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Send video between UWP and Unity
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I'm struggling on a big project and I need help.
To give you the context. I have a video feed comming in a UWP (from the DJI SDK) and I try to get this video in Unity. I tried really a lot of things (simulate webcam, NamedPipes, UDP) and currently I think the best solution is TCP.
So I built a TCP server in my UWP and I try to send the byte[] from the video to the TCP client in Unity.
But I can't establish the connection between the 2 applications. After a minute I just got a SocketException saying that the server never respond
Here is the UWP code :
private Parser vp;
private const string PORT = "1337";
private StreamWriter TCP_client_stream = null;
public MainPage()
this.InitializeComponent();
this.StartServer();
DJISDKManager.Instance.SDKRegistrationStateChanged += Instance_SDKRegistrationEvent;
DJISDKManager.Instance.RegisterApp("29f7d391513c4052daef008d");
//######### DJI #########
private async void Instance_SDKRegistrationEvent(SDKRegistrationState state, SDKError resultCode)
if (resultCode == SDKError.NO_ERROR)
System.Diagnostics.Debug.WriteLine("Register app successfully");
if (vp == null)
vp = new Parser();
vp.Initialize(delegate (byte[] data)
return DJISDKManager.Instance.VideoFeeder.ParseAssitantDecodingInfo(0, data);
);
vp.SetSurfaceAndVideoCallback(0, 0, null, ReceiveDeocodedData);
DJISDKManager.Instance.VideoFeeder.GetPrimaryVideoFeed(0).VideoDataUpdated += OnVideoPush;
//DJISDKManager.Instance.ComponentManager.GetFlightControllerHandler(0, 0).AttitudeChanged += OnAttitudUpdate;
DJISDKManager.Instance.ComponentManager.GetCameraHandler(0, 0).CameraTypeChanged += OnCameraTypeChanged;//On ajoute nos fonctions a ce qui se fait deja
var type = await DJISDKManager.Instance.ComponentManager.GetCameraHandler(0, 0).GetCameraTypeAsync();
OnCameraTypeChanged(this, type.value);
else
System.Diagnostics.Debug.WriteLine("Register SDK failed : ");
System.Diagnostics.Debug.WriteLine(resultCode.ToString());
//######### TCP #########
private void StartServer()
try
var streamSocketListener = new Windows.Networking.Sockets.StreamSocketListener();
streamSocketListener.ConnectionReceived += this.StreamSocketListener_ConnectionReceived;
streamSocketListener.BindServiceNameAsync(PORT);
System.Diagnostics.Debug.WriteLine("server is listening...");
catch(Exception e)
Windows.Networking.Sockets.SocketErrorStatus webErrorStatus = Windows.Networking.Sockets.SocketError.GetStatus(e.GetBaseException().HResult);
System.Diagnostics.Debug.WriteLine(webErrorStatus.ToString() != "Unknown" ? webErrorStatus.ToString() : e.Message);
//On va recylcer ca pour que ca devienne un outil pour fermer
private async void StreamSocketListener_ConnectionReceived(Windows.Networking.Sockets.StreamSocketListener sender, Windows.Networking.Sockets.StreamSocketListenerConnectionReceivedEventArgs args)
string request;
using (var streamReader = new StreamReader(args.Socket.InputStream.AsStreamForRead()))
request = await streamReader.ReadLineAsync();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine(string.Format("server received the request: "0"", request)));
// Echo the request back as the response.
