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  • Sending buffered images between Java client and Twisted Python socket server

    - by PattimusPrime
    I have a server-side function that draws an image with the Python Imaging Library. The Java client requests an image, which is returned via socket and converted to a BufferedImage. I prefix the data with the size of the image to be sent, followed by a CR. I then read this number of bytes from the socket input stream and attempt to use ImageIO to convert to a BufferedImage. In abbreviated code for the client: public String writeAndReadSocket(String request) { // Write text to the socket BufferedWriter bufferedWriter = new BufferedWriter(new OutputStreamWriter(socket.getOutputStream())); bufferedWriter.write(request); bufferedWriter.flush(); // Read text from the socket BufferedReader bufferedReader = new BufferedReader(new InputStreamReader(socket.getInputStream())); // Read the prefixed size int size = Integer.parseInt(bufferedReader.readLine()); // Get that many bytes from the stream char[] buf = new char[size]; bufferedReader.read(buf, 0, size); return new String(buf); } public BufferedImage stringToBufferedImage(String imageBytes) { return ImageIO.read(new ByteArrayInputStream(s.getBytes())); } and the server: # Twisted server code here # The analog of the following method is called with the proper client # request and the result is written to the socket. def worker_thread(): img = draw_function() buf = StringIO.StringIO() img.save(buf, format="PNG") img_string = buf.getvalue() return "%i\r%s" % (sys.getsizeof(img_string), img_string) This works for sending and receiving Strings, but image conversion (usually) fails. I'm trying to understand why the images are not being read properly. My best guess is that the client is not reading the proper number of bytes, but I honestly don't know why that would be the case. Side notes: I realize that the char[]-to-String-to-bytes-to-BufferedImage Java logic is roundabout, but reading the bytestream directly produces the same errors. I have a version of this working where the client socket isn't persistent, ie. the request is processed and the connection is dropped. That version works fine, as I don't need to care about the image size, but I want to learn why the proposed approach doesn't work.

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  • How do I send telnet option codes?

    - by Matt
    I've written a socket listener in Java that just sends some data to the client. If I connect to the server using telnet, I want the server to send some telnet option codes. Do I just send these like normal messages? Like, if I wanted the client to print "hello", I would do this: PrintWriter out = new PrintWriter(clientSocket.getOutputStream()); out.print("hello"); out.flush(); But when I try to send option codes, the client just prints them. Eg, the IAC char (0xff) just gets printed as a strange y character when I do this: PrintWriter out = new PrintWriter(clientSocket.getOutputStream()); out.print((char)0xff); out.flush();

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  • Sending file over socket

    - by johannix
    I'm have a problem sending data as a file from one end of a socket to the other. What's happening is that both the server and client are trying to read the file so the file never gets sent. I was wondering how to have the client block until the server's completed reading the file sent from the client. I have this working with raw packets using send and recv, but figured this was a cleaner solution... Client: connects to server creating socket connection creates a file on socket and sends data waits for file from server Server: waits for file from client Complete interraction: client sends data to server server sends data to client

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  • GUI Agent accepts statuses from Daemon and shows it using progress indicator

    - by Pavel
    Hi to all! My application is a GUI agent, which communicate with daemon through the unix domain socket, wrapped in CFSocket.... So there are main loop and added CFRunLoop source. Daemon sends statuses and agent shows it with a progress indicator. When there are any data on socket, callback function begin to work and at this time I have to immediately show the new window with progress indicator and increase counter. //this function initiate the runloop for listening socket - (int) AcceptDaemonConnection:(ConnectionRef)conn { int err = 0; conn->fSockCF = CFSocketCreateWithNative(NULL, (CFSocketNativeHandle) conn->fSockFD, kCFSocketAcceptCallBack, ConnectionGotData, NULL); if (conn->fSockCF == NULL) err = EINVAL; if (err == 0) { conn->fRunLoopSource = CFSocketCreateRunLoopSource(NULL, conn->fSockCF, 0); if (conn->fRunLoopSource == NULL) err = EINVAL; else CFRunLoopAddSource(CFRunLoopGetCurrent(), conn->fRunLoopSource, kCFRunLoopDefaultMode); CFRelease(conn->fRunLoopSource); } return err; } // callback function void ConnectionGotData(CFSocketRef s, CFSocketCallBackType type, CFDataRef address, const void * data, void * info) { #pragma unused(s) #pragma unused(address) #pragma unused(info) assert(type == kCFSocketAcceptCallBack); assert( (int *) data != NULL ); assert( (*(int *) data) != -1 ); TStatusUpdate status; int nativeSocket = *(int *) data; status = [agg AcceptPacket:nativeSocket]; // [stWindow InitNewWindow] inside [agg SendUpdateStatus:status.percent]; } AcceptPacket function receives packet from the socket and trying to show new window with progress indicator. Corresponding function is called, but nothing happens... I think, that I have to make work the main application loop with interrupting CFSocket loop... Or send a notification? No idea....

