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  • how to bind/connect multiple UDP socket

    - by nicboul
    My initial UDP socket is binded to 127.0.0.1:9898. The first time that I get notified of incoming data by epoll/kqueue, I do recvfrom() and I fill a struct sockaddr called peer_name that contain the peer informations (ip:port). Then I create a new UPD socket using socket(), then I bind() this newly created socket to the same ip:port (127.0.0.1:9898) than my original socket. then I connect my newly created socket using connect() to the peer who just sent me something. I have the information in the struct sockaddr called peer_name. I then add my newly created socket in my epoll/kqueue vector and wait for notification. I would expect to ONLY receive UDP frame from the peer i'm ""connected to"". 1/ does netstat -a -p udp is suppose to show me the IP:PORT of the peer my newly created socket is ""connected to"" ? 2/ I'm probably doing something wrong since after creating my new socket, this socket receive all incoming UDP packets destinated to the IP:PORT I'm binded to, regardless of the source peer IP:PORT. I would like to see a working example of what I'm trying to do :) or any hint on what I'm doing wrong. thanks!

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  • Socket send recv functions

    - by viswanathan
    I have created a socket using the following lines of code. Now i change the value of the socket i get like this m_Socket++; Even now the send recv socket functions succeeds without throwing SOCKET_ERROR. I expect that it must throw error. Am i doing something wrong. struct sockaddr_in ServerSock; // Socket address structure to bind the Port Number to listen to char *localIP ; SOCKET SocServer; //To Set up the sockaddr structure ServerSock.sin_family = AF_INET; ServerSock.sin_addr.s_addr = INADDR_ANY; ServerSock.sin_port = htons(pLantronics->m_wRIPortNo); // To Create a socket for listening on wPortNumber if(( SocServer = socket( AF_INET, SOCK_STREAM, 0 )) == INVALID_SOCKET ) { return FALSE; } //To bind the socket with wPortNumber if(bind(SocServer,(sockaddr*)&ServerSock,sizeof(ServerSock))!=0) { return FALSE; } // To Listen for the connection on wPortNumber if(listen(SocServer,SOMAXCONN)!=0) { return FALSE; } // Structure to get the IP Address of the connecting Entity sockaddr_in insock; int insocklen=sizeof(insock); //To accept the Incoming connection on the wPortNumber pLantronics->m_Socket=accept(SocServer,(struct sockaddr*)&insock,&insocklen); if(pLantronics->m_Socket == INVALID_SOCKET) { shutdown(SocServer, 2 ); closesocket(SocServer ); return FALSE; } // To make socket non-blocking DWORD dwNonBlocking = 1; if(ioctlsocket( pLantronics->m_Socket, FIONBIO, &dwNonBlocking )) { shutdown(pLantronics->m_Socket, 2); closesocket(pLantronics->m_Socket); return FALSE; } pLantronics->m_sModemName = inet_ntoa(insock.sin_addr); Now i do m_Socket++;//change to some other number ideally expecting send recv to fail. Even now the send recv socket functions succeeds without throwing SOCKET_ERROR. I expect that it must throw error. Am i doing something wrong.

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  • Handling packet impersonating in client-server model online game

    - by TheDespite
    I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet from someone else and modify it to execute any non-critical action for another client. I am currently compressing all datagrams so that adds just a tad of security. Edit: One way I thought about was to send a unique "key" to the verified client every x_time and then the client has to add that to all of it's update packets until a new key is sent. Edit2: I should have mentioned that I am not concerned about whether the actions described in the packet are available to the client at the time, this is all checked by the server which I thought was obvious. I am only concerned about someone sending packets for another client.

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  • SMTP Client implementation [on hold]

    - by orif
    I'm implementing SMTP client. What should the client do once it already sent the "." at the end of the mail, but didn't receive "250 Ok"? This is how the conversation between the client and server look like: Server Response: 220 www.sample.com ESMTP Postfix Client Sending : HELO domain.com Server Response: 250 Hello domain.com Client Sending : MAIL FROM: <[email protected]> Server Response: 250 Ok Client Sending : RCPT TO: <[email protected]> Server Response: 250 Ok Client Sending : DATA Server Response: 354 End data with <CR><LF>.<CR><LF> Client Sending : Subject: Example Message Client Sending : From: [email protected] Client Sending : To: [email protected] Client Sending : Client Sending : TEST MAIL Client Sending : Client Sending : . Server Response: 250 Ok: queued as 23411 Client Sending : QUIT I'm not sure what should I do if the client sends "." and doesn't receive the 250 Ok - because of possible network error. Was the "." sent or not? Should the client resend the mail - and - maybe - duplicate the item, or not - and risk in losing an important mail item? Thank you.

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  • Problem with socket communication between C# and Flex

