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  • Listening for TCP and UDP requests on the same port

    - by user339328
    I am writing a Client/Server set of programs Depending on the operation requested by the client, I use make TCP or UDP request. Implementing the client side is straight-forward, since I can easily open connection with any protocol and send the request to the server-side. On the servers-side, on the other hand, I would like to listen both for UDP and TCP connections on the same port. Moreover, I like the the server to open new thread for each connection request. I have adopted the approach explained in: link text I have extended this code sample by creating new threads for each TCP/UDP request. This works correctly if I use TCP only, but it fails when I attempt to make UDP bindings. Please give me any suggestion how can I correct this. tnx Here is the Server Code: public class Server { public static void main(String args[]) { try { int port = 4444; if (args.length > 0) port = Integer.parseInt(args[0]); SocketAddress localport = new InetSocketAddress(port); // Create and bind a tcp channel to listen for connections on. ServerSocketChannel tcpserver = ServerSocketChannel.open(); tcpserver.socket().bind(localport); // Also create and bind a DatagramChannel to listen on. DatagramChannel udpserver = DatagramChannel.open(); udpserver.socket().bind(localport); // Specify non-blocking mode for both channels, since our // Selector object will be doing the blocking for us. tcpserver.configureBlocking(false); udpserver.configureBlocking(false); // The Selector object is what allows us to block while waiting // for activity on either of the two channels. Selector selector = Selector.open(); tcpserver.register(selector, SelectionKey.OP_ACCEPT); udpserver.register(selector, SelectionKey.OP_READ); System.out.println("Server Sterted on port: " + port + "!"); //Load Map Utils.LoadMap("mapa"); System.out.println("Server map ... LOADED!"); // Now loop forever, processing client connections while(true) { try { selector.select(); Set<SelectionKey> keys = selector.selectedKeys(); // Iterate through the Set of keys. for (Iterator<SelectionKey> i = keys.iterator(); i.hasNext();) { SelectionKey key = i.next(); i.remove(); Channel c = key.channel(); if (key.isAcceptable() && c == tcpserver) { new TCPThread(tcpserver.accept().socket()).start(); } else if (key.isReadable() && c == udpserver) { new UDPThread(udpserver.socket()).start(); } } } catch (Exception e) { e.printStackTrace(); } } } catch (Exception e) { e.printStackTrace(); System.err.println(e); System.exit(1); } } } The UDPThread code: public class UDPThread extends Thread { private DatagramSocket socket = null; public UDPThread(DatagramSocket socket) { super("UDPThread"); this.socket = socket; } @Override public void run() { byte[] buffer = new byte[2048]; try { DatagramPacket packet = new DatagramPacket(buffer, buffer.length); socket.receive(packet); String inputLine = new String(buffer); String outputLine = Utils.processCommand(inputLine.trim()); DatagramPacket reply = new DatagramPacket(outputLine.getBytes(), outputLine.getBytes().length, packet.getAddress(), packet.getPort()); socket.send(reply); } catch (IOException e) { e.printStackTrace(); } socket.close(); } } I receive: Exception in thread "UDPThread" java.nio.channels.IllegalBlockingModeException at sun.nio.ch.DatagramSocketAdaptor.receive(Unknown Source) at server.UDPThread.run(UDPThread.java:25) 10x

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  • How can I set the buffer size for the underneath Socket UDP? C#

    - by Jack
    Hi all As we know for UDP receive, we use Socket.ReceiveFrom or UdpClient.receive Socket.ReceiveFrom accept a byte array from you to put the udp data in. UdpClient.receive returns directly a byte array where the data is My question is that How to set the buffer size inside Socket. I think the OS maintains its own buffer for receive UDP data, right? for e.g., if a udp packet is sent to my machine, the OS will put it to a buffer and wait us to Socket.ReceiveFrom or UdpClient.receive, right? How can I change the size of that internal buffer? I have tried Socket.ReceiveBuffSize, it has no effect at all for UDP, and it clearly said that it is for TCP window. Also I have done a lot of experiments which proves Socket.ReceiveBufferSize is NOT for UDP. Can anyone share some insights for UDP internal buffer??? Thanks

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  • C++ Winsock non-blocking/async UDP socket

    - by Ragnagard
    Hi all! I'm developping a little data processor in c++ over UDP sockets, and have a thread (just one, and apart the sockets) that process the info received from them. My problem happens when i need to receive info from multiple clients in the socket at the same time. How could i do something like: Socket foo; /* init socket vars and attribs */ while (serving){ thread_processing(foo_info); } for multiple clients (many concurrent access) in c++? I'm using winsocks atm on win32, but just get standard blocking udp sockets working. No gui, it's a console app. I'll appreciate so much an example or pointer to one ;). Thanks in advance.

