Notification Client and Server Written in C#
Notification Client and Server written in C#


Introduction
This article is about two small programs that will allow you to send and receive messages across a normal socket and display the message inside a "balloon" notification.
Background
I was using several applications to communicate messages to various users, and found that the many different methods were becoming somewhat cumbersome. So I hastily slapped together some C# code and came up with the following programs. I had never done any real C# programming before, and it was definitely a learning experience.
Using the Code
The NotifyServer
program is pretty simple. Pick a port number and hit the Start button to begin listening. Hit the Stop button to end the listener.
I created some enum
s to hold the values for my Icon
s:
private enum balloonIcons
{
INFO = ToolTipIcon.Info,
ERROR = ToolTipIcon.Error,
WARN = ToolTipIcon.Warning,
NONE = ToolTipIcon.None
}
private enum logIcons
{
INFO = EventLogEntryType.Information,
ERROR = EventLogEntryType.Error,
WARN = EventLogEntryType.Warning,
NONE = EventLogEntryType.Information,
}
I wanted my application to minimize to the notification area when the minimize button was pressed, so I added the following event handler to the form.Deactivate
event:
this.Deactivate += new EventHandler(this.sendToTray);
void sendToTray(Object sender, EventArgs e)
{
if(this.WindowState == FormWindowState.Minimized)
{
this.Hide();
}
}
When the Start button is pressed, I create a TcpListener
, start it and begin an asynchronous accept:
try
{
//Create my listener and start it
tcpListen = new TcpListener(new System.Net.IPEndPoint
(System.Net.IPAddress.Any, Convert.ToInt16(this.txtPort.Text)));
tcpListen.Start();
//Being asynchronous callback using the processEvents routine
tcpListen.BeginAcceptTcpClient(new AsyncCallback(this.processEvents), tcpListen);
this.notifyIcon.ShowBalloonTip(0, "NotifyServer",
"Now listening on port " + txtPort.Text + ".", ToolTipIcon.Info);
}
catch(System.Exception error)
{
this.notifyIcon.ShowBalloonTip(0, "NotifyServer",
"Listener could not be started!", ToolTipIcon.Error);
}
The processEvents
routine looks like this:
try
{
StringBuilder myMessage = new StringBuilder("");
//I want to write the messages to the event log
//If the event log source doesn't exists, create it.
if(!EventLog.SourceExists("NotifyServer"))
{
EventLog.CreateEventSource("NotifyServer", "Application");
}
//Create a new event log object and set the source
eLog = new EventLog();
eLog.Source = "NotifyServer";
//Safely get our listener object and a TcpClient from that listener
TcpListener processListen = (TcpListener) asyn.AsyncState;
TcpClient tcpClient = processListen.EndAcceptTcpClient(asyn);
//Get our stream
NetworkStream myStream = tcpClient.GetStream();
myMessage.Length = 0;
string[] messageArray;
//If our stream is readable, put the data in our string, write to the log
//and create a notify message
if(myStream.CanRead)
{
StreamReader readerStream = new StreamReader(myStream);
myMessage.Append(readerStream.ReadToEnd());
messageArray = myMessage.ToString().Split("|".ToCharArray());
this.notifyIcon.ShowBalloonTip(Convert.ToInt16(messageArray[0]),
messageArray[2], messageArray[3],
(ToolTipIcon) balloonIcons.Parse(typeof(balloonIcons), messageArray[1]));
eLog.WriteEntry(messageArray[3], (EventLogEntryType)logIcons.Parse
(typeof(logIcons), messageArray[1]));
readerStream.Close();
}
//Close everything
myMessage = null;
messageArray = null;
myStream.Close();
tcpClient.Close();
eLog.Close();
//Re-register our callback
tcpListen.BeginAcceptTcpClient(new AsyncCallback(this.processEvents), tcpListen);
}
The Client
program is an easy to use console application as well. You can use any Client
you want that can send messages across the socket. The calling format of the client
program is:
c:\notifyclient hostname port timeout icon[INFO|WARN|NONE|ERROR] "Title" "Message"
The client
simply creates a TcpClient
, connects to the listener, creates a network stream, and writes to it:
StringBuilder myMessage = new System.Text.StringBuilder();
myMessage.AppendFormat("{0}|{1}|{2}|{3}",args[2],args[3],args[4],args[5]);
try
{
//Create a new TcpClient
TcpClient client = new TcpClient();
//Create an encoder so we can convert String to Bytes
ASCIIEncoding encoder = new ASCIIEncoding();
//Do the conversion
byte[] buffer = encoder.GetBytes(myMessage.ToString());
//Connect to the host using the command line argument provided
client.Connect(args[0], Convert.ToInt16(args[1]));
//Get our network stream
NetworkStream stream = client.GetStream();
//Write to our stream
stream.Write(buffer, 0, buffer.Length);
//Close everything
stream.Close();
client.Close();
Console.WriteLine("Message was sent to host " + args[0] + " on port " + args[1]);
}
catch(System.Exception e)
{
Console.WriteLine("Message was not sent");
}
The message is sent to the server in the following format:
Timeout|Icon|Title|Message
Points of Interest
This was one of the first C# projects I ever did, so I'm sure it's quite messy. I'm still learning about thread safety, delegates, and all the other interesting little "gotchas" that come along with the .NET Framework. I'm sure that there are a lot of things done wrong in this program.
Apparently, there is a min
and max
value for balloon timeouts. The timeout is somewhere between 10 and 30 seconds. You can specify a timeout in between those values and it will be obeyed. However, anything over or under those timeouts is ignored and a default timeout is used instead. The timeout counter doesn't seem to tick when the user is idle.
You can use any type of client that can send information over a socket.
History
- October 22, 2007 - Posted