    - by Chris Lee
    Hi all, I am implementing a simulated b/s stock data system. I am using flex and c# for client and server sides. I found flash has a security policy and I handled the policy-file-request in my server code. But seems it doesn't work, because the code jumped out at "socket.Receive(b)" after connection. I've tried sending message on client in the connection handler, in that case the server can receive correct message. But the auto-generated "policy-file-request" can never be received, and the client can get no data sending from server. Here I put my code snippet. my ActionScript code: public class StockClient extends Sprite { private var hostName:String = "192.168.84.103"; private var port:uint = 55555; private var socket:XMLSocket; public function StockClient() { socket = new XMLSocket(); configureListeners(socket); socket.connect(hostName, port); } public function send(data:Object) : void{ socket.send(data); } private function configureListeners(dispatcher:IEventDispatcher):void { dispatcher.addEventListener(Event.CLOSE, closeHandler); dispatcher.addEventListener(Event.CONNECT, connectHandler); dispatcher.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler); dispatcher.addEventListener(ProgressEvent.PROGRESS, progressHandler); dispatcher.addEventListener(SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler); dispatcher.addEventListener(ProgressEvent.SOCKET_DATA, dataHandler); } private function closeHandler(event:Event):void { trace("closeHandler: " + event); } private function connectHandler(event:Event):void { trace("connectHandler: " + event); //following testing message can be received, but client can't invoke data handler //send("<policy-file-request/>"); } private function dataHandler(event:ProgressEvent):void { //never fired trace("dataHandler: " + event); } private function ioErrorHandler(event:IOErrorEvent):void { trace("ioErrorHandler: " + event); } private function progressHandler(event:ProgressEvent):void { trace("progressHandler loaded:" + event.bytesLoaded + " total: " + event.bytesTotal); } private function securityErrorHandler(event:SecurityErrorEvent):void { trace("securityErrorHandler: " + event); } } my C# code: const int PORT_NUMBER = 55555; const String BEGIN_REQUEST = "begin"; const String END_REQUEST = "end"; const String POLICY_REQUEST = "<policy-file-request/>\u0000"; const String POLICY_FILE = "<?xml version=\"1.0\"?>\n" + "<!DOCTYPE cross-domain-policy SYSTEM \"http://www.adobe.com/xml/dtds/cross-domain-policy.dtd\">\n" + "<cross-domain-policy> \n" + " <allow-access-from domain=\"*\" to-ports=\"55555\"/> \n" + "</cross-domain-policy>\u0000"; ................ private void startListening() { provider = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); provider.Bind(new IPEndPoint(IPAddress.Parse("192.168.84.103"), PORT_NUMBER)); provider.Listen(10); isListened = true; while (isListened) { Socket socket = provider.Accept(); Console.WriteLine("connect!"); byte[] b = new byte[1024]; int receiveLength = 0; try { // code jump out at this statement receiveLength = socket.Receive(b); } catch (Exception e) { Debug.WriteLine(e.ToString()); } String request = System.Text.Encoding.UTF8.GetString(b, 0, receiveLength); Console.WriteLine("request:"+request); if (request == POLICY_REQUEST) { socket.Send(Encoding.UTF8.GetBytes(POLICY_FILE)); Console.WriteLine("response:" + POLICY_FILE); } else if (request == END_REQUEST) { Dispose(socket); } else { StartSocket(socket); break; } } } Sorry for the long code, please someone help with it, thanks a million

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  • How to stream on Twitch.Tv

    - by John
    Alright so I've had Linux Ubuntu 12.04 for over a year now and I still don't know anything about it. That only thing I can do with it is use the internet. I want to start streaming games that I play on my computer to Twitch.tv., but I don't know how. All of the downloads are only for windows. I found a website that tells you how to do it, but since I know nothing about linux, I can't do it. I haven't been able to get past the first step yet. Can someone please give me a step by step tutorial on how to do it. Please do not think you are being to specific, because I am sure it will help me. The link to the website is this -http://www.creativetux.com/2012/11/streaming-to-twitchtv-with-linux.html

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  • Is it possible to use 3G internet for a TCP/IP game server?

    - by Amit Ofer
    I'm working on a turned based multiplayer android game with a friend. I started working on the game server and client using socket programming. I found a few tutorials on how to implement a basic chat on android and I started extending that example to suit my needs. Basically the game is really simple and the communication only include sending a few string from the client to the server every turn and sending the calculated scores back to all the clients after each turn. the idea is that one of the players creates the game and thus initialize the server, and each player connects to this client using ip. I tried this solution and it seems to work great when all the players are using the same wifi connection or by using router port forwarding. The problem is when trying to use 3G internet for the server, I guess the problem is that 3G ip address isn't global and you can't use port forwarding there, correct me if I'm wrong here. Is there a way to overcome this issue? or the only solution is to limit my game to wifi only or think of a different solution than the standard socket programming solution? I.E web server etc. what do you think would be the best approach here? Thanks.

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  • C++ socket concurrent server

    - by gregpi
    Hi all; Im writing a concurrent server that's supposed to have a communication channel and a data channel. The client initially connect to the communication channel to authenticate, upon successful authentication, the client is then connected to the data channel to access data. My program is already doing that, and im using threads.My only issue is that if I try to connect another client, I get a "cannot bind : address already in use" error. I have it this way: PART A Client connect to port 4567 (and enter his login info). A thread spawn to handle the client(repeated for each client that connects). In the thread created, I have a function(let's call it FUNC_A) that checks the client's login info(dont worry about how the check is done), if successful, the thread starts the data server(listening on 8976) then sends an OK to the client, once received the client attempts to connect to the data server. PART B Once a client connect to the data server, from inside FUNC_A the client is accepted and another thread is spawn to handle the client's connection to the data server.(hopefully everything is clear). Now, all that is working fine. However, if I try to connect with second client when it gets to PART B I get a "cannot bind error: address already in use". I've tried so many different ways, I've even tried spawning a thread to start the data server and accept the client and then start another thread to handle that connection. still no luck. Please give me a suggestion as to what I'm doing wrong, how do I go about doing this or what's the best way to implement it. Thank you

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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Networking Client Server Packet logic (How they communicate)

    - by Trixmix
    I want to know what is the logic behind server client communication through packets for a real time game. for example the server sends x packets then the client receives x packets and processes them.. Basically what is the process to keep the client and server in sync and able to receive and send packets. more in depth example of what I want to know: client step 1 wait for a packet step 2 read x packets step 3 process x packets step 4 send x packets and so on... I need to know the very basic outline of the communication. Big questions are: 1) do I send and read packets all at one time? i.e for loop though the incoming packets array list and read them all or one every server loop or what... 2) what order should I do things i.e first receive then read then process then send etc.. 3) what I asked above a step by step of what the server / client should do.. Thanks!

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  • socket operation on nonsocket or bad file descriptor