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  • Java dropping half of UDP packets

    - by Andrew Klofas
    Greetings, I have a simple client/server setup. The server is in C and the client that is querying the server is Java. My problem is that, when I send bandwidth-intensive data over the connection, such as Video frames, it drops up to half the packets. I make sure that I properly fragment the udp packets on the server side (udp has a max payload length of 2^16). I verified that the server is sending the packets (printf the result of sendto()). But java doesn't seem to be getting half the data. Furthermore, when I switch to TCP, all the video frames get through but the latency starts to build up, adding several seconds delay after a few seconds of runtime. Is there anything obvious that I'm missing? I just can't seem to figure this out. Thanks, Andrew

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  • UDP Socket Client in .NET

    - by Betamoo
    I use UDP Sokckts in my client application. Here are some code snippets: SendIP = new IPEndPoint(IPAddress.Parse(IP), port); ReceiveIP = (EndPoint)(new IPEndPoint(IPAddress.Any, 0)); socket = new Socket( AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); socket.Bind(ReceiveIP); And to Receive (while(true)): byte[] data = new byte[BUFFERSIZE]; int receivedDataLength = socket.ReceiveFrom(data, ref ReceiveIP); string s= Encoding.ASCII.GetString(data, 0, receivedDataLength); I am doing an infinite while on the receive, there are other things to be done in the while, even if nothing is received.. I want to check if there are actually available data then receive else do not wait.. (Note the current receive method waits until the server sends a message)

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  • C# UDP decoding datagrams fails randomly

    - by Tom Frey
    Hi, I'm experiencing an issue in a multi threaded application and have been debugging it for the last 3 days but for the life of it can not figure it out. I'm writing this, hoping that I either have a DUH moment when typing this or somebody sees something obvious in the code snippets I provide. Here's what's going on: I've been working on a new UDP networking library and have a data producer that multicasts UDP datagrams to several receiver applications. The sender sends on two different sockets that are bound to separate UDP multicast addresses and separate ports. The receiver application also creates two sockets and binds each one to one of the sender's multicast address/port. When the receiver receives the datagram, it copies it from the the buffer in a MemoryStream which is then put onto a thread safe queue, where another thread reads from it and decodes the data out of the MemoryStream. Both sockets have their own queues. What happens now is really weird, it happens randomly, non-reproducible and when I run multiple receiver applications, it only happens randomly on one of them every now and then. Basically, the thread that reads the MemoryStream out of the queue, reads it via a BinaryReader like ReadInt32(), etc. and thereby decodes the data. Every now and then however when it reads the data, the data it reads from it is incorrect, e.g. a negative integer number which the sender never would encode. However, as mentioned before, the decoding only fails in one of the receiver applications, in the other ones the datagram decodes fine. Now you might be saying, well, probably the UDP datagram has a byte corruption or something but I've logged every single datagram that's coming in and compared them on all receivers and the datagrams every application receives are absolutely identical. Now it gets even weirder, when I dump the datagram that failed to decode to disk and write a unit test that reads it and runs it through the decoder, it decodes just fine. Also when I wrap a try/catch around the decoder, reset the MemoryStream position in the catch and run it through the decoder again, it decodes just fine. To make it even weirder, this also only happens when I bind both sockets to read data from the sender, if I only bind one, it doesn't happen or at least I wasn't able to reproduce it. Here are is some corresponding code to what's going on: This is the receive callback for the socket: private void ReceiveCompleted(object sender, SocketAsyncEventArgs args) { if (args.SocketError != SocketError.Success) { InternalShutdown(args.SocketError); return; } if (args.BytesTransferred > SequencedUnitHeader.UNIT_HEADER_SIZE) { DataChunk chunk = new DataChunk(args.BytesTransferred); Buffer.BlockCopy(args.Buffer, 0, chunk.Buffer, 0, args.BytesTransferred); chunk.MemoryStream = new MemoryStream(chunk.Buffer); chunk.BinaryReader = new BinaryReader(chunk.MemoryStream); chunk.SequencedUnitHeader.SequenceID = chunk.BinaryReader.ReadUInt32(); chunk.SequencedUnitHeader.Count = chunk.BinaryReader.ReadByte(); if (prevSequenceID + 1 != chunk.SequencedUnitHeader.SequenceID) { log.Error("UdpDatagramGap\tName:{0}\tExpected:{1}\tReceived:{2}", unitName, prevSequenceID + 1, chunk.SequencedUnitHeader.SequenceID); } else if (chunk.SequencedUnitHeader.SequenceID < prevSequenceID) { log.Error("UdpOutOfSequence\tName:{0}\tExpected:{1}\tReceived:{2}", unitName, prevSequenceID + 1, chunk.SequencedUnitHeader.SequenceID); } prevSequenceID = chunk.SequencedUnitHeader.SequenceID; messagePump.Produce(chunk); } else UdpStatistics.FramesRxDiscarded++; Socket.InvokeAsyncMethod(Socket.ReceiveAsync, ReceiveCompleted, asyncReceiveArgs); } Here's some stub code that decodes the data: public static void OnDataChunk(DataChunk dataChunk) { try { for (int i = 0; i < dataChunk.SequencedUnitHeader.Count; i++) { int val = dataChunk.BinaryReader.ReadInt32(); if(val < 0) throw new Exception("EncodingException"); // do something with that value } } catch (Exception ex) { writer.WriteLine("ID:" + dataChunk.SequencedUnitHeader.SequenceID + " Count:" + dataChunk.SequencedUnitHeader.Count + " " + BitConverter.ToString(dataChunk.Buffer, 0, dataChunk.Size)); writer.Flush(); log.ErrorException("OnDataChunk", ex); log.Info("RETRY FRAME:{0} Data:{1}", dataChunk.SequencedUnitHeader.SequenceID, BitConverter.ToString(dataChunk.Buffer, 0, dataChunk.Size)); dataChunk.MemoryStream.Position = 0; dataChunk.SequencedUnitHeader.SequenceID = dataChunk.BinaryReader.ReadUInt32(); dataChunk.SequencedUnitHeader.Count = dataChunk.BinaryReader.ReadByte(); OnDataChunk(dataChunk); } } You see in the catch{} part I simply reset the MemoryStream.Position to 0 and call the same method again and it works just fine that next time? I'm really out of ideas at this point and unfortunately had no DUH moment writing this. Anybody have any kind of idea what might be going on or what else I could do to troubleshoot this? Thanks, Tom

