NegotiateStream.Flush Method
Definition
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
Causes any buffered data to be written to the underlying device.
public:
override void Flush();
public override void Flush ();
override this.Flush : unit -> unit
Public Overrides Sub Flush ()
Examples
The following code example demonstrates flushing the stream.
int main()
{
// Establish the remote endpoint for the socket.
// For this example, use the local machine.
IPHostEntry^ ipHostInfo = Dns::GetHostEntry( Dns::GetHostName() );
IPAddress^ ipAddress = ipHostInfo->AddressList[ 0 ];
// Client and server use port 11000.
IPEndPoint^ remoteEP = gcnew IPEndPoint( ipAddress,11000 );
// Create a TCP/IP socket.
TcpClient^ client = gcnew TcpClient;
// Connect the socket to the remote endpoint.
client->Connect( remoteEP );
Console::WriteLine( L"Client connected to {0}.", remoteEP );
// Ensure the client does not close when there is
// still data to be sent to the server.
client->LingerState = (gcnew LingerOption( true,0 ));
// Request authentication.
NetworkStream^ clientStream = client->GetStream();
NegotiateStream^ authStream = gcnew NegotiateStream( clientStream );
// Request authentication for the client only (no mutual authentication).
// Authenicate using the client's default credetials.
// Permit the server to impersonate the client to access resources on the server only.
// Request that data be transmitted using encryption and data signing.
authStream->AuthenticateAsClient( dynamic_cast<NetworkCredential^>(CredentialCache::DefaultCredentials),
L"",
ProtectionLevel::EncryptAndSign,
TokenImpersonationLevel::Impersonation );
DisplayAuthenticationProperties( authStream );
DisplayStreamProperties( authStream );
if ( authStream->CanWrite )
{
// Encode the test data into a byte array.
array<Byte>^message = System::Text::Encoding::UTF8->GetBytes( L"Hello from the client." );
authStream->Write( message, 0, message->Length );
authStream->Flush();
Console::WriteLine( L"Sent {0} bytes.", message->Length );
}
// Close the client connection.
authStream->Close();
Console::WriteLine( L"Client closed." );
}
public static void Main(String[] args)
{
// Establish the remote endpoint for the socket.
// For this example, use the local machine.
IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
// Client and server use port 11000.
IPEndPoint remoteEP = new IPEndPoint(ipAddress,11000);
// Create a TCP/IP socket.
TcpClient client = new TcpClient();
// Connect the socket to the remote endpoint.
client.Connect(remoteEP);
Console.WriteLine("Client connected to {0}.",
remoteEP.ToString());
// Ensure the client does not close when there is
// still data to be sent to the server.
client.LingerState = (new LingerOption(true,0));
// Request authentication.
NetworkStream clientStream = client.GetStream();
NegotiateStream authStream = new NegotiateStream(clientStream);
// Request authentication for the client only (no mutual authentication).
// Authenicate using the client's default credetials.
// Permit the server to impersonate the client to access resources on the server only.
// Request that data be transmitted using encryption and data signing.
authStream.AuthenticateAsClient(
(NetworkCredential) CredentialCache.DefaultCredentials,
"",
ProtectionLevel.EncryptAndSign,
TokenImpersonationLevel.Impersonation);
DisplayAuthenticationProperties(authStream);
DisplayStreamProperties(authStream);
if (authStream.CanWrite)
{
// Encode the test data into a byte array.
byte[] message = System.Text.Encoding.UTF8.GetBytes("Hello from the client.");
authStream.Write(message, 0, message.Length);
authStream.Flush();
Console.WriteLine("Sent {0} bytes.", message.Length);
}
// Close the client connection.
authStream.Close();
Console.WriteLine("Client closed.");
}
Remarks
This method invokes Flush on the underlying stream.
Applies to
Collaborate with us on GitHub
The source for this content can be found on GitHub, where you can also create and review issues and pull requests. For more information, see our contributor guide.