Hi,
Im making an online client/server card game. The idea is to have a server running on one machine, controlling players, moves, card deals, scores etc... with the clients asking for the server to send them information on their every move.
Even though most of the application is ready, my only problem at the moment is how to implement the constant notifications on one of the clients to the other clients at each time...
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Client/Server Question!
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Yes it does...
It displays on the console "Write Complete" and comes to the second networkStream.B eginRead(). then just sits there.... -
Well the client is able to send a message to the server and any process activated is properly completed on the Server side but when the time comes to send it back to the client, the client application just hungs.
No errors messages come up. Nor does the server part seem to show any problems at that time.
And well If i use socket.close(); i am able to complete the whole process but only once, as on the second send to the server the...Leave a comment:
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same thing...
BTW: Client code
Code:private NetworkStream streamToServer; public Client() { //outputC = "Connecting to {0}" + serverName; TcpClient tcpSocket = new TcpClient("localhost", 8227); streamToServer = tcpSocket.GetStream(); } public string reqDeal(string a)
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Asynchronous NetworkStream Problem...
Hi,
I'm stuck on a very simple problem and just cant seem to get around it, little help would be much appreciated.
I have a server which listens, receives calls, processes them and sends back the results to clients.
The code below makes the client application not to respond. Client can send data but is stuck in the process of waiting information back from the server.
Any ideas?
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