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  • Last in First out UDP structure in MatLab.

    - by D Zondervan
    I am using MatLabs UDP function in their instrument control toolbox to send data packets from one computer to another. The first computer is constantly updating data values and sending them to the other computer, and I want that computer to be able to query the first one for the most recent values whenever it needs them. However, the default implementation of the UDP send and receive in MatLab is a FIFO structure- the first packet I send is the first the other computer receives when they execute the "fscanf" function. I want the last packet I sent to be the one the fscanf function returns. Is this possible or do I need to use a different protocol?

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  • Giving Users an Option Between UDP & TCP?

    - by cam
    After studying TCP/UDP difference all week, I just can't decide which to use. I have to send a large amount of constant sensor data, while at the same time sending important data that can't be lost. This made a perfect split for me to use both, then I read a paper (http://www.isoc.org/INET97/proceedings/F3/F3_1.HTM) that says using both causes packet/performance loss in the other. Is there any issue presented if I allow the user to choose which protocol to use (if I program both server side) instead of choosing myself? Are there any disadvantages to this? The only other solution I came up with is to use UDP, and if there seems to be too great of loss of packets, switch to TCP (client-side).

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  • PHP socket UDP communication

    - by Ghedeon
    Server works fine, but the problem is the client doesn't receive anything. server.php <?php $buf_size = 1024; $socket = stream_socket_server("udp://127.0.0.1:3127", $errno, $errstr, STREAM_SERVER_BIND); do { $str = stream_socket_recvfrom($socket, $buf_size, 0, $peer); $str = "abc"; stream_socket_sendto($socket, $str, strlen($str), 0, $peer); } while (true); ?> client.php <?php $fp = stream_socket_client("udp://127.0.0.1:3127", $errno, $errstr); if (!$fp) { echo "$errno - $errstr<br />\n"; } else { fwrite($fp, "1 2 3"); echo fread($fp, 15); fclose($fp); } ?>

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  • Respond to a UDP message

    - by JDCAce
    I have a pair of very simple C# programs (server and client). The client's user enters an IP address, and the client sends a UDP message to the server. The server uses UDPClient.Receive() to listen to IPAddress.Any, prints out the message it received and where it was sent from (the client's IP address), then sends a UDP message back to the client. The problem is in that last part: my client is not receiving any message. It listens only to the server, instead of IPAddress.Any. The SendUdpMessage() and WaitForMessage() methods are identical, except for the IPAddress.Any part. I cannot find what's wrong! I can post the code if I need to, but I don't know which part is relevant, and I don't want to post the entire program (about 150 lines combined).