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  • Java Socket Connection is flooding network OR resulting in high ping

    - by user1461100
    i have a little problem with my java socket code. I'm writing an android client application which is sending data to a java multithreaded socket server on my pc through direct(!) wireless connection. It works fine but i want to improve it for mobile applications as it is very power consuming by now. When i remove two special lines in my code, the cpu usage of my mobile device (htc one x) is totally okay but then my connection seems to have high ping rates or something like that... Here is a server code snippet where i receive the clients data: while(true) { try { .... Object obj = in.readObject(); if(obj != null) { Class clazz = obj.getClass(); String className = clazz.getName(); if(className.equals("java.lang.String")) { String cmd = (String)obj; if(cmd.equals("dc")) { System.out.println("Client "+id+" disconnected!"); Server.connectedClients[id-1] = false; break; } if(cmd.substring(0,1).equals("!")) { robot.keyRelease(PlayerEnum.getKey(cmd,id)); } else { robot.keyPress(PlayerEnum.getKey(cmd,id)); } } } } catch .... Heres the client part, where i send my data in a while loop: private void networking() { try { if(client != null) { .... out.writeObject(sendQueue.poll()); .... } } catch .... when i write it this why, i send data everytime the while loop gets executed.. when sendQueue is empty, a null "Object" will be send. this results in "high" network traffic and in "high" cpu usage. BUT: all send comments are received nearly immediately. when i change the code to following: while(true) ... if(sendQueue.peek() != null) { out.writeObject(sendQueue.poll()); } ... the cpu usage is totally okay but i'm getting some laggs.. the commands do not arrive fast enough.. as i said, it works fine (besides cpu usage) if i'm sending data(with that null objects) every while execution. but i'm sure that this is very rough coding style because i'm kind of flooding the network. any hints? what am i doing wrong?? Thanks for your Help! Sincerly yours, maaft

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  • Finding an available network port on the machine

    - by Tomer Vromen
    I'm trying to implement a simple FTP server (a variation of the EFTP protocol) in linux. When a client connects and sends the PASV command, the server should respond with a port number, so the client can connect to that port to transmit the file. How can the server choose a port number? Do I need to iterate through all the ports from 1024 to 65535 until I find a port that the process can bind to? I know that calling bind() with 0 as the port automatically chooses the port to bind to, but then how can I know which port was chosen? Many thanks.

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  • How do you handle live video streaming in Flash AS3?

    - by CodeJustin.com
    I've been dabbling with socket servers in Java and now I'm ready to get my feet wet with an idea I had. I would like to use python for my socket server and obviously AS3 for my client. I'm able to create a full chat using my own python socket server but I'm almost clueless what to do now that I want to add in LIVE video (want to make it a live video "chat"). I've found tutorials but they are for FMS and I can not afford that, also Red5 looked nice but couldn't find a live video tutorial off hand (plus I would have to switch to Red5 from my own socket server). So if someone could even nudge me into some resources on the subject (the subject of live video without using FMS) that would be very helpful, Google is failing me right now.

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  • Strange client's address returned throug accept(..) function.

    - by Negai
    Hi everyone, I'm a socket programming newbie. Here's a snippet: struct sockaddr_storage client_addr; ... client_addr_size = sizeof(client_addr); client_socket = accept( server_socket, (struct sockaddr *)&client_addr, &client_addr_size ); ... result = inet_ntop( AF_INET, &((struct sockaddr_in *)&client_addr)->sin_addr, client_addr_str, sizeof(client_addr_str) ); Whenever the client connects the address I get is 0.0.0.0 regardless from the host. Can anybody explain, what I'm doing wrong? Thanks.