TCP_client_stream = new StreamWriter(args.Socket.OutputStream.AsStreamForWrite());
System.Diagnostics.Debug.WriteLine("TCP connected");
using (Stream outputStream = args.Socket.OutputStream.AsStreamForWrite())
using (var streamWriter = new StreamWriter(outputStream))
await streamWriter.WriteLineAsync(request);
await streamWriter.FlushAsync();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine(string.Format("server sent back the response: "0"", request)));
sender.Dispose();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine("server closed its socket"));
The error seem to come from vp.SetSurfaceAndVideoCallback(0, 0, null, ReceiveDeocodedData); because when I remove it, it works
I tried to call that from a dispatcher but nothing changed
The unity code :
void Start()
ConnectToTcpServer();
SendMessage();
void Update()
private void ConnectToTcpServer()
try
Debug.Log("Start thread");
clientReceiveThread = new Thread(new ThreadStart(ListenForData));
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
catch (Exception e)
Debug.Log("On client connect exception " + e);
private void ListenForData()
try
Debug.Log("Try to connect");
socketConnection = new TcpClient("192.168.1.27", PORT);
Debug.Log("Connected");
Byte[] bytes = new Byte[videoFrameSize];
while (true)
// Get a stream object for reading
using (NetworkStream stream = socketConnection.GetStream())
int length;
// Read incomming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
//
catch (SocketException socketException)
Debug.Log("Socket exception: " + socketException);
If you have some idea to solve that or another approach to send this video it would be very nice of you. I'm turning crazy on this problem
c# sockets unity3d tcp uwp
add a comment |
I'm struggling on a big project and I need help.
To give you the context. I have a video feed comming in a UWP (from the DJI SDK) and I try to get this video in Unity. I tried really a lot of things (simulate webcam, NamedPipes, UDP) and currently I think the best solution is TCP.
So I built a TCP server in my UWP and I try to send the byte[] from the video to the TCP client in Unity.
But I can't establish the connection between the 2 applications. After a minute I just got a SocketException saying that the server never respond
Here is the UWP code :
private Parser vp;
private const string PORT = "1337";
private StreamWriter TCP_client_stream = null;
public MainPage()
this.InitializeComponent();
this.StartServer();
DJISDKManager.Instance.SDKRegistrationStateChanged += Instance_SDKRegistrationEvent;
DJISDKManager.Instance.RegisterApp("29f7d391513c4052daef008d");
//######### DJI #########
private async void Instance_SDKRegistrationEvent(SDKRegistrationState state, SDKError resultCode)
if (resultCode == SDKError.NO_ERROR)
System.Diagnostics.Debug.WriteLine("Register app successfully");
if (vp == null)
vp = new Parser();
vp.Initialize(delegate (byte[] data)
return DJISDKManager.Instance.VideoFeeder.ParseAssitantDecodingInfo(0, data);
);
vp.SetSurfaceAndVideoCallback(0, 0, null, ReceiveDeocodedData);
DJISDKManager.Instance.VideoFeeder.GetPrimaryVideoFeed(0).VideoDataUpdated += OnVideoPush;
//DJISDKManager.Instance.ComponentManager.GetFlightControllerHandler(0, 0).AttitudeChanged += OnAttitudUpdate;
DJISDKManager.Instance.ComponentManager.GetCameraHandler(0, 0).CameraTypeChanged += OnCameraTypeChanged;//On ajoute nos fonctions a ce qui se fait deja
var type = await DJISDKManager.Instance.ComponentManager.GetCameraHandler(0, 0).GetCameraTypeAsync();
OnCameraTypeChanged(this, type.value);
else
System.Diagnostics.Debug.WriteLine("Register SDK failed : ");
System.Diagnostics.Debug.WriteLine(resultCode.ToString());
//######### TCP #########
private void StartServer()
try
var streamSocketListener = new Windows.Networking.Sockets.StreamSocketListener();
streamSocketListener.ConnectionReceived += this.StreamSocketListener_ConnectionReceived;
streamSocketListener.BindServiceNameAsync(PORT);
System.Diagnostics.Debug.WriteLine("server is listening...");
catch(Exception e)
Windows.Networking.Sockets.SocketErrorStatus webErrorStatus = Windows.Networking.Sockets.SocketError.GetStatus(e.GetBaseException().HResult);
System.Diagnostics.Debug.WriteLine(webErrorStatus.ToString() != "Unknown" ? webErrorStatus.ToString() : e.Message);
//On va recylcer ca pour que ca devienne un outil pour fermer
private async void StreamSocketListener_ConnectionReceived(Windows.Networking.Sockets.StreamSocketListener sender, Windows.Networking.Sockets.StreamSocketListenerConnectionReceivedEventArgs args)
string request;
using (var streamReader = new StreamReader(args.Socket.InputStream.AsStreamForRead()))
request = await streamReader.ReadLineAsync();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine(string.Format("server received the request: "0"", request)));
// Echo the request back as the response.