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  • How to relax firewall for UDP connections/ports for a specific IP address?

    - by Gnanam
    Hi, My server is Red Hat Enterprise Linux Server release 5. iptables version is v1.3.5. I want to allow all UDP connections / port for the IP address 192.168.0.200. This IP address is configured in my eth0. So basically I want to set it up the same as my local loopback (127.0.0.1) UDP traffic. What is the iptable command to allow all UDP connections / ports for IP 192.168.0.200?

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  • Solution to route/proxy SNMP Traps (or Netflow, generic UDP, etc) for network monitoring?

    - by Christopher Cashell
    I'm implementing a network monitoring solution for a very large network (approximately 5000 network devices). We'd like to have all devices on our network send SNMP traps to a single box (technically this will probably be an HA pair of boxes) and then have that box pass the SNMP traps on to the real processing boxes. This will allow us to have multiple back-end boxes handling traps, and to distribute load among those back end boxes. One key feature that we need is the ability to forward the traps to a specific box depending on the source address of the trap. Any suggestions for the best way to handle this? Among the things we've considered are: Using snmptrapd to accept the traps, and have it pass them off to a custom written perl handler script to rewrite the trap and send it to the proper processing box Using some sort of load balancing software running on a Linux box to handle this (having some difficulty finding many load balancing programs that will handle UDP) Using a Load Balancing Appliance (F5, etc) Using IPTables on a Linux box to route the SNMP traps with NATing We've currently implemented and are testing the last solution, with a Linux box with IPTables configured to receive the traps, and then depending on the source address of the trap, rewrite it with a destination nat (DNAT) so the packet gets sent to the proper server. For example: # Range: 10.0.0.0/19 Site: abc01 Destination: foo01 iptables -t nat -A PREROUTING -p udp --dport 162 -s 10.0.0.0/19 -j DNAT --to-destination 10.1.2.3 # Range: 10.0.33.0/21 Site: abc01 Destination: foo01 iptables -t nat -A PREROUTING -p udp --dport 162 -s 10.0.33.0/21 -j DNAT --to-destination 10.1.2.3 # Range: 10.1.0.0/16 Site: xyz01 Destination: bar01 iptables -t nat -A PREROUTING -p udp --dport 162 -s 10.1.0.0/16 -j DNAT --to-destination 10.3.2.1 This should work with excellent efficiency for basic trap routing, but it leaves us completely limited to what we can mach and filter on with IPTables, so we're concerned about flexibility for the future. Another feature that we'd really like, but isn't quite a "must have" is the ability to duplicate or mirror the UDP packets. Being able to take one incoming trap and route it to multiple destinations would be very useful. Has anyone tried any of the possible solutions above for SNMP traps (or Netflow, general UDP, etc) load balancing? Or can anyone think of any other alternatives to solve this?

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  • iperf max udp multicast performance peaking at 10Mbit/s?