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  • why can't i bind ipv6 socket to a linklocal address

    - by Haiyuan Zhang
    #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> #include <netdb.h> #include <stdio.h> void error(char *msg) { perror(msg); exit(0); } int main(int argc, char *argv[]) { int sock, length, fromlen, n; struct sockaddr_in6 server; struct sockaddr_in6 from; int portNr = 5555; char buf[1024]; length = sizeof (struct sockaddr_in6); sock=socket(AF_INET6, SOCK_DGRAM, 0); if (sock < 0) error("Opening socket"); bzero((char *)&server, length); server.sin6_family=AF_INET6; server.sin6_addr=in6addr_any; server.sin6_port=htons(portNr); inet_pton( AF_INET6, "fe80::21f:29ff:feed:2f7e", (void *)&server.sin6_addr.s6_addr); //inet_pton( AF_INET6, "::1", (void *)&server.sin6_addr.s6_addr); if (bind(sock,(struct sockaddr *)&server,length)<0) error("binding"); fromlen = sizeof(struct sockaddr_in6); while (1) { n = recvfrom(sock,buf,1024,0,(struct sockaddr *)&from,&fromlen); if (n < 0) error("recvfrom"); write(1,"Received a datagram: ",21); write(1,buf,n); n = sendto(sock,"Got your message\n",17, 0,(struct sockaddr *)&from,fromlen); if (n < 0) error("sendto"); } } when I compile and run the above code I got : binding: Invalid argument and if change to bind the ::1 and leave other thing unchanged in the source code, the code works! so could you tell me what's wrong with my code ? thanks in advance.

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  • sendto: Network unreachable

    - by devin
    Hello. I have two machines I'm testing my code on, one works fine, the other I'm having some problems and I don't know why it is. I'm using an object (C++) for the networking part of my project. On the server side, I do this: (error checking removed for clarity) res = getaddrinfo(NULL, port, &hints, &server)) < 0 for(p=server; p!=NULL; p=p->ai_next){ fd = socket(p->ai_family, p->ai_socktype, p->ai_protocol); if(fd<0){ continue; } if(bind(fd, p->ai_addr, p->ai_addrlen)<0){ close(fd); continue; } break; } This all works. I then make an object with this constructor net::net(int fd, struct sockaddr *other, socklen_t *other_len){ int counter; this->fd = fd; if(other != NULL){ this->other.sa_family = other->sa_family; for(counter=0;counter<13;counter++) this->other.sa_data[counter]=other->sa_data[counter]; } else cerr << "Networking error" << endl; this->other_len = *other_len; } void net::gsend(string s){ if(sendto(this->fd, s.c_str(), s.size()+1, 0, &(this->other), this->other_len)<0){ cerr << "Error Sending, " << s << endl; cerr << strerror(errno) << endl; } return; } string net::grecv(){ stringstream ss; string s; char buf[BUFSIZE]; buf[BUFSIZE-1] = '\0'; if(recvfrom(this->fd, buf, BUFSIZE-1, 0, &(this->other), &(this->other_len))<0){ cerr << "Error Recieving\n"; cerr << strerror(errno) << endl; } // convert to c++ string and if there are multiple trailing ';' remove them ss << buf; s=ss.str(); while(s.find(";;", s.size()-2) != string::npos) s.erase(s.size()-1,1); return s; } So my problem is, is that on one machine, everything works fine. On another, everything works fine until I call my server's gsend() function. In which I get a "Error: Network Unreachable." I call gercv() first before calling gsend() too. Can anyone help me? I would really appreciate it.

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  • Polling servers at the same port - Threads and Java

    - by John
    Hi there. I'm currently busy working on an IP ban tool for the early versions of Call of Duty 1. (Apparently such a feature wasn't implemented in these versions). I've finished a single threaded application but it won't perform well enough for multiple servers, which is why I am trying to implement threading. Right now, each server has its own thread. I have a Networking class, which has a method; "GetStatus" -- this method is synchronized. This method uses a DatagramSocket to communicate with the server. Since this method is static and synchronized, I shouldn't get in trouble and receive a whole bunch of "Address already in use" exceptions. However, I have a second method named "SendMessage". This method is supposed to send a message to the server. How can I make sure "SendMessage" cannot be invoked when there's already a thread running in "GetStatus", and the other way around? If I make both synchronized, I will still get in trouble if Thread A is opening a socket on Port 99999 and invoking "SendMessage" while Thread B is opening a socket on the same port and invoking "GetStatus"? (Game servers are usually hosted on the same ports) I guess what I am really after is a way to make an entire class synchronized, so that only one method can be invoked and run at a time by a single thread. Hope that what I am trying to accomplish/avoid is made clear in this text. Any help is greatly appreciated.

