I\'ve been trying to setup a Unity3D component which negotiates a WebSocket Connection with a Javascript Client.
I have a client/server infrastructure. At present they use a TcpClient and TcpListener to send a receive data between all the clients and server.
I\'m experimenting with the 开发者_运维知识库C# async CTP library and a socket server. I\'m trying to listen for connections using the extension method AcceptTcpClientAsync which is added onto the Sys
I have a tcp server that uses TCPListener and the async method BeginAcceptTCPClient: Imports System.Net.Sockets
OK, this probably is going to be a head-banger, but why is this code not working? Dim tcplistener As New System.Net.Sockets.TcpListener
I have a program running on a server communicating with another program running on the client. They both sen开发者_开发知识库d data and files back and forth.
I wrote a small Server class which basically is a TcpListener wrapper and ThreadPool thread spawner. The threads run Server::ProcessMessage() which does some work sending messages to and fro and then
I realize that you can use a Socks5 proxy with WebProxy.That being said, what I am trying to do is this:
Is that possible to create our own server using TcpListener class with IIS being uninstalled开发者_StackOverflow?Yes.
Problem just started on client side. Here is my code where I receive TCP/IP message. On my local PC this listener receives many K no problem. I tried to increase buffer size but on client site they st