    - by Tom Frey
    I'm trying to test UDP multicast throughput via iperf but it seems like it's not sending more than 10Mbit/s from my dev machine: C:\> iperf -c 224.0.166.111 -u -T 1 -t 100 -i 1 -b 1000000000 ------------------------------------------------------------ Client connecting to 224.0.166.111, UDP port 5001 Sending 1470 byte datagrams Setting multicast TTL to 1 UDP buffer size: 8.00 KByte (default) ------------------------------------------------------------ [156] local 192.168.1.99 port 49693 connected with 224.0.166.111 port 5001 [ ID] Interval Transfer Bandwidth [156] 0.0- 1.0 sec 1.22 MBytes 10.2 Mbits/sec [156] 1.0- 2.0 sec 1.14 MBytes 9.57 Mbits/sec [156] 2.0- 3.0 sec 1.14 MBytes 9.55 Mbits/sec [156] 3.0- 4.0 sec 1.14 MBytes 9.56 Mbits/sec [156] 4.0- 5.0 sec 1.14 MBytes 9.56 Mbits/sec [156] 5.0- 6.0 sec 1.15 MBytes 9.62 Mbits/sec [156] 6.0- 7.0 sec 1.14 MBytes 9.53 Mbits/sec When I run it on another server, I'm getting ~80Mbit/s which is quite a bit better but still not anywhere near the 1Gbps limits that I should be getting? C:\> iperf -c 224.0.166.111 -u -T 1 -t 100 -i 1 -b 1000000000 ------------------------------------------------------------ Client connecting to 224.0.166.111, UDP port 5001 Sending 1470 byte datagrams Setting multicast TTL to 1 UDP buffer size: 8.00 KByte (default) ------------------------------------------------------------ [180] local 10.0.101.102 port 51559 connected with 224.0.166.111 port 5001 [ ID] Interval Transfer Bandwidth [180] 0.0- 1.0 sec 8.60 MBytes 72.1 Mbits/sec [180] 1.0- 2.0 sec 8.73 MBytes 73.2 Mbits/sec [180] 2.0- 3.0 sec 8.76 MBytes 73.5 Mbits/sec [180] 3.0- 4.0 sec 9.58 MBytes 80.3 Mbits/sec [180] 4.0- 5.0 sec 9.95 MBytes 83.4 Mbits/sec [180] 5.0- 6.0 sec 10.5 MBytes 87.9 Mbits/sec [180] 6.0- 7.0 sec 10.9 MBytes 91.1 Mbits/sec [180] 7.0- 8.0 sec 11.2 MBytes 94.0 Mbits/sec Anybody has any idea why this is not achieving close to link limits (1Gbps)? Thanks, Tom

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  • What UDP port number(s) is/are most likely to be unblocked at a client? [closed]

    - by mike
    For a custom UDP server servicing a wide variety of client machines sending custom UDP packets, what's the best port to choose as the standard listening port for the server (in that the port is not likely to be disabled at the client by a firewall or router)? My first inclination is to use port 80, since almost everyone is using HTTP, but that's TCP, and maybe blocking of UDP on port 80 has become common. What's the best port to choose?

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  • Is there a way to receive receive data as unsugned char over UDP on QT

    - by user269037
    I need to send floating point numbers using UDP connection to a QT application. Now in QT the only function available is qint64 readDatagram ( char * data, qint64 maxSize, QHostAddress * address = 0, quint16 * port = 0 ) which accepts data in the form of signed character buffer. I can convert my float into a string and send it but it will obviously not be very efficient converting a 4 byte float into a much longer sized character buffer. I got hold of these 2 functions to convert a 4 byte float into an unsinged 32 bit integer to transfer over network which works fine for a simple c++ udp program but for QT I need to receive the data as unsigned char. Is it possible to avoid converting the floatinf point data into a string and then sending it ?? uint32_t htonf(float f) { uint32_t p; uint32_t sign; if (f < 0) { sign = 1; f = -f; } else { sign = 0; } p = ((((uint32_t)f)&0x7fff)<<16) | (sign<<31); // whole part and sign p |= (uint32_t)(((f - (int)f) * 65536.0f))&0xffff; // fraction return p; } float ntohf(uint32_t p) { float f = ((p16)&0x7fff); // whole part f += (p&0xffff) / 65536.0f; // fraction if (((p>>31)&0x1) == 0x1) { f = -f; } // sign bit set return f; }

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  • udp can not receive any data

    - by StoneHeart
    Here is my code Socket sck = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); sck.Bind(new IPEndPoint(IPAddress.Any, 0)); // Broadcast to find server string msg = "Imlookingforaserver:" + udp_listen_port; byte[] sendBytes4 = Encoding.ASCII.GetBytes(msg); IPEndPoint groupEP = new IPEndPoint(IPAddress.Parse("255.255.255.255"), server_port); sck.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.Broadcast, 1); sck.SendTo(sendBytes4, groupEP); //Wait response from server Socket sck2 = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); sck2.Bind(new IPEndPoint(IPAddress.Any, udp_listen_port)); byte[] buffer = new byte[128]; EndPoint remoteEndPoint = new IPEndPoint(IPAddress.Any, udp_listen_port); sck2.ReceiveFrom(buffer, ref remoteEndPoint); //<<< I never pass this line I use above code to try find a server. First I broadcast a message and then I wait for a response from the server. A test I made with the server written in C++ and running in Windows Vista, client written in C# and run on the same machine with server. Problem is: The server can receive message which client broadcast, but client can not receive anything from server. I try to write a client with C++ and it work like a charm, I think my problem is in C# client.