    - by Magn3s1um
    I'm writing a pthread server which takes requests from clients and sends them back a bunch of .ppm files. Everything seems to go well, but sometimes when I have just 1 client connected, when trying to read from the file descriptor (for the file), it says Bad file Descriptor. This doesn't make sense, since my int fd isn't -1, and the file most certainly exists. Other times, I get this "Socket operation on nonsocket" error. This is weird because other times, it doesn't give me this error and everything works fine. When trying to connect multiple clients, for some reason, it will only send correctly to one, and then the other client gets the bad file descriptor or "nonsocket" error, even though both threads are processing the same messages and do the same routines. Anyone have an idea why? Here's the code that is giving me that error: while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); The messages for both threads are the same, being of the form ./path/imageXX.ppm where XX is the number that should go to the client. The file size of each image is 58368 bytes. Sometimes, this code hangs on the read, and stops execution. I don't know this would be either, because the file descriptor comes back as valid. Thanks in advanced. Edit: Here's some sample output: Sending to client a: ./support/images/sw90.ppm This is fd 4 Error: : Socket operation on non-socket Sending to client a: ./support/images/sw91.ppm This is fd 4 Error: : Socket operation on non-socket Sending ./support/images/sw92.ppm This is fd 4 I am hhere2 Error: : Socket operation on non-socket My dispatcher has defeated evil Sample with 2 clients (client b was serviced first) Sending to client b: ./support/images/sw87.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw88.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw89.ppm This is fd 6 Error: : Success This is fd 6 Error: : Bad file descriptor Sending to client a: ./support/images/sw85.ppm This is fd 6 Error: As you can see, who ever is serviced first in this instance can open the files, but not the 2nd person. Edit2: Full code. Sorry, its pretty long and terribly formatted. #include <netinet/in.h> #include <netinet/in.h> #include <netdb.h> #include <arpa/inet.h> #include <sys/types.h> #include <sys/socket.h> #include <errno.h> #include <stdio.h> #include <unistd.h> #include <pthread.h> #include <stdlib.h> #include <string.h> #include <sys/types.h> #include <sys/stat.h> #include <fcntl.h> #include "ring.h" /* Version 1 Here is what is implemented so far: The threads are created from the arguments specified (number of threads that is) The server will lock and update variables based on how many clients are in the system and such. The socket that is opened when a new client connects, must be passed to the threads. To do this, we need some sort of global array. I did this by specifying an int client and main_pool_busy, and two pointers poolsockets and nonpoolsockets. My thinking on this was that when a new client enters the system, the server thread increments the variable client. When a thread is finished with this client (after it sends it the data), the thread will decrement client and close the socket. HTTP servers act this way sometimes (they terminate the socket as soon as one transmission is sent). *Note down at bottom After the server portion increments the client counter, we must open up a new socket (denoted by new_sd) and get this value to the appropriate thread. To do this, I created global array poolsockets, which will hold all the socket descriptors for our pooled threads. The server portion gets the new socket descriptor, and places the value in the first spot of the array that has a 0. We only place a value in this array IF: 1. The variable main_pool_busy < worknum (If we have more clients in the system than in our pool, it doesn't mean we should always create a new thread. At the end of this, the server signals on the condition variable clientin that a new client has arrived. In our pooled thread, we then must walk this array and check the array until we hit our first non-zero value. This is the socket we will give to that thread. The thread then changes the array to have a zero here. What if our all threads in our pool our busy? If this is the case, then we will know it because our threads in this pool will increment main_pool_busy by one when they are working on a request and decrement it when they are done. If main_pool_busy >= worknum, then we must dynamically create a new thread. Then, we must realloc the size of our nonpoolsockets array by 1 int. We then add the new socket descriptor to our pool. Here's what we need to figure out: NOTE* Each worker should generate 100 messages which specify the worker thread ID, client socket descriptor and a copy of the client message. Additionally, each message should include a message number, starting from 0 and incrementing for each subsequent message sent to the same client. I don't know how to keep track of how many messages were to the same client. Maybe we shouldn't close the socket descriptor, but rather keep an array of structs for each socket that includes how many messages they have been sent. Then, the server adds the struct, the threads remove it, then the threads add it back once they've serviced one request (unless the count is 100). ------------------------------------------------------------- CHANGES Version 1 ---------- NONE: this is the first version. */ #define MAXSLOTS 30 #define dis_m 15 //problems with dis_m ==1 //Function prototypes void inc_clients(); void init_mutex_stuff(pthread_t*, pthread_t*); void *threadpool(void *); void server(int); void add_to_socket_pool(int); void inc_busy(); void dec_busy(); void *dispatcher(); void create_message(long, int, int, char *, char *); void init_ring(); void add_to_ring(char *, char *, int, int, int); int socket_from_string(char *); void add_to_head(char *); void add_to_tail(char *); struct message * reorder(struct message *, struct message *, int); int get_threadid(char *); void delete_socket_messages(int); struct message * merge(struct message *, struct message *, int); int get_request(char *, char *, char*); ///////////////////// //Global mutexes and condition variables pthread_mutex_t startservice; pthread_mutex_t numclients; pthread_mutex_t pool_sockets; pthread_mutex_t nonpool_sockets; pthread_mutex_t m_pool_busy; pthread_mutex_t slots; pthread_mutex_t numm; pthread_mutex_t circ; pthread_cond_t clientin; pthread_cond_t m; /////////////////////////////////////// //Global variables int clients; int main_pool_busy; int * poolsockets, nonpoolsockets; int worknum; struct ring mqueue; /////////////////////////////////////// int main(int argc, char ** argv){ //error handling if not enough arguments to program if(argc != 3){ printf("Not enough arguments to server: ./server portnum NumThreadsinPool\n"); _exit(-1); } //Convert arguments from strings to integer values int port = atoi(argv[1]); worknum = atoi(argv[2]); //Start server portion server(port); } /////////////////////////////////////////////////////////////////////////////////////////////// //The listen server thread///////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////// void server(int port){ int sd, new_sd; struct sockaddr_in name, cli_name; int sock_opt_val = 1; int cli_len; pthread_t threads[worknum]; //create our pthread id array pthread_t dis[1]; //create our dispatcher array (necessary to create thread) init_mutex_stuff(threads, dis); //initialize mutexes and stuff //Server setup /////////////////////////////////////////////////////// if ((sd = socket (AF_INET, SOCK_STREAM, 0)) < 0) { perror("(servConn): socket() error"); _exit (-1); } if (setsockopt (sd, SOL_SOCKET, SO_REUSEADDR, (char *) &sock_opt_val, sizeof(sock_opt_val)) < 0) { perror ("(servConn): Failed to set SO_REUSEADDR on INET socket"); _exit (-1); } name.sin_family = AF_INET; name.sin_port = htons (port); name.sin_addr.s_addr = htonl(INADDR_ANY); if (bind (sd, (struct sockaddr *)&name, sizeof(name)) < 0) { perror ("(servConn): bind() error"); _exit (-1); } listen (sd, 5); //End of server Setup ////////////////////////////////////////////////// for (;;) { cli_len = sizeof (cli_name); new_sd = accept (sd, (struct sockaddr *) &cli_name, &cli_len); printf ("Assigning new socket descriptor: %d\n", new_sd); inc_clients(); //New client has come in, increment clients add_to_socket_pool(new_sd); //Add client to the pool of sockets if (new_sd < 0) { perror ("(servConn): accept() error"); _exit (-1); } } pthread_exit(NULL); //Quit } //Adds the new socket to the array designated for pthreads in the pool void add_to_socket_pool(int socket){ pthread_mutex_lock(&m_pool_busy); //Lock so that we can check main_pool_busy int i; //If not all our main pool is busy, then allocate to one of them if(main_pool_busy < worknum){ pthread_mutex_unlock(&m_pool_busy); //unlock busy, we no longer need to hold it pthread_mutex_lock(&pool_sockets); //Lock the socket pool array so that we can edit it without worry for(i = 0; i < worknum; i++){ //Find a poolsocket that is -1; then we should put the real socket there. This value will be changed back to -1 when the thread grabs the sockfd if(poolsockets[i] == -1){ poolsockets[i] = socket; pthread_mutex_unlock(&pool_sockets); //unlock our pool array, we don't need it anymore inc_busy(); //Incrememnt busy (locks the mutex itself) pthread_cond_signal(&clientin); //Signal first thread waiting on a client that a client needs to be serviced break; } } } else{ //Dynamic thread creation goes here pthread_mutex_unlock(&m_pool_busy); } } //Increments the client number. If client number goes over worknum, we must dynamically create new pthreads void inc_clients(){ pthread_mutex_lock(&numclients); clients++; pthread_mutex_unlock(&numclients); } //Increments busy void inc_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy++; pthread_mutex_unlock(&m_pool_busy); } //Initialize all of our mutexes at the beginning and create our pthreads void init_mutex_stuff(pthread_t * threads, pthread_t * dis){ pthread_mutex_init(&startservice, NULL); pthread_mutex_init(&numclients, NULL); pthread_mutex_init(&pool_sockets, NULL); pthread_mutex_init(&nonpool_sockets, NULL); pthread_mutex_init(&m_pool_busy, NULL); pthread_mutex_init(&circ, NULL); pthread_cond_init (&clientin, NULL); main_pool_busy = 0; poolsockets = malloc(sizeof(int)*worknum); int threadreturn; //error checking variables long i = 0; //Loop and create pthreads for(i; i < worknum; i++){ threadreturn = pthread_create(&threads[i], NULL, threadpool, (void *) i); poolsockets[i] = -1; if(threadreturn){ perror("Thread pool created unsuccessfully"); _exit(-1); } } pthread_create(&dis[0], NULL, dispatcher, NULL); } ////////////////////////////////////////////////////////////////////////////////////////// /////////Main pool routines ///////////////////////////////////////////////////////////////////////////////////////// void dec_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy--; pthread_mutex_unlock(&m_pool_busy); } void dec_clients(){ pthread_mutex_lock(&numclients); clients--; pthread_mutex_unlock(&numclients); } //This is what our threadpool pthreads will be running. void *threadpool(void * threadid){ long id = (long) threadid; //Id of this thread int i; int socket; int counter = 0; //Try and gain access to the next client that comes in and wait until server signals that a client as arrived while(1){ pthread_mutex_lock(&startservice); //lock start service (required for cond wait) pthread_cond_wait(&clientin, &startservice); //wait for signal from server that client exists pthread_mutex_unlock(&startservice); //unlock mutex. pthread_mutex_lock(&pool_sockets); //Lock the pool socket so we can get the socket fd unhindered/interrupted for(i = 0; i < worknum; i++){ if(poolsockets[i] != -1){ socket = poolsockets[i]; poolsockets[i] = -1; pthread_mutex_unlock(&pool_sockets); } } printf("Thread #%d is past getting the socket\n", id); int incoming = 1; while(counter < 100 && incoming != 0){ char buffer[512]; bzero(buffer,512); int startcounter = 0; incoming = read(socket, buffer, 512); if(buffer[0] != 0){ //client ID:priority:request:arguments char id[100]; long prior; char request[100]; char arg1[100]; char message[100]; char arg2[100]; char * point; point = strtok(buffer, ":"); strcpy(id, point); point = strtok(NULL, ":"); prior = atoi(point); point = strtok(NULL, ":"); strcpy(request, point); point = strtok(NULL, ":"); strcpy(arg1, point); point = strtok(NULL, ":"); if(point != NULL){ strcpy(arg2, point); } int fd; if(strcmp(request, "start_movie") == 0){ int count = 1; while(count <= 100){ char temp[10]; snprintf(temp, 50, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s to %s\n", message, id); count++; add_to_ring(message, id, prior, counter, socket); //Adds our created message to the ring counter++; } printf("I'm out of the loop\n"); } else if(strcmp(request, "seek_movie") == 0){ int count = atoi(arg2); while(count <= 100){ char temp[10]; snprintf(temp, 10, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s\n", message); count++; } } //create_message(id, socket, counter, buffer, message); //Creates our message from the input from the client. Stores it in buffer } else{ delete_socket_messages(socket); break; } } counter = 0; close(socket);//Zero out counter again } dec_clients(); //client serviced, decrement clients dec_busy(); //thread finished, decrement busy } //Creates a message void create_message(long threadid, int socket, int counter, char * buffer, char * message){ snprintf(message, strlen(buffer)+15, "%d:%d:%d:%s", threadid, socket, counter, buffer); } //Gets the socket from the message string (maybe I should just pass in the socket to another method) int socket_from_string(char * message){ char * substr1 = strstr(message, ":"); char * substr2 = substr1; substr2++; int occurance = strcspn(substr2, ":"); char sock[10]; strncpy(sock, substr2, occurance); return atoi(sock); } //Adds message to our ring buffer's head void add_to_head(char * message){ printf("Adding to head of ring\n"); mqueue.head->message = malloc(strlen(message)+1); //Allocate space for message strcpy(mqueue.head->message, message); //copy bytes into allocated space } //Adds our message to our ring buffer's tail void add_to_tail(char * message){ printf("Adding to tail of ring\n"); mqueue.tail->message = malloc(strlen(message)+1); //allocate space for message strcpy(mqueue.tail->message, message); //copy bytes into allocated space mqueue.tail->next = malloc(sizeof(struct message)); //allocate space for the next message struct } //Adds a message to our ring void add_to_ring(char * message, char * id, int prior, int mnum, int socket){ //printf("This is message %s:" , message); pthread_mutex_lock(&circ); //Lock the ring buffer pthread_mutex_lock(&numm); //Lock the message count (will need this to make sure we can't fill the buffer over the max slots) if(mqueue.head->message == NULL){ add_to_head(message); //Adds it to head mqueue.head->socket = socket; //Set message socket mqueue.head->priority = prior; //Set its priority (thread id) mqueue.head->mnum = mnum; //Set its message number (used for sorting) mqueue.head->id = malloc(sizeof(id)); strcpy(mqueue.head->id, id); } else if(mqueue.tail->message == NULL){ //This is the problem for dis_m 1 I'm pretty sure add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } else{ mqueue.tail->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.tail->next; add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } mqueue.mcount++; pthread_mutex_unlock(&circ); if(mqueue.mcount >= dis_m){ pthread_mutex_unlock(&numm); pthread_cond_signal(&m); } else{ pthread_mutex_unlock(&numm); } printf("out of add to ring\n"); fflush(stdout); } ////////////////////////////////// //Dispatcher routines ///////////////////////////////// void *dispatcher(){ init_ring(); while(1){ pthread_mutex_lock(&slots); pthread_cond_wait(&m, &slots); pthread_mutex_lock(&numm); pthread_mutex_lock(&circ); printf("Dispatcher to the rescue!\n"); mqueue.head = reorder(mqueue.head, mqueue.tail, mqueue.mcount); //printf("This is the head %s\n", mqueue.head->message); //printf("This is the tail %s\n", mqueue.head->message); fflush(stdout); struct message * pointer = mqueue.head; int count = 0; while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); printf("My dispatcher has defeated evil\n"); } } void init_ring(){ mqueue.head = malloc(sizeof(struct message)); mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.mcount = 0; } struct message * reorder(struct message * begin, struct message * end, int num){ //printf("I am reordering for size %d\n", num); fflush(stdout); int i; if(num == 1){ //printf("Begin: %s\n", begin->message); begin->next = NULL; return begin; } else{ struct message * left = begin; struct message * right; int middle = num/2; for(i = 1; i < middle; i++){ left = left->next; } right = left -> next; left -> next = NULL; //printf("Begin: %s\nLeft: %s\nright: %s\nend:%s\n", begin->message, left->message, right->message, end->message); left = reorder(begin, left, middle); if(num%2 != 0){ right = reorder(right, end, middle+1); } else{ right = reorder(right, end, middle); } return merge(left, right, num); } } struct message * merge(struct message * left, struct message * right, int num){ //printf("I am merginging! left: %s %d, right: %s %dnum: %d\n", left->message,left->priority, right->message, right->priority, num); struct message * start, * point; int lenL= 0; int lenR = 0; int flagL = 0; int flagR = 0; int count = 0; int middle1 = num/2; int middle2; if(num%2 != 0){ middle2 = middle1+1; } else{ middle2 = middle1; } while(lenL < middle1 && lenR < middle2){ count++; //printf("In here for count %d\n", count); if(lenL == 0 && lenR == 0){ if(left->priority < right->priority){ start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ start = right; point = right; right = right->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ ////printf("This is where we are\n"); start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ start = right; point = right; right = right->next; point->next = NULL; lenR++; } } } else{ if(left->priority < right->priority){ point->next = left; left = left->next; //move the left pointer point = point->next; point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ point->next = left; //set our enum; left = left->next; point = point->next;//move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } } } if(lenL == middle1){ flagL = 1; break; } if(lenR == middle2){ flagR = 1; break; } } if(flagL == 1){ point->next = right; point = point->next; for(lenR; lenR< middle2-1; lenR++){ point = point->next; } point->next = NULL; mqueue.tail = point; } else{ point->next = left; point = point->next; for(lenL; lenL< middle1-1; lenL++){ point = point->next; } point->next = NULL; mqueue.tail = point; } //printf("This is the start %s\n", start->message); //printf("This is mqueue.tail %s\n", mqueue.tail->message); return start; } void delete_socket_messages(int a){ }