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  • socket timeout and remove O_NONBLOCK option

    - by juxstapose
    Hello, I implemented a socket timeout and retry but in order to do it I had to set the socket as a non-blocking socket. However, I need the socket to block. This was my attempt at a solution to these two problems. This is not working. Subsequent send calls block but never send any data. When I connect without the select and the timeout, subsequent send calls work normally. References: C: socket connection timeout How to reset a socket back to blocking mode (after I set it to nonblocking mode)? Code: fd_set fdset; struct timeval tv; fcntl(dsock, F_SETFL, O_NONBLOCK); tv.tv_sec = theDeviceTimeout; tv.tv_usec = 0; int retries=0; logi(theLogOutput, LOG_INFO, "connecting to device socket num retrys: %i", theDeviceRetry); for(retries=0;retries<theDeviceRetry;retries++) { connect(dsock, (struct sockaddr *)&daddr, sizeof daddr); FD_ZERO(&fdset); FD_SET(dsock, &fdset); if (select(dsock + 1, NULL, &fdset, NULL, &tv) == 1) { int so_error; socklen_t slen = sizeof so_error; getsockopt(dsock, SOL_SOCKET, SO_ERROR, &so_error, &slen); if (so_error == 0) { logi(theLogOutput, LOG_INFO, "connected to socket on port %i on %s", theDevicePort, theDeviceIP); break; } else { logi(theLogOutput, LOG_WARN, "connect to %i failed on ip %s because %s retries %i", theDevicePort, theDeviceIP, strerror(errno), retries); logi(theLogOutput, LOG_WARN, "failed to connect to device %s", strerror(errno)); logi(theLogOutput, LOG_WARN, "error: %i %s", so_error, strerror(so_error)); continue; } } } int opts; opts = fcntl(dsock,F_GETFL); logi(theLogOutput, LOG_DEBUG, "clearing nonblock option %i retries %i", opts, retries); opts ^= O_NONBLOCK; fcntl(dsock, F_SETFL, opts);

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  • How to "unbind" a socket programmatically?

    - by ryan1894
    1) The socket doesn't seem to unbind from the LocalEndPoint until the process ends. 2) I have tried the solutions from the other question, and also tried waiting a minute - to no avail. 3) At the moment I have tried the below to get rid of the socket and its connections: public static void killUser(User victim) { LingerOption lo = new LingerOption(false, 0); victim.connectedSocket.SetSocketOption(SocketOptionLevel.Socket,SocketOptionName.Linger, lo); victim.connectedSocket.Shutdown(SocketShutdown.Both); victim.connectedSocket.Disconnect(true); victim.connectedSocket.Close(); clients.RemoveAt(victim.ID); } 4) After a bit of googling, I can't seem to be able to unbind a port, thus if I have a sufficient amount of connecting clients, I will eventually run out of ports to listen on.

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  • Socket ReceiveAll

    - by rielz
    I am trying to capture ip packets in c#. Everything is working fine, except that i only get outgoing packets. My Code: using (Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.IP)) { sock.Bind(new IPEndPoint(MYADDRESS, 0)); sock.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.HeaderIncluded, true); sock.IOControl(IOControlCode.ReceiveAll, BitConverter.GetBytes(1), null); while (true) { byte[] buffer = new byte[sock.ReceiveBufferSize]; int count = sock.Receive(buffer); // ... } } The problem is definitely my pc! But maybe there is a workaround ...

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  • How to maintain a persistant network-connection between two applications over a network?

