOfFiles);
            bw.Write(Packet.FilePath);
            bw.Write(Packet.FileName);
            bw.Write(Packet.FileSize);
            bw.Write(Packet.FileBuffer);
            Buffer = ms.ToArray();
        }

        public void ReadFile(string FilePath)
        {
            ClearBuffer();

            Packet.FileBuffer = File.ReadAllBytes(FilePath);

            Console.WriteLine("File Name: " + FilePath + " Size = " + Packet.FileBuffer.Length);
        }

        public void SendData()
        {
            AcceptSocket.Send(Buffer, 0, Buffer.Length, 0);
        }

        public void MainLoop()
        {
            for (int j = 0; j < AllFilesPath.Count; j++)
            {
                ReadFile("D:/Patch/" + AllFilesPath[j]);
            
                Packet.FilePath         = AllFilesPath[j];
                Packet.FileName         = AllFilesPath[j];
                Packet.FileSize         = Packet.FileBuffer.Length;
            
                ConvertToByteArray();
            
                SendData();
            }
        }

        public void CloseConnection()
        {
            MainSocket.Close();
            AcceptSocket.Close();
        }
Server main (Click to show)
Code:
static void Main(string[] args)
        {
            Server server = new Server();
            
            server.Initialize();
            server.Listening();
            server.AcceptConnection();
            server.ReceiveData();
            server.MainLoop();
            server.CloseConnection();

            Console.ReadKey();
        }

Client (Click to show)
Code:
class Client
    {
        Socket MainSocket;
        IPEndPoint ServerIPEndPoint;

        byte[] Buffer = new byte[2048];

        /// <summary>
        /// Can hold 21MB.
        /// </summary>
        byte[] ReceivedBuffer = new byte[22020096];

        int ReceivedDataSize;

        public void Initialize()
        {
            MainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

            ServerIPEndPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 888);
        }

        public void Connect()
        {
            MainSocket.Connect(ServerIPEndPoint);

            Console.WriteLine("Trying to Connect to Server...");

            if (MainSocket.Connected)
            {
                Console.WriteLine("Connected !!");
            }
        }

        void ClearBuffer()
        {
            for (int i = 0; i < ReceivedBuffer.Length; i++)
                ReceivedBuffer[i] = 0;

            for (int j = 0; j < Packet.FileBuffer.Length; j++)
                Packet.FileBuffer[j] = 0;
        }

        public void SendData()
        {
            string Message = "Hello server";

            Buffer = Encoding.Default.GetBytes(Message);

            MainSocket.Send(Buffer, 0, Buffer.Length, 0);
        }

        public void ReceiveData()
        {
            ClearBuffer();

            ReceivedDataSize = MainSocket.Receive(ReceivedBuffer, 0, ReceivedBuffer.Length, 0);

            Console.WriteLine("Data Received: " + ReceivedDataSize);
        }

        void ConvertByteArray()
        {
            System.IO.MemoryStream ms = new System.IO.MemoryStream(ReceivedBuffer);
            System.IO.BinaryReader br = new System.IO.BinaryReader(ms);

            Packet.TotalNumberOfFiles   = br.ReadInt32();
            Packet.FilePath             = br.ReadString();
            Packet.FileName             = br.ReadString();
            Packet.FileSize             = br.ReadInt32();
            Packet.FileBuffer           = br.ReadBytes(Packet.FileSize);
        }

        public void WriteFile()
        {
            string directory = "./";
            string FileName = Packet.FilePath;

            if (Packet.FilePath.Contains("/"))
                directory = "./" + Packet.FilePath.Substring(0, Packet.FilePath.LastIndexOf("/"));

            if (Packet.FilePath.Contains("/"))
                FileName = Packet.FilePath.Substring(Packet.FilePath.LastIndexOf("/"));
            
            if (Directory.Exists(directory))
            {
                File.WriteAllBytes(directory + "/" + FileName, Packet.FileBuffer);
                Console.WriteLine(directory + "/" + FileName);
            }
            else
            {
                Directory.CreateDirectory(directory);
                File.WriteAllBytes(directory + "/" + FileName, Packet.FileBuffer);
                Console.WriteLine(directory + "/" + FileName);
            }
            
            Console.WriteLine("File Size = " + Packet.FileBuffer.Length + "\n");
        }

        public void MainLoop()
        {
            int i = 0;

            while(true)
            {
                ReceiveData();
                ConvertByteArray();
                Console.WriteLine(Packet.TotalNumberOfFiles.ToString());

                if (ReceivedDataSize == 0)
                    break;
                else
                {
                    WriteFile();
                    i++;
                }
            }
        }

        public void CloseConnection()
        {
            MainSocket.Close();
        }
Client main (Click to show)
Code:
static void Main(string[] args)
        {
            Client client = new Client();
            
            client.Initialize();
            client.Connect();
            client.SendData();
            client.MainLoop();
            client.CloseConnection();

            Console.ReadKey();
        }

Packet class (Click to show)
Code:
class Packet
    {
        /// <summary>
        /// How many files are being sent from the server to the client.
        /// </summary>
        public static int TotalNumberOfFiles;

        /// <summary>
        /// The path or location where the client will save the file at.
        /// 
        /// Example: The client will save Image.png at "D:/Image.png".
        /// </summary>
        public static string FilePath;

        /// <summary>
        /// The file name.
        /// </summary>
        public static string FileName;

        /// <summary>
        /// Size of the file that is being received from the server.
        /// </summary>
        public static int FileSize;

        /// <summary>
        /// Here is where the file data will be stored.
        /// 
        /// Can hold 20MB.
        /// </summary>
        public static byte[] FileBuffer = new byte[20971520];
    }

Edited by Fantasy - 11/20/12 at 8:31pm
    
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post #4 of 21
OK so you'd need to send a few more packets then that.