TCP_client_stream = new StreamWriter(args.Socket.OutputStream.AsStreamForWrite());
System.Diagnostics.Debug.WriteLine("TCP connected");
using (Stream outputStream = args.Socket.OutputStream.AsStreamForWrite())
using (var streamWriter = new StreamWriter(outputStream))
await streamWriter.WriteLineAsync(request);
await streamWriter.FlushAsync();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine(string.Format("server sent back the response: "0"", request)));
sender.Dispose();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine("server closed its socket"));
The error seem to come from vp.SetSurfaceAndVideoCallback(0, 0, null, ReceiveDeocodedData); because when I remove it, it works
I tried to call that from a dispatcher but nothing changed
The unity code :
void Start()
ConnectToTcpServer();
SendMessage();
void Update()
private void ConnectToTcpServer()
try
Debug.Log("Start thread");
clientReceiveThread = new Thread(new ThreadStart(ListenForData));
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
catch (Exception e)
Debug.Log("On client connect exception " + e);
private void ListenForData()
try
Debug.Log("Try to connect");
socketConnection = new TcpClient("192.168.1.27", PORT);
Debug.Log("Connected");
Byte[] bytes = new Byte[videoFrameSize];
while (true)
// Get a stream object for reading
using (NetworkStream stream = socketConnection.GetStream())
int length;
// Read incomming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
//
catch (SocketException socketException)
Debug.Log("Socket exception: " + socketException);
If you have some idea to solve that or another approach to send this video it would be very nice of you. I'm turning crazy on this problem
c# sockets unity3d tcp uwp
You mention an error.. What error? you should be able to tell if the connection is made, is it? is it a case of just the data isnt being sent / received as expected?
– BugFinder
Mar 23 at 11:44
No no the connection is never made. I just got after 1 min a SocketException saying that server never respond
– Jimmy Fraiture
Mar 23 at 11:49
well, are you sure the app with the listener is running and working? have you connected to it using something else?
– BugFinder
Mar 23 at 12:21
Yes I'm sure, when I remove the line the connection works
– Jimmy Fraiture
Mar 23 at 12:29
I've answered this question before. The code is missing the Listener Start method!!!.
– jdweng
Mar 23 at 14:49
add a comment |
I'm struggling on a big project and I need help.
To give you the context. I have a video feed comming in a UWP (from the DJI SDK) and I try to get this video in Unity. I tried really a lot of things (simulate webcam, NamedPipes, UDP) and currently I think the best solution is TCP.
So I built a TCP server in my UWP and I try to send the byte[] from the video to the TCP client in Unity.
But I can't establish the connection between the 2 applications. After a minute I just got a SocketException saying that the server never respond
Here is the UWP code :
private Parser vp;
private const string PORT = "1337";
private StreamWriter TCP_client_stream = null;
public MainPage()
this.InitializeComponent();
this.StartServer();
DJISDKManager.Instance.SDKRegistrationStateChanged += Instance_SDKRegistrationEvent;
DJISDKManager.Instance.RegisterApp("29f7d391513c4052daef008d");
//######### DJI #########
private async void Instance_SDKRegistrationEvent(SDKRegistrationState state, SDKError resultCode)
if (resultCode == SDKError.NO_ERROR)
System.Diagnostics.Debug.WriteLine("Register app successfully");
if (vp == null)
vp = new Parser();
vp.Initialize(delegate (byte[] data)
return DJISDKManager.Instance.VideoFeeder.ParseAssitantDecodingInfo(0, data);
);
vp.SetSurfaceAndVideoCallback(0, 0, null, ReceiveDeocodedData);
DJISDKManager.Instance.VideoFeeder.GetPrimaryVideoFeed(0).VideoDataUpdated += OnVideoPush;
//DJISDKManager.Instance.ComponentManager.GetFlightControllerHandler(0, 0).AttitudeChanged += OnAttitudUpdate;
DJISDKManager.Instance.ComponentManager.GetCameraHandler(0, 0).CameraTypeChanged += OnCameraTypeChanged;//On ajoute nos fonctions a ce qui se fait deja
var type = await DJISDKManager.Instance.ComponentManager.GetCameraHandler(0, 0).GetCameraTypeAsync();
OnCameraTypeChanged(this, type.value);
else
System.Diagnostics.Debug.WriteLine("Register SDK failed : ");
System.Diagnostics.Debug.WriteLine(resultCode.ToString());
//######### TCP #########
private void StartServer()
try
var streamSocketListener = new Windows.Networking.Sockets.StreamSocketListener();
streamSocketListener.ConnectionReceived += this.StreamSocketListener_ConnectionReceived;
streamSocketListener.BindServiceNameAsync(PORT);
System.Diagnostics.Debug.WriteLine("server is listening...");
catch(Exception e)
Windows.Networking.Sockets.SocketErrorStatus webErrorStatus = Windows.Networking.Sockets.SocketError.GetStatus(e.GetBaseException().HResult);
System.Diagnostics.Debug.WriteLine(webErrorStatus.ToString() != "Unknown" ? webErrorStatus.ToString() : e.Message);
//On va recylcer ca pour que ca devienne un outil pour fermer
private async void StreamSocketListener_ConnectionReceived(Windows.Networking.Sockets.StreamSocketListener sender, Windows.Networking.Sockets.StreamSocketListenerConnectionReceivedEventArgs args)
string request;
using (var streamReader = new StreamReader(args.Socket.InputStream.AsStreamForRead()))
request = await streamReader.ReadLineAsync();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine(string.Format("server received the request: "0"", request)));
// Echo the request back as the response.
TCP_client_stream = new StreamWriter(args.Socket.OutputStream.AsStreamForWrite());
System.Diagnostics.Debug.WriteLine("TCP connected");
using (Stream outputStream = args.Socket.OutputStream.AsStreamForWrite())
using (var streamWriter = new StreamWriter(outputStream))
await streamWriter.WriteLineAsync(request);
await streamWriter.FlushAsync();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine(string.Format("server sent back the response: "0"", request)));
sender.Dispose();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine("server closed its socket"));
The error seem to come from vp.SetSurfaceAndVideoCallback(0, 0, null, ReceiveDeocodedData); because when I remove it, it works
I tried to call that from a dispatcher but nothing changed
The unity code :
void Start()
ConnectToTcpServer();
SendMessage();
void Update()
private void ConnectToTcpServer()
try
Debug.Log("Start thread");
clientReceiveThread = new Thread(new ThreadStart(ListenForData));
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
catch (Exception e)
Debug.Log("On client connect exception " + e);
private void ListenForData()
try
Debug.Log("Try to connect");
socketConnection = new TcpClient("192.168.1.27", PORT);
Debug.Log("Connected");
Byte[] bytes = new Byte[videoFrameSize];
while (true)
// Get a stream object for reading
using (NetworkStream stream = socketConnection.GetStream())
int length;
// Read incomming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
//
catch (SocketException socketException)
Debug.Log("Socket exception: " + socketException);
If you have some idea to solve that or another approach to send this video it would be very nice of you. I'm turning crazy on this problem
c# sockets unity3d tcp uwp
I'm struggling on a big project and I need help.
To give you the context. I have a video feed comming in a UWP (from the DJI SDK) and I try to get this video in Unity. I tried really a lot of things (simulate webcam, NamedPipes, UDP) and currently I think the best solution is TCP.
So I built a TCP server in my UWP and I try to send the byte[] from the video to the TCP client in Unity.