    - by John
    I was recently approached by my management with an interesting problem - where I am pretty sure I am telling my bosses the correct information but I really want to make sure I am telling them the correct stuff. I am being asked to develop some software that has this function: An application at one location is constantly processing real-time data every second and only generates data if the underlying data has changed in any way. On the event that the data has changed send the results to another box over a network Maintains a persistent connection between the both machines, altering the remote box if for some reason the network connection went down From what I understand, I imagine that I need to do some reading on doing some sort of TCP/IP socket-level stuff. That way if the connection is dropped the remote location will be aware that the data it has received may be stale. However management seems to be very convinced that this can be accomplished using SOAP. I was under the impression that SOAP is more or less a way for a client to initiate a procedure from a server and get some results via the HTTP protocol. Am I wrong in assuming this? I haven't been able to find much information on how SOAP might be able to solve a problem like this. I feel like a lot of people around my office are using SOAP as a buzzword and that has generated a bit of confusion over what SOAP actually is - and is capable of. Any thoughts on how to accomplish this task would be appreciated!

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  • Can I avoid a threaded UDP socket in Python dropping data?

    - by 666craig
    First off, I'm new to Python and learning on the job, so be gentle! I'm trying to write a threaded Python app for Windows that reads data from a UDP socket (thread-1), writes it to file (thread-2), and displays the live data (thread-3) to a widget (gtk.Image using a gtk.gdk.pixbuf). I'm using queues for communicating data between threads. My problem is that if I start only threads 1 and 3 (so skip the file writing for now), it seems that I lose some data after the first few samples. After this drop it looks fine. Even by letting thread 1 complete before running thread 3, this apparent drop is still there. Apologies for the length of code snippet (I've removed the thread that writes to file), but I felt removing code would just prompt questions. Hope someone can shed some light :-) import socket import threading import Queue import numpy import gtk gtk.gdk.threads_init() import gtk.glade import pygtk class readFromUDPSocket(threading.Thread): def __init__(self, socketUDP, readDataQueue, packetSize, numScans): threading.Thread.__init__(self) self.socketUDP = socketUDP self.readDataQueue = readDataQueue self.packetSize = packetSize self.numScans = numScans def run(self): for scan in range(1, self.numScans + 1): buffer = self.socketUDP.recv(self.packetSize) self.readDataQueue.put(buffer) self.socketUDP.close() print 'myServer finished!' class displayWithGTK(threading.Thread): def __init__(self, displayDataQueue, image, viewArea): threading.Thread.__init__(self) self.displayDataQueue = displayDataQueue self.image = image self.viewWidth = viewArea[0] self.viewHeight = viewArea[1] self.displayData = numpy.zeros((self.viewHeight, self.viewWidth, 3), dtype=numpy.uint16) def run(self): scan = 0 try: while True: if not scan % self.viewWidth: scan = 0 buffer = self.displayDataQueue.get(timeout=0.1) self.displayData[:, scan, 0] = numpy.fromstring(buffer, dtype=numpy.uint16) self.displayData[:, scan, 1] = numpy.fromstring(buffer, dtype=numpy.uint16) self.displayData[:, scan, 2] = numpy.fromstring(buffer, dtype=numpy.uint16) gtk.gdk.threads_enter() self.myPixbuf = gtk.gdk.pixbuf_new_from_data(self.displayData.tostring(), gtk.gdk.COLORSPACE_RGB, False, 8, self.viewWidth, self.viewHeight, self.viewWidth * 3) self.image.set_from_pixbuf(self.myPixbuf) self.image.show() gtk.gdk.threads_leave() scan += 1 except Queue.Empty: print 'myDisplay finished!' pass def quitGUI(obj): print 'Currently active threads: %s' % threading.enumerate() gtk.main_quit() if __name__ == '__main__': # Create socket (IPv4 protocol, datagram (UDP)) and bind to address socketUDP = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) host = '192.168.1.5' port = 1024 socketUDP.bind((host, port)) # Data parameters samplesPerScan = 256 packetsPerSecond = 1200 packetSize = 512 duration = 1 # For now, set a fixed duration to log data numScans = int(packetsPerSecond * duration) # Create array to store data data = numpy.zeros((samplesPerScan, numScans), dtype=numpy.uint16) # Create queue for displaying from readDataQueue = Queue.Queue(numScans) # Build GUI from Glade XML file builder = gtk.Builder() builder.add_from_file('GroundVue.glade') window = builder.get_object('mainwindow') window.connect('destroy', quitGUI) view = builder.get_object('viewport') image = gtk.Image() view.add(image) viewArea = (1200, samplesPerScan) # Instantiate & start threads myServer = readFromUDPSocket(socketUDP, readDataQueue, packetSize, numScans) myDisplay = displayWithGTK(readDataQueue, image, viewArea) myServer.start() myDisplay.start() gtk.gdk.threads_enter() gtk.main() gtk.gdk.threads_leave() print 'gtk.main finished!'