1. You should have a header packet which describes the amount of files that will be sent.
2. After that, for each file you should have a file header packet which contains metadata such as the name of the file, and its length, and how many packets (chunks) will be to follow. Simple math will work for this.
3. After sending a file header packet, begin transmitting the data in a series of chunks (individual packets). Each chunk should have a field that says what number chunk it is, and how big it is (make sure you send the EXACT chunk size - don't send the max chunk size. For example if the chunk max is 1MB and the last chunk is only 516KB, set the size to 516KB, not 1MB. This will ensure the client doesn't write a bunch of garbage out to disk later).
4. When you've sent the total amount of chunks, and each chunk adds up to the total file size, send the next file header.
5. Rinse and repeat.

Every time the client gets a file header, it knows a new file is coming. Each chunk packet it gets, it should read it into a buffer that is the size of the chunk (1MB is enough), and then flush it to disk straight away. Continue using the exact same byte buffer each time - but for safety make sure to zero it out every chunk that gets received.
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post #5 of 21
Thread Starter 
Quote:
Originally Posted by tompsonn View Post

OK so you'd need to send a few more packets then that.
1. You should have a header packet which describes the amount of files that will be sent.
2. After that, for each file you should have a file header packet which contains metadata such as the name of the file, and its length, and how many packets (chunks) will be to follow. Simple math will work for this.
3. After sending a file header packet, begin transmitting the data in a series of chunks (individual packets). Each chunk should have a field that says what number chunk it is, and how big it is (make sure you send the EXACT chunk size - don't send the max chunk size. For example if the chunk max is 1MB and the last chunk is only 516KB, set the size to 516KB, not 1MB. This will ensure the client doesn't write a bunch of garbage out to disk later).
4. When you've sent the total amount of chunks, and each chunk adds up to the total file size, send the next file header.
5. Rinse and repeat.
Every time the client gets a file header, it knows a new file is coming. Each chunk packet it gets, it should read it into a buffer that is the size of the chunk (1MB is enough), and then flush it to disk straight away. Continue using the exact same byte buffer each time - but for safety make sure to zero it out every chunk that gets received.

ok that is perfect. that is what I had in mind.

so I'll do something like this to divide the file into small chunks
Code:
byte[] Buffer = new byte[1024 ^ 2];

int offset = 0;

FileStream fileStream = new FileStream("D:/Image.png", FileMode.Open);

fileStream.Read(Buffer, offset , 1024 ^ 2);

SendData();

offset  += 1024 ^ 2;

You said something about using HTTP?

why HTTP is better? And could you direct me to a website that show how to use HTTP?

thanks smile.gif
    
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post #6 of 21
Quote:
Originally Posted by Fantasy View Post

ok that is perfect. that is what I had in mind.
so I'll do something like this to divide the file into small chunks
Code:
byte[] Buffer = new byte[1024 ^ 2];
int offset = 0;
FileStream fileStream = new FileStream("D:/Image.png", FileMode.Open);
fileStream.Read(Buffer, offset , 1024 ^ 2);
SendData();
offset  += 1024 ^ 2;
You said something about using HTTP?
why HTTP is better? And could you direct me to a website that show how to use HTTP?
thanks smile.gif

HTTP is better because its easier tongue.gif
All you need is a simple web server and you can use the WebRequest and WebResponse classes in the .NET Framework (WebRequest.CreateHttp() gives you HttpWebRequest and HttpWebResponse).
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post #7 of 21
Thread Starter 
Thank you very much tompsonn. You always help me out. I wish I could do something in return smile.gif

I remember when I first asked you to help with reading a file about 2 months ago. Look at me now, im sending and receiving data from server to a client. I came a long way and all thanks goes to you smile.gif
    
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post #8 of 21
Quote:
Originally Posted by Fantasy View Post

Thank you very much tompsonn. You always help me out. I wish I could do something in return smile.gif
I remember when I first asked you to help with reading a file about 2 months ago. Look at me now, im sending and receiving data from server to a client. I came a long way and all thanks goes to you smile.gif

I can't take all the credit! redface.gif
I'm sure your keyboard, monitor and various other items in the near vicinity of your workstation need some credit too tongue.gif (i.e. bashing the crap out of them because that's what programming does to you).

Lol - but no problem at all.

It's good you felt that the way you were initially doing it might have been bad. I wish more programmers were like that biggrin.gif
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post #9 of 21
Thread Starter 
Quote:
Originally Posted by tompsonn View Post

I can't take all the credit! redface.gif
I'm sure your keyboard, monitor and various other items in the near vicinity of your workstation need some credit too tongue.gif (i.e. bashing the crap out of them because that's what programming does to you).
Lol - but no problem at all.
It's good you felt that the way you were initially doing it might have been bad. I wish more programmers were like that biggrin.gif

hahahhahaha biggrin.gif

I have a whole room full of cheap spare keyboards and mouses. Just incase biggrin.gif

thanks smile.gif
    
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post #10 of 21
Quote:
Originally Posted by Fantasy View Post

hahahhahaha biggrin.gif
I have a whole room full of cheap spare keyboards and mouses. Just incase biggrin.gif
thanks smile.gif

That's the way. Unfortunately I broke my Ducky (the little stands on the bottom) frown.gif
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