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  • error on connecting to the server : socket io is not defined

    - by max
    i know there's been couple of question about the same problem , i've already check them . i have very simple node.js chat app i have a server running on 8000 port and it works fine my client pages are html , they are running on apache and i'm using socket.io to connect them to the server and it works fine on the local host but when i upload the app on the server i keep on getting this error in the firebug io is not defined var socket = io.connect('http://atenak.com:8000/'); or sometimes it doesn't show that but when i try to broadcast message from cliend i get this error : socket is undefined socket.emit('msg', { data: msg , user:'max' }); the only difference is i've changed the localhost with atenak.com ! here is my html code var socket = io.connect('http://atenak.com:8000/'); var user = 'jack'; socket.on('newmsg', function (data) { if(data.user == user ) { $('#container').html(data.data); } }); function brodcast(){ var msg = $('#fild').val(); socket.emit('msg', { data: msg , user:'max' }); } </script> </head> <body> <div id="container"> </div> <input id="fild" type="text"> <input name="" type="button" onClick="brodcast();"> </body> i have included the sockt.io.js and server is running ok which means socket.io is installed on the server here is the live page http://atenak.com/client.html

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    - by Ole Jak
    So I need my WCF service to be capable of starting TCP stream on HTTP request (like sockets do) and be capable of reading if any one is sending TCP respons to it while reciving stream. I need my service to have acsessable to Internet browsers url like example.com/myTCPStreamingWCFService.svc?id=999 for reading from or riting to it. How to do such thing?

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  • Client-Server Networking Between PHP Client and Java Server

    - by Muhammad Yasir
    Hi there, I have a university project which is already 99% completed. It consists of two parts-website (PHP) and desktop (Java). People have their accounts on the website and they wish to query different information regarding their accounts. They send an SMS which is received by desktop application which queries database of website (MySQL) and sends the reply accordingly. This part is working superbly. The problem is that some times website wishes to instruct the desktop application to send a specific SMS to a particular number. Apparently there seems no way other than putting all the load to the DB server... This is how I made it work. Website puts SMS jobs in a specific table. Java application polls this table again and again and if it finds a job, it executes it. Even this part is working correctly but unfortunately it is not acceptable by my university to poll the DB like this. :( The other approach I could think of is to use client-server one. I tried making Java server and its PHP client. So that whenever an SMS is to be sent, the website opens a socket connection to desktop application and sends two strings (cell # and SMS message). Unfortunately I am unable to do this. I was successfully to make a Java server which works fine when connected by a Java client, similarly my PHP client connects correctly to a PHP server, but when I try to cross them, they start hating each other... PHP shows no error but Java gives StreamCorruptedException when it tries to read header of input stream. Could someone please tell what I can try to make PHP client and Java server work together? Or if the said purpose can be achieved by another means, how? Regards, Yasir