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  • Close socket and select()

    - by kamziro
    So I need to close a particular connection, but the problem is another thread is, at the same time, doing a select() which has the socket as one of the file descriptors it's watching. Will the select() terminate gracefully, or will anything bad happen?

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  • java socket programming problem

    - by mk.persia
    Hi, what's wrong with my code? sorry about my bad English package sockettest; import java.io.*; import java.net.*; class sevr implements Runnable{ public void run() { ServerSocket sSkt = null; Socket skt = null; BufferedReader br = null; BufferedWriter bw = null; try{ System.out.println("Server: is about to create socket"); sSkt = new ServerSocket(6666); System.out.println("Server: socket created"); } catch(IOException e){ System.out.println("Server: socket creation failure"); } try{ System.out.println("Server: is listening"); skt = sSkt.accept(); System.out.println("Server: Connection Established"); } catch(IOException e){ System.out.println("Server: listening failed"); } try{ System.out.println("Server: creating streams"); br = new BufferedReader(new InputStreamReader(skt.getInputStream())); bw = new BufferedWriter(new OutputStreamWriter(skt.getOutputStream())); System.out.println("Server: stream done"); } catch(IOException e){ System.out.println("Server: stream failed"); } System.out.println("Server: reading the request"); try{ String line = null; while((line =br.readLine()) != null){ System.out.println("Server: client said- "+ line); } } catch(IOException e){ System.out.println("Server: reading failed"); } System.out.println("Server: reading fished"); System.out.println("Server: responding"); try{ bw.write("Hi! I am server!"); } catch(IOException e){ System.out.println("Server: responding failed"); } System.out.println("Server: responding finished"); System.out.println("Server: is finishing"); try { br.close(); bw.close(); skt.close(); sSkt.close(); } catch (IOException e) { System.out.println("Server: finishing failed"); } System.out.println("Server: done"); } } class clnt implements Runnable{ public void run() { Socket skt = null; BufferedReader br = null; BufferedWriter bw = null; try{ System.out.println("Client: about to create socket"); skt = new Socket(InetAddress.getLocalHost(),6666); System.out.println("Client: socket created"); } catch(IOException e){ System.out.println("Client: socket creation failure"); } try{ System.out.println("Client: creating streams"); br = new BufferedReader(new InputStreamReader(skt.getInputStream())); bw = new BufferedWriter(new OutputStreamWriter(skt.getOutputStream())); System.out.println("Client: stream done"); } catch(IOException e){ System.out.println("Client: stream failed"); } System.out.println("Client: requesting"); try{ bw.write("Hi! I am Client!"); } catch(IOException e){ System.out.println("Client: requesting failed"); } System.out.println("Client: requesting finished"); System.out.println("Client: reading the respond"); try{ String line = null; while((line =br.readLine()) != null){ System.out.println("Client: server said- "+ line); } } catch(IOException e){ System.out.println("Client: reading failed"); } System.out.println("Client: reading fished"); System.out.println("Clientrver: is finishing"); try { br.close(); bw.close(); skt.close(); } catch (IOException e) { System.out.println("Client: finishing failed"); } System.out.println("Client: done"); } } public class Main { public static void main(String[] args) { System.out.println("Main started"); Thread sThread = new Thread(new sevr()); Thread cThread = new Thread(new clnt()); sThread.start(); cThread.start(); try { sThread.join(); cThread.join(); } catch (InterruptedException ex) { System.out.println("joining failed"); } System.out.println("Main done"); } } output: Main started Server: is about to create socket Client: about to create socket Client: socket created Client: creating streams Server: socket created Server: is listening Server: Connection Established Server: creating streams Server: stream done Server: reading the request Client: stream done Client: requesting Client: requesting finished Client: reading the respond and it waits here forever!