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  • Python socket error on UDP data receive. (10054)

    - by Charles
    I currently have a problem using UDP and Python socket module. We have a server and clients. The problem occurs when we send data to a user. It's possible that user may have closed their connection to the server through a client crash, disconnect by ISP, or some other improper method. As such, it is possible to send data to a closed socket. Of course with UDP you can't tell if the data really reached or if it's closed, as it doesn't care (atleast, it doesn't bring up an exception). However, if you send data and it is closed off, you get data back somehow (???), which ends up giving you a socket error on sock.recvfrom. [Errno 10054] An existing connection was forcibly closed by the remote host. Almost seems like an automatic response from the connection. Although this is fine, and can be handled by a try: except: block (even if it lowers performance of the server a little bit). The problem is, I can't tell who this is coming from or what socket is closed. Is there anyway to find out 'who' (ip, socket #) sent this? It would be great as I could instantly just disconnect them and remove them from the data. Any suggestions? Thanks.

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  • C# udp can not receive any data

    - by StoneHeart
    here is my code Socket sck = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); sck.Bind(new IPEndPoint(IPAddress.Any, 0)); // Broadcast to find server string msg = "Imlookingforaserver:" + udp_listen_port; byte[] sendBytes4 = Encoding.ASCII.GetBytes(msg); IPEndPoint groupEP = new IPEndPoint(IPAddress.Parse("255.255.255.255"), server_port); sck.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.Broadcast, 1); sck.SendTo(sendBytes4, groupEP); //Wait response from server Socket sck2 = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); sck2.Bind(new IPEndPoint(IPAddress.Any, udp_listen_port)); byte[] buffer = new byte[128]; EndPoint remoteEndPoint = new IPEndPoint(IPAddress.Any, udp_listen_port); sck2.ReceiveFrom(buffer, ref remoteEndPoint); //<<< I never pass this line I use above code to try find a server. First i broadcast a message and then i wait response from server. A test i made with the server written in c++ and running in windows vista, client written in C# and run on the same machine with server. Problem is: The server can receive message which client broadcast. But client can not receive anything from server. I try to write a client with c++ and it work like a charm, i think my problem is in C# client.

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  • Why I can't get all UDP packets?

    - by Jack
    My program use UdpClient to try to receive 27 responses from 27 hosts. The size of the response is 10KB. My broadband incoming bandwidth is 150KB/s. The 27 responses are sent from the hosts almost at the same time and for every 10 secs. However, I can only receive 8 - 17 responses each time. The number of responses that I can receive is quite dynamic but within the range. Can anyone tell me why? why can't I receive all? I understand UDP is not reliable. but I tried receiving 5 - 10 responses at the same time, it worked. I guess the network links are not so bad. The code is very simple. ON the 27 hosts, I just use UdpClient to send 10KB to my machine. On my machine, I have one UdpClient receive datagrams. Each time I get a data, I create a thread to handle it (basically handling it means just print out "I received 10KB", but it runs in a thread). listener = new UDPListener(Port); listener.Start(); while (true) { try { UDPContext context = listener.Accept(); ThreadPool.QueueUserWorkItem(new WaitCallback(HandleMessage), context); } catch (Exception) { } } If I reduce the size of the response down to 3KB, the case gets much better that roughly 25 responses can be received. Any more idea? UDP buffer problems???

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  • UDP Broadcast stress

    - by Ori Cohen
    I am writing an application that relies on UDP Broadcasting. Does anyone know what kind of stress this puts on your network? I would like to have multiple clients on the same network broadcasting frequently. Any information on this would be helpful Thanks

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  • In UDP, destination

    - by ert
    In UDP, destination IP and destination port number are used to demultiplex the packets, but in TCP destination IP, source IP, destination port number and source port numbers (4-tuple) all needed to distinguish between the connections why reasoning for this usage.

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  • Receiving UDP broadcasts on multihomed systems

    - by theller
    I have a Windows XP machine with more than one network adapter. When I receive a UDP broadcast package from another machine that does not yet have a valid IP address, howcan I determine which network adapter received this package? I need to implement a kind on custom DHCP server...

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  • A smart UDP protocol analyzer?

    - by ripper234
    Is there a "smart" UDP protocol analyzer that can help me reverse engineer a message based protocol? I'm using Wireshark to do the sniffing, but if there's a tool that can detect regularities in the protocol (repeated strings, bits of the protocol that are CRC/Checksum or length, ...) and aid the process that would help.

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