But I can't establish the connection between the 2 applications. After a minute I just got a SocketException saying that the server never respond
Here is the UWP code :
private Parser vp;
private const string PORT = "1337";
private StreamWriter TCP_client_stream = null;
public MainPage()
this.InitializeComponent();
this.StartServer();
DJISDKManager.Instance.SDKRegistrationStateChanged += Instance_SDKRegistrationEvent;
DJISDKManager.Instance.RegisterApp("29f7d391513c4052daef008d");
//######### DJI #########
private async void Instance_SDKRegistrationEvent(SDKRegistrationState state, SDKError resultCode)
if (resultCode == SDKError.NO_ERROR)
System.Diagnostics.Debug.WriteLine("Register app successfully");
if (vp == null)
vp = new Parser();
vp.Initialize(delegate (byte[] data)
return DJISDKManager.Instance.VideoFeeder.ParseAssitantDecodingInfo(0, data);
);
vp.SetSurfaceAndVideoCallback(0, 0, null, ReceiveDeocodedData);
DJISDKManager.Instance.VideoFeeder.GetPrimaryVideoFeed(0).VideoDataUpdated += OnVideoPush;
//DJISDKManager.Instance.ComponentManager.GetFlightControllerHandler(0, 0).AttitudeChanged += OnAttitudUpdate;
DJISDKManager.Instance.ComponentManager.GetCameraHandler(0, 0).CameraTypeChanged += OnCameraTypeChanged;//On ajoute nos fonctions a ce qui se fait deja
var type = await DJISDKManager.Instance.ComponentManager.GetCameraHandler(0, 0).GetCameraTypeAsync();
OnCameraTypeChanged(this, type.value);
else
System.Diagnostics.Debug.WriteLine("Register SDK failed : ");
System.Diagnostics.Debug.WriteLine(resultCode.ToString());
//######### TCP #########
private void StartServer()
try
var streamSocketListener = new Windows.Networking.Sockets.StreamSocketListener();
streamSocketListener.ConnectionReceived += this.StreamSocketListener_ConnectionReceived;
streamSocketListener.BindServiceNameAsync(PORT);
System.Diagnostics.Debug.WriteLine("server is listening...");
catch(Exception e)
Windows.Networking.Sockets.SocketErrorStatus webErrorStatus = Windows.Networking.Sockets.SocketError.GetStatus(e.GetBaseException().HResult);
System.Diagnostics.Debug.WriteLine(webErrorStatus.ToString() != "Unknown" ? webErrorStatus.ToString() : e.Message);
//On va recylcer ca pour que ca devienne un outil pour fermer
private async void StreamSocketListener_ConnectionReceived(Windows.Networking.Sockets.StreamSocketListener sender, Windows.Networking.Sockets.StreamSocketListenerConnectionReceivedEventArgs args)
string request;
using (var streamReader = new StreamReader(args.Socket.InputStream.AsStreamForRead()))
request = await streamReader.ReadLineAsync();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine(string.Format("server received the request: "0"", request)));
// Echo the request back as the response.
TCP_client_stream = new StreamWriter(args.Socket.OutputStream.AsStreamForWrite());
System.Diagnostics.Debug.WriteLine("TCP connected");
using (Stream outputStream = args.Socket.OutputStream.AsStreamForWrite())
using (var streamWriter = new StreamWriter(outputStream))
await streamWriter.WriteLineAsync(request);
await streamWriter.FlushAsync();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine(string.Format("server sent back the response: "0"", request)));
sender.Dispose();
await this.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => System.Diagnostics.Debug.WriteLine("server closed its socket"));
The error seem to come from vp.SetSurfaceAndVideoCallback(0, 0, null, ReceiveDeocodedData); because when I remove it, it works
I tried to call that from a dispatcher but nothing changed
The unity code :
void Start()
ConnectToTcpServer();
SendMessage();
void Update()
private void ConnectToTcpServer()
try
Debug.Log("Start thread");
clientReceiveThread = new Thread(new ThreadStart(ListenForData));
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
catch (Exception e)
Debug.Log("On client connect exception " + e);
private void ListenForData()
try
Debug.Log("Try to connect");
socketConnection = new TcpClient("192.168.1.27", PORT);
Debug.Log("Connected");
Byte[] bytes = new Byte[videoFrameSize];
while (true)
// Get a stream object for reading
using (NetworkStream stream = socketConnection.GetStream())
int length;
// Read incomming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
//
catch (SocketException socketException)
Debug.Log("Socket exception: " + socketException);
If you have some idea to solve that or another approach to send this video it would be very nice of you. I'm turning crazy on this problem
c# sockets unity3d tcp uwp
c# sockets unity3d tcp uwp
edited Mar 23 at 11:51
Jimmy Fraiture
asked Mar 23 at 11:42
Jimmy FraitureJimmy Fraiture
268
268
You mention an error.. What error? you should be able to tell if the connection is made, is it? is it a case of just the data isnt being sent / received as expected?