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  • Suggestions on writing a TCP IP messaging system (Client/Server) using Delphi 2010

    - by Shane
    I would like to write a messaging system using TCP IP in Delphi 2010. I would like to hear what my best options are for using the standard delphi 2010 components/indy components for doing this. I would like to write a server which does the listening and forwarding of messages to all machines on the network running a client. 1.) a.) clients can send a message to server to be forwarded to all other clients b.) clients listen for messages from other senders (via server) and displays messages. 2.) a.) Server can send a message to all clients b.) Server forwards any messages from clients to all other clients thanks for any suggestions NOTE: I am not writing a instant messaging or chat program. This is merely a system where users can send alerts/messages to other users - they can not reply to each other! NO commercial, shareware, etc links - please! I would like to hear about how you would go about writing this type of system and what approachs you would take, and possibly the TCP IP messaging architecture you would use. Whether it be straight Winows API, Indy components, etc, etc.

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  • inet_ntoa problem

    - by codingfreak
    Hi I am declaring following variables unsigned long dstAddr; unsigned long gateWay; unsigned long mask; These variables contains ipaddresses in network byte order. So when I am trying to print them using inet_ntoa function for mask variable sometimes it is printing strange values printf("%s\t%s\t%s\t",inet_ntoa(dstAddr),inet_ntoa(gateWay),inet_ntoa(mask)); 192.168.122.0 0.0.0.0 0.255.255.255 but it should be 192.168.122.0 0.0.0.0 255.255.255.0 So is this because of inet_ntoa ??

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  • C# Socket ReceiveAll

    - by rielz
    Hey there! I am trying to capture ip packets in c#. Everything is working fine, except that i only get outgoing packets. My Code: using (Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.IP)) { sock.Bind(new IPEndPoint(LOCALHOST, 0)); sock.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.HeaderIncluded, true); sock.IOControl(IOControlCode.ReceiveAll, BitConverter.GetBytes(1), null); while (true) { byte[] buffer = new byte[sock.ReceiveBufferSize]; int count = sock.Receive(buffer); // ... } } Does anyone have an idea? :( Doesnt find any solutions at Google, ... Thank you in advance.

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  • How to create a simple Proxy to access web servers in C

    - by jesusiniesta
    Hi. I’m trying to create an small Web Proxy in C. First, I’m trying to get a webpage, sending a GET frame to the server. I don’t know what I have missed, but I am not receiving any response. I would really appreciate if you can help me to find what is missing in this code. int main (int argc, char** argv) { int cache_size, //size of the cache in KiB port, port_google = 80, dir, mySocket, socket_google; char google[] = "www.google.es", ip[16]; struct sockaddr_in socketAddr; char buffer[10000000]; if (GetParameters(argc,argv,&cache_size,&port) != 0) return -1; GetIP (google, ip); printf("ip2 = %s\n",ip); dir = inet_addr (ip); printf("ip3 = %i\n",dir); /* Creation of a socket with Google */ socket_google = conectClient (port_google, dir, &socketAddr); if (socket_google < 0) return -1; else printf("Socket created\n"); sprintf(buffer,"GET /index.html HTTP/1.1\r\n\r\n"); if (write(socket_google, (void*)buffer, LONGITUD_MSJ+1) < 0 ) return 1; else printf("GET frame sent\n"); strcpy(buffer,"\n"); read(socket_google, buffer, sizeof(buffer)); // strcpy(message,buffer); printf("%s\n", buffer); return 0; } And this is the code I use to create the socket. I think this part is OK, but I copy it just in case. int conectClient (int puerto, int direccion, struct sockaddr_in *socketAddr) { int mySocket; char error[1000]; if ( (mySocket = socket(AF_INET, SOCK_STREAM, 0)) == -1) { printf("Error when creating the socket\n"); return -2; } socketAddr->sin_family = AF_INET; socketAddr->sin_addr.s_addr = direccion; socketAddr->sin_port = htons(puerto); if (connect (mySocket, (struct sockaddr *)socketAddr,sizeof (*socketAddr)) == -1) { snprintf(error, sizeof(error), "Error in %s:%d\n", __FILE__, __LINE__); perror(error); printf("%s\n",error); printf ("-- Error when stablishing a connection\n"); return -1; } return mySocket; } Thanks!

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  • Flex: client / server messaging question (RPC or socket ?)

    - by Patrick
    hi, I'm building a Flex application, which is going to perform many server requests (let's say, that almost all interactions require an update from server). At the moment I'm using remote procedure calls for it. But I was wondering if using a socket would be better. In other terms, is maybe better to keep the connection alive rather then performing many calls in sequence ? For my demo app I only have 1 client. Is the number of clients connecting to the server a factor for this choice ? thanks

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