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  • ArgumentOutOfRangeException when reading bytes from stream

    - by user345194
    I'm trying to read the response stream from an HttpWebResponse object. I know the length of the stream (_response.ContentLength) however I keep getting the following exception: Specified argument was out of the range of valid values. Parameter name: size While debugging, I noticed that at the time of the error, the values were as such: length = 15032 //the length of the stream as defined by _response.ContentLength bytesToRead = 7680 //the number of bytes in the stream that still need to be read bytesRead = 7680 //the number of bytes that have been read (offset) body.length = 15032 //the size of the byte[] the stream is being copied to The peculiar thing is that the bytesToRead and bytesRead variables are ALWAYS 7680, regardless of the size of the stream (contained in the length variable). Any ideas? Code: int length = (int)_response.ContentLength; byte[] body = null; if (length 0) { int bytesToRead = length; int bytesRead = 0; try { body = new byte[length]; using (Stream stream = _response.GetResponseStream()) { while (bytesToRead > 0) { // Read may return anything from 0 to length. int n = stream.Read(body, bytesRead, length); // The end of the file is reached. if (n == 0) break; bytesRead += n; bytesToRead -= n; } stream.Close(); } } catch (Exception exception) { throw; } } else { body = new byte[0]; } _responseBody = body;

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  • Something about Stream

    - by sforester
    I've been working on something that make use of streams and I found myself not clear about some stream concepts( you can also view another question posted by me at http://stackoverflow.com/questions/2933923/about-redirected-stdout-in-system-diagnostics-process ). 1.how do you indicate that you have finished writing a stream, writing something like a EOF? 2.follow the previous question, if I have written a EOF(or something like that) to a stream but didn't close the stream, then I want to write something else to the same stream, can I just start writing to it and no more set up required? 3.if a procedure tries to read a stream(like the stdin ) that no one has written anything to it, the reading procedure will be blocked,finally some data arrives and the procedure will just read till the writing is done,which is indicated by getting a return of 0 count of bytes read rather than being blocked, and now if the procedure issues another read to the same stream, it will still get a 0 count and return immediately while I was expecting it will be blocked since no one is writing to the stream now. So does the stream holds different states when the stream is opened but no one has written to it yet and when someone has finished a writing session? I'm using Windows the .net framework if there will by any thing platform specific. Thanks a lot!

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  • Args error in main method for client-server program

    - by socket
    Hi I have a client and server program, all the coding is done and compiles, the client has a GUI and the server is command line. The program uses sockets. But when I run the client to connect to the server it keeps coming with the error message: "Usage: TodoClient []", rather than connecting to the server and starting up. This is where the problem lies: public static void main(String[] args) { TodoClient client; if (args.length > 2 || args.length == 0) { System.err.println("Usage: TodoClient <host> [<port>]"); } else if (args.length == 1) { client = new TodoClient(args[0], DEFAULT_PORT); } else { client = new TodoClient(args[0], Integer.parseInt(args[1])); } } Thank You

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  • python blocking sockets, send returns immediately

    - by Mark
    Hi, I am writing a multithreaded socket application in Python using the socket module. the server listens for connections and when it gets one it spawns a thread for that socket. the server thread sends some data to the client. but the client is not yet ready to receive it. I thought this would have caused the server to wait until the client starts recv but instead returns immediately the client then calls recv which is blocking and no data is ever received. client socket constructor self.__clientSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self.__clientSocket.connect((server, port)) server socket constructor self.servSock = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self.servSock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) #self.servSock.settimeout(None) self.servSock.setblocking(1) self.servSock.bind((self.addr,self.port)) self.servSock.listen(5) listening accept thread try: (cs, address) = self.servSock.accept() except socket.timeout: return threadName = '\r\nClient %s:%s\r\n' % (cs, address) print threadName clientSocketHandler = ClientSocket() clientSocketHandler.setClientSocket(cs) self.clients.newThread(self.clientFunc, {clientSocketHandler : "1"}, threadName).start() server and clients send/rec methods from inside ClientSocket receivedData = self.__clientSocket.recv(1024*1024) self.__clientSocket.send(s) any ideas why send() is returning straight away?

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  • python Socket.IO client for sending broadcast messages to TornadIO2 server

    - by Alp
    I am building a realtime web application. I want to be able to send broadcast messages from the server-side implementation of my python application. Here is the setup: socketio.js on the client-side TornadIO2 server as Socket.IO server python on the server-side (Django framework) I can succesfully send socket.io messages from the client to the server. The server handles these and can send a response. In the following i will describe how i did that. Current Setup and Code First, we need to define a Connection which handles socket.io events: class BaseConnection(tornadio2.SocketConnection): def on_message(self, message): pass # will be run if client uses socket.emit('connect', username) @event def connect(self, username): # send answer to client which will be handled by socket.on('log', function) self.emit('log', 'hello ' + username) Starting the server is done by a Django management custom method: class Command(BaseCommand): args = '' help = 'Starts the TornadIO2 server for handling socket.io connections' def handle(self, *args, **kwargs): autoreload.main(self.run, args, kwargs) def run(self, *args, **kwargs): port = settings.SOCKETIO_PORT router = tornadio2.TornadioRouter(BaseConnection) application = tornado.web.Application( router.urls, socket_io_port = port ) print 'Starting socket.io server on port %s' % port server = SocketServer(application) Very well, the server runs now. Let's add the client code: <script type="text/javascript"> var sio = io.connect('localhost:9000'); sio.on('connect', function(data) { console.log('connected'); sio.emit('connect', '{{ user.username }}'); }); sio.on('log', function(data) { console.log("log: " + data); }); </script> Obviously, {{ user.username }} will be replaced by the username of the currently logged in user, in this example the username is "alp". Now, every time the page gets refreshed, the console output is: connected log: hello alp Therefore, invoking messages and sending responses works. But now comes the tricky part. Problems The response "hello alp" is sent only to the invoker of the socket.io message. I want to broadcast a message to all connected clients, so that they can be informed in realtime if a new user joins the party (for example in a chat application). So, here are my questions: How can i send a broadcast message to all connected clients? How can i send a broadcast message to multiple connected clients that are subscribed on a specific channel? How can i send a broadcast message anywhere in my python code (outside of the BaseConnection class)? Would this require some sort of Socket.IO client for python or is this builtin with TornadIO2? All these broadcasts should be done in a reliable way, so i guess websockets are the best choice. But i am open to all good solutions.

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  • Reading data from a socket

    - by Bobby
    I am having issues reading data from a socket. Supposedly, there is a server socket that is waiting for clients to connect. When I write a client to connect() to the server socket/port, it appears that I am connected. But when I try to read() data that the server is supposedly writing on the socket, the read() function hangs until the server app is stopped. Why would a read() call ever hang if the socket is connected? I believe that I am not ever really connected to the socket/port but I can't prove it, b/c the connect() call did not return an error. The read() call is not returning an error either, it is just never returning at all.

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  • Java: Multithreading & UDP Socket Programming

    - by Ravi
    I am new to multithreading & socket programming in Java. I would like to know what is the best way to implement 2 threads - one for receiving a socket and one for sending a socket. If what I am trying to do sounds absurd, pls let me know why! The code is largely inspired from Sun's tutorials online.I want to use Multicast sockets so that I can work with a multicast group. class server extends Thread { static protected MulticastSocket socket = null; protected BufferedReader in = null; public InetAddress group; private static class receive implements Runnable { public void run() { try { byte[] buf = new byte[256]; DatagramPacket pkt = new DatagramPacket(buf,buf.length); socket.receive(pkt); String received = new String(pkt.getData(),0,pkt.getLength()); System.out.println("From server@" + received); Thread.sleep(1000); } catch (IOException e) { System.out.println("Error:"+e); } catch (InterruptedException e) { System.out.println("Error:"+e); } } } public server() throws IOException { super("server"); socket = new MulticastSocket(4446); group = InetAddress.getByName("239.231.12.3"); socket.joinGroup(group); } public void run() { while(1>0) { try { byte[] buf = new byte[256]; DatagramPacket pkt = new DatagramPacket(buf,buf.length); //String msg = reader.readLine(); String pid = ManagementFactory.getRuntimeMXBean().getName(); buf = pid.getBytes(); pkt = new DatagramPacket(buf,buf.length,group,4446); socket.send(pkt); Thread t = new Thread(new receive()); t.start(); while(t.isAlive()) { t.join(1000); } sleep(1); } catch (IOException e) { System.out.println("Error:"+e); } catch (InterruptedException e) { System.out.println("Error:"+e); } } //socket.close(); } public static void main(String[] args) throws IOException { new server().start(); //System.out.println("Hello"); } }

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  • Connecting Linux to WatchGuard Firebox SSL (OpenVPN client)

    Recently, I got a new project assignment that requires to connect permanently to the customer's network through VPN. They are using a so-called SSL VPN. As I am using OpenVPN since more than 5 years within my company's network I was quite curious about their solution and how it would actually be different from OpenVPN. Well, short version: It is a disguised version of OpenVPN. Unfortunately, the company only offers a client for Windows and Mac OS which shouldn't bother any Linux user after all. OpenVPN is part of every recent distribution and can be activated in a couple of minutes - both client as well as server (if necessary). WatchGuard Firebox SSL - About dialog Borrowing some files from a Windows client installation Initially, I didn't know about the product, so therefore I went through the installation on Windows 8. No obstacles (and no restart despite installation of TAP device drivers!) here and the secured VPN channel was up and running in less than 2 minutes or so. Much appreciated from both parties - customer and me. Of course, this whole client package and my long year approved and stable installation ignited my interest to have a closer look at the WatchGuard client. Compared to the original OpenVPN client (okay, I have to admit this is years ago) this commercial product is smarter in terms of file locations during installation. You'll be able to access the configuration and key files below your roaming application data folder. To get there, simply enter '%AppData%\WatchGuard\Mobile VPN' in your Windows/File Explorer and confirm with Enter/Return. This will display the following files: Application folder below user profile with configuration and certificate files From there we are going to borrow four files, namely: ca.crt client.crt client.ovpn client.pem and transfer them to the Linux system. You might also be able to isolate those four files from a Mac OS client. Frankly, I'm just too lazy to run the WatchGuard client installation on a Mac mini only to find the folder location, and I'm going to describe why a little bit further down this article. I know that you can do that! Feedback in the comment section is appreciated. Configuration of OpenVPN (console) Depending on your distribution the following steps might be a little different but in general you should be able to get the important information from it. I'm going to describe the steps in Ubuntu 13.04 (Raring Ringtail). As usual, there are two possibilities to achieve your goal: console and UI. Let's what it is necessary to be done. First of all, you should ensure that you have OpenVPN installed on your system. Open your favourite terminal application and run the following statement: $ sudo apt-get install openvpn network-manager-openvpn network-manager-openvpn-gnome Just to be on the safe side. The four above mentioned files from your Windows machine could be copied anywhere but either you place them below your own user directory or you put them (as root) below the default directory: /etc/openvpn At this stage you would be able to do a test run already. Just in case, run the following command and check the output (it's the similar information you would get from the 'View Logs...' context menu entry in Windows: $ sudo openvpn --config client.ovpn Pay attention to the correct path to your configuration and certificate files. OpenVPN will ask you to enter your Auth Username and Auth Password in order to establish the VPN connection, same as the Windows client. Remote server and user authentication to establish the VPN Please complete the test run and see whether all went well. You can disconnect pressing Ctrl+C. Simplifying your life - authentication file In my case, I actually set up the OpenVPN client on my gateway/router. This establishes a VPN channel between my network and my client's network and allows me to switch machines easily without having the necessity to install the WatchGuard client on each and every machine. That's also very handy for my various virtualised Windows machines. Anyway, as the client configuration, key and certificate files are located on a headless system somewhere under the roof, it is mandatory to have an automatic connection to the remote site. For that you should first change the file extension '.ovpn' to '.conf' which is the default extension on Linux systems for OpenVPN, and then open the client configuration file in order to extend an existing line. $ sudo mv client.ovpn client.conf $ sudo nano client.conf You should have a similar content to this one here: dev tunclientproto tcp-clientca ca.crtcert client.crtkey client.pemtls-remote "/O=WatchGuard_Technologies/OU=Fireware/CN=Fireware_SSLVPN_Server"remote-cert-eku "TLS Web Server Authentication"remote 1.2.3.4 443persist-keypersist-tunverb 3mute 20keepalive 10 60cipher AES-256-CBCauth SHA1float 1reneg-sec 3660nobindmute-replay-warningsauth-user-pass auth.txt Note: I changed the IP address of the remote directive above (which should be obvious, right?). Anyway, the required change is marked in red and we have to create a new authentication file 'auth.txt'. You can give the directive 'auth-user-pass' any file name you'd like to. Due to my existing OpenVPN infrastructure my setup differs completely from the above written content but for sake of simplicity I just keep it 'as-is'. Okay, let's create this file 'auth.txt' $ sudo nano auth.txt and just put two lines of information in it - username on the first, and password on the second line, like so: myvpnusernameverysecretpassword Store the file, change permissions, and call openvpn with your configuration file again: $ sudo chmod 0600 auth.txt $ sudo openvpn --config client.conf This should now work without being prompted to enter username and password. In case that you placed your files below the system-wide location /etc/openvpn you can operate your VPNs also via service command like so: $ sudo service openvpn start client $ sudo service openvpn stop client Using Network Manager For newer Linux users or the ones with 'console-phobia' I'm going to describe now how to use Network Manager to setup the OpenVPN client. For this move your mouse to the systray area and click on Network Connections => VPN Connections => Configure VPNs... which opens your Network Connections dialog. Alternatively, use the HUD and enter 'Network Connections'. Network connections overview in Ubuntu Click on 'Add' button. On the next dialog select 'Import a saved VPN configuration...' from the dropdown list and click on 'Create...' Choose connection type to import VPN configuration Now you navigate to your folder where you put the client files from the Windows system and you open the 'client.ovpn' file. Next, on the tab 'VPN' proceed with the following steps (directives from the configuration file are referred): General Check the IP address of Gateway ('remote' - we used 1.2.3.4 in this setup) Authentication Change Type to 'Password with Certificates (TLS)' ('auth-pass-user') Enter User name to access your client keys (Auth Name: myvpnusername) Enter Password (Auth Password: verysecretpassword) and choose your password handling Browse for your User Certificate ('cert' - should be pre-selected with client.crt) Browse for your CA Certificate ('ca' - should be filled as ca.crt) Specify your Private Key ('key' - here: client.pem) Then click on the 'Advanced...' button and check the following values: Use custom gateway port: 443 (second value of 'remote' directive) Check the selected value of Cipher ('cipher') Check HMAC Authentication ('auth') Enter the Subject Match: /O=WatchGuard_Technologies/OU=Fireware/CN=Fireware_SSLVPN_Server ('tls-remote') Finally, you have to confirm and close all dialogs. You should be able to establish your OpenVPN-WatchGuard connection via Network Manager. For that, click on the 'VPN Connections => client' entry on your Network Manager in the systray. It is advised that you keep an eye on the syslog to see whether there are any problematic issues that would require some additional attention. Advanced topic: routing As stated above, I'm running the 'WatchGuard client for Linux' on my head-less server, and since then I'm actually establishing a secure communication channel between two networks. In order to enable your network clients to get access to machines on the remote side there are two possibilities to enable that: Proper routing on both sides of the connection which enables both-direction access, or Network masquerading on the 'client side' of the connection Following, I'm going to describe the second option a little bit more in detail. The Linux system that I'm using is already configured as a gateway to the internet. I won't explain the necessary steps to do that, and will only focus on the additional tweaks I had to do. You can find tons of very good instructions and tutorials on 'How to setup a Linux gateway/router' - just use Google. OK, back to the actual modifications. First, we need to have some information about the network topology and IP address range used on the 'other' side. We can get this very easily from /var/log/syslog after we established the OpenVPN channel, like so: $ sudo tail -n20 /var/log/syslog Or if your system is quite busy with logging, like so: $ sudo less /var/log/syslog | grep ovpn The output should contain PUSH received message similar to the following one: Jul 23 23:13:28 ios1 ovpn-client[789]: PUSH: Received control message: 'PUSH_REPLY,topology subnet,route 192.168.1.0 255.255.255.0,dhcp-option DOMAIN ,route-gateway 192.168.6.1,topology subnet,ping 10,ping-restart 60,ifconfig 192.168.6.2 255.255.255.0' The interesting part for us is the route command which I highlighted already in the sample PUSH_REPLY. Depending on your remote server there might be multiple networks defined (172.16.x.x and/or 10.x.x.x). Important: The IP address range on both sides of the connection has to be different, otherwise you will have to shuffle IPs or increase your the netmask. {loadposition content_adsense} After the VPN connection is established, we have to extend the rules for iptables in order to route and masquerade IP packets properly. I created a shell script to take care of those steps: #!/bin/sh -eIPTABLES=/sbin/iptablesDEV_LAN=eth0DEV_VPNS=tun+VPN=192.168.1.0/24 $IPTABLES -A FORWARD -i $DEV_LAN -o $DEV_VPNS -d $VPN -j ACCEPT$IPTABLES -A FORWARD -i $DEV_VPNS -o $DEV_LAN -s $VPN -j ACCEPT$IPTABLES -t nat -A POSTROUTING -o $DEV_VPNS -d $VPN -j MASQUERADE I'm using the wildcard interface 'tun+' because I have multiple client configurations for OpenVPN on my server. In your case, it might be sufficient to specify device 'tun0' only. Simplifying your life - automatic connect on boot Now, that the client connection works flawless, configuration of routing and iptables is okay, we might consider to add another 'laziness' factor into our setup. Due to kernel updates or other circumstances it might be necessary to reboot your system. Wouldn't it be nice that the VPN connections are established during the boot procedure? Yes, of course it would be. To achieve this, we have to configure OpenVPN to automatically start our VPNs via init script. Let's have a look at the responsible 'default' file and adjust the settings accordingly. $ sudo nano /etc/default/openvpn Which should have a similar content to this: # This is the configuration file for /etc/init.d/openvpn## Start only these VPNs automatically via init script.# Allowed values are "all", "none" or space separated list of# names of the VPNs. If empty, "all" is assumed.# The VPN name refers to the VPN configutation file name.# i.e. "home" would be /etc/openvpn/home.conf#AUTOSTART="all"#AUTOSTART="none"#AUTOSTART="home office"## ... more information which remains unmodified ... With the OpenVPN client configuration as described above you would either set AUTOSTART to "all" or to "client" to enable automatic start of your VPN(s) during boot. You should also take care that your iptables commands are executed after the link has been established, too. You can easily test this configuration without reboot, like so: $ sudo service openvpn restart Enjoy stable VPN connections between your Linux system(s) and a WatchGuard Firebox SSL remote server. Cheers, JoKi

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