PTTH or Reverse Http to/from Apple TV - c#

I've been trying to get the event connection running to/from my Apple TV for some time but I can't seem to figure out what I am doing wrong.
I write my request and I get the proper response. But I do not get any events when I pause or when the video stops.
The relevant code for the event connection is as follow:
var endpoint = new IPEndPoint(IPAddress.Parse("192.168.13.37"), 23579);
var socket = new Socket(endpoint.Address.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
socket.Bind(endpoint);
socket.Connect("192.168.13.13", 7000);
socket.NoDelay = true;
var request = Encoding.UTF8.GetBytes("POST /Reverse HTTP/1.1\r\nConnection: Upgrade\r\nUpgrade: PTTH/1.0\r\nX-Apple-Purpose: event\r\nUser-Agent: ItsMe/5.7\r\nX-Apple-Session-ID: f519e023-da6d-4fc2-902f-791c07dd9ff8\r\nContent-Length: 0\r\n\r\n");
socket.Send(request, request.Length, 0);
var response = new Byte[4096];
var read = socket.Receive(response, response.Length, 0);
var result = Encoding.UTF8.GetString(response, 0, read);
Response from Apple TV:
HTTP/1.1 101 Switching Protocols
Date: Thu, 23 Feb 2012 17:33:41 GMT
Upgrade: PTTH/1.0
Connection: Upgrade
My first tries I closed the socket at this point and started a TcpListener (also tried HttpListener). All three approaches have been totally fruitless, just to be complete I'll include my current code (that does not work). I am currently back to TcpListener:
socket.Disconnect(true);
socket.Close();
var listener = new TcpListener(lep);
listener.ExclusiveAddressUse = true;
listener.Start();
while (true)
{
var client = listener.AcceptTcpClient();
using (var reader = new StreamReader(client.GetStream()))
{
while (isRunning)
{
if (reader.Peek() != -1)
{
Console.WriteLine(reader.ReadLine());
}
}
}
client.Close();
}
I am not planning to keep the while (true) but until I get events and can know when the video stops playing I have nothing else to put there.
I do this part first then I send a play command with a URL to a file on my machine and it starts playing on the Apple TV just fine. I alos can send scrub commands and get info back about Position/Duration but no events what so ever.
Any help/suggestions is much appreciated.

I think you make false assumptions about how the Connection works:
You client sends a UPGRADE to the AirPlay-Server.
The AirPlay-Server answers with 101 on that connection and abandones it
The AirPlay-Server initiates a new connection with your client. It will use HTTP for that
Your client answers with 200 or whatever.
You will probably need an opened http-listener, before you post your UPGRADE request, to handle incoming events.
See here for reference: http://tools.ietf.org/id/draft-lentczner-rhttp-00.txt

Related

cURL request with HttpClient - how to set the timeout on the server connection (WinInet)

I am sending cURL request using HttpClient through the method described here under.
The parameter used for this method are:
SelectedProxy = a custom class that stores my proxy's parameters
Parameters.WcTimeout = the timeout
url, header, content = the cURL request (based on this tool to convert to C# https://curl.olsh.me/).
const SslProtocols _Tls12 = (SslProtocols)0x00000C00;
const SecurityProtocolType Tls12 = (SecurityProtocolType)_Tls12;
ServicePointManager.SecurityProtocol = Tls12;
string source = "";
using (var handler = new HttpClientHandler())
{
handler.UseCookies = usecookies;
WebProxy wp = new WebProxy(SelectedProxