you would normally read the data recieved into a byte[] buffer then handle it in your way.
an example (stripped from a project)
//listening method:
this.theClientSocket = this.theClientListenerSocket.AcceptSocket();
this.theNetworkStream = new NetworkStream(this.theClientListenerSocket);
..
..
byte[] theDataRecieved = new byte[1024];
int theData = 0;
theData = this.theNetworkStream.Read(theDataRecieved, 0, theDataRecieved.Length);
if (this.theNetworkStream.DataAvailable)
{
theData += this.theNetworkStream.Read(theDataRecieved, theData, theDataRecieved.Length - theData);
}
There are potential bugs in the above example. you may still have data waiting to be read from the networkstream but the buffer[] is full, itll keep going in an endless loop until the buffer in the networkstream has been read from therefore a better way would be this:
int theData = 0;
MemoryStream theMemStream;
do
{
theData = this.theNetworkStream.Read(theDataRecieved, 0, theDataRecieved.Length - theData);
theMemStream.Write(theDataRecieved, 0, theData);
}
while (this.theNetworkStream.DataAvailable);
the idea is to read the data and store it into a memorystream until there is no more data to be read, then process the data in the memorystream, getting the buffer from the memorystream by calling its "GetBuffer()" method.
now, the example on msdn still applies, just like above, except with the above solution, itll keep reading data until there is no more data to be read/recieved. The example on MSDN does the same except it will only read 1 loop (just a single read) of data, and forget the rest in the buffer waiting to be read, of course that was an example.
does this help
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