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Question by LK84 · Dec 28, 2016 at 02:41 PM · serverclientcommunicationpipe

simple namedpipe code not working as expected

Hi, I'm trying to get familiar with named pipes in Unity. To get started I ave a simple test program where the server sends '1' to the client, and the client sends '2' to the server. I got the program running for two console application. Now I want Unity to communicate with my console application. I have the following code. The console application:

 using System;
     using System.Text;
     using System.IO.Pipes;
     
     namespace PipeSample
     {
         class Program
         {
             static void Main(string[] args)
             {
     
                 using (NamedPipeServerStream namedPipeServer = new NamedPipeServerStream("test_pipe",PipeDirection.InOut))
                 {
                     Console.WriteLine("Waiting for connection on named pipe");
                     namedPipeServer.WaitForConnection();
                     namedPipeServer.WriteByte(1);
                     int byteFromClient = namedPipeServer.ReadByte();
                     Console.WriteLine(byteFromClient);
                 }
                 Console.ReadLine();
             }
         }
     }

Unity Code:

 using UnityEngine;
 using System.Collections;
 using System.IO.Pipes;
 
 
 public class PipeWork : MonoBehaviour
 
 {
     void ReceiveByteAndRespond()
     {
         using (NamedPipeClientStream clientStream = new NamedPipeClientStream("test_pipe"))
         {
             clientStream.Connect();
             Debug.Log(clientStream.ReadByte());
             clientStream.WriteByte(2);
         }
     }
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             ReceiveByteAndRespond();
         }
     }
 }

So when I run the code and press space, in the Unity console I see '1' as expected. Unfortunately in the console application I see '1' too after some delay. Can somebody explain to me why this happens?

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Answer by LK84 · Dec 30, 2016 at 01:32 PM

Ok, found a solution. For the console application:

 using System;
 using System.Text;
 using System.IO.Pipes;
 
 
 namespace PipeSample
 {
     class Program
     {
         static void Main(string[] args)
         {
 
             using (NamedPipeServerStream namedPipeServer = new NamedPipeServerStream("test_pipe",PipeDirection.InOut,1,PipeTransmissionMode.Byte, PipeOptions.Asynchronous))
             {
                 Console.WriteLine("Waiting for connection on named pipe");
                 namedPipeServer.WaitForConnection();
                 namedPipeServer.WriteByte(1);
                 Console.WriteLine(namedPipeServer.ReadByte());
             }
             Console.ReadLine();
         }
     }
 }

For the Unity Code:

 using UnityEngine;
 using System.Collections;
 using System.IO.Pipes;
 using System.Threading;
 
 
 public class NamedPipeClient : MonoBehaviour
 {
 
     Thread secondThread;
     byte[] messageBytes;
     string messageTo;
     private AutoResetEvent sendEvent;
 
 
     void Start()
     {
         sendEvent = new AutoResetEvent(false);
     }
 
     void ReceiveByteAndRespond()
     {
         using (NamedPipeClientStream clientStream = new NamedPipeClientStream(".","test_pipe",PipeDirection.InOut))
         {
             clientStream.Connect();
             Debug.Log(clientStream.ReadByte());
             clientStream.Flush();
             sendEvent.WaitOne();
             clientStream.WriteByte(2);
             clientStream.WaitForPipeDrain();
         }
         secondThread.Abort();
 
     }
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             if(secondThread!=null && secondThread.IsAlive)
             {
                 Debug.Log("Thread already running");
                 return;
             }
             secondThread = new Thread(ReceiveByteAndRespond);
             secondThread.Start();
         }
 
         if (Input.GetKeyDown(KeyCode.KeypadEnter))
         {
             Debug.Log("Send");
             sendEvent.Set();
         }
     }
 
  
     public void OnApplicationQuit()
     {
     
         if (secondThread != null)
         {
             if (secondThread.ThreadState != ThreadState.Aborted)
                 secondThread.Abort();
         }
 
     }
 
 }

The main difference is that I added a second thread which does all the namedpipe related stuff. Also for further reference, I had an old namedpipe still running on my pc which messed up things. You might wanna check through https://technet.microsoft.com/en-us/sysinternals/bb896653.aspx "Find -> Find Handle or DLL..." option and enter the pattern "\Device\NamedPipe\"

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