– BugFinder
Mar 23 at 11:44
No no the connection is never made. I just got after 1 min a SocketException saying that server never respond
– Jimmy Fraiture
Mar 23 at 11:49
well, are you sure the app with the listener is running and working? have you connected to it using something else?
– BugFinder
Mar 23 at 12:21
Yes I'm sure, when I remove the line the connection works
– Jimmy Fraiture
Mar 23 at 12:29
I've answered this question before. The code is missing the Listener Start method!!!.
– jdweng
Mar 23 at 14:49
add a comment |
You mention an error.. What error? you should be able to tell if the connection is made, is it? is it a case of just the data isnt being sent / received as expected?
– BugFinder
Mar 23 at 11:44
No no the connection is never made. I just got after 1 min a SocketException saying that server never respond
– Jimmy Fraiture
Mar 23 at 11:49
well, are you sure the app with the listener is running and working? have you connected to it using something else?
– BugFinder
Mar 23 at 12:21
Yes I'm sure, when I remove the line the connection works
– Jimmy Fraiture
Mar 23 at 12:29
I've answered this question before. The code is missing the Listener Start method!!!.
– jdweng
Mar 23 at 14:49
You mention an error.. What error? you should be able to tell if the connection is made, is it? is it a case of just the data isnt being sent / received as expected?
– BugFinder
Mar 23 at 11:44
You mention an error.. What error? you should be able to tell if the connection is made, is it? is it a case of just the data isnt being sent / received as expected?
– BugFinder
Mar 23 at 11:44
No no the connection is never made. I just got after 1 min a SocketException saying that server never respond
– Jimmy Fraiture
Mar 23 at 11:49
No no the connection is never made. I just got after 1 min a SocketException saying that server never respond
– Jimmy Fraiture
Mar 23 at 11:49
well, are you sure the app with the listener is running and working? have you connected to it using something else?
– BugFinder
Mar 23 at 12:21
well, are you sure the app with the listener is running and working? have you connected to it using something else?
– BugFinder
Mar 23 at 12:21
Yes I'm sure, when I remove the line the connection works
– Jimmy Fraiture
Mar 23 at 12:29
Yes I'm sure, when I remove the line the connection works
– Jimmy Fraiture
Mar 23 at 12:29
I've answered this question before. The code is missing the Listener Start method!!!.
– jdweng
Mar 23 at 14:49
I've answered this question before. The code is missing the Listener Start method!!!.
– jdweng
Mar 23 at 14:49
add a comment |
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You mention an error.. What error? you should be able to tell if the connection is made, is it? is it a case of just the data isnt being sent / received as expected?
– BugFinder
Mar 23 at 11:44
No no the connection is never made. I just got after 1 min a SocketException saying that server never respond
– Jimmy Fraiture
Mar 23 at 11:49
well, are you sure the app with the listener is running and working? have you connected to it using something else?
– BugFinder
Mar 23 at 12:21
Yes I'm sure, when I remove the line the connection works
– Jimmy Fraiture
Mar 23 at 12:29
I've answered this question before. The code is missing the Listener Start method!!!.
– jdweng
Mar 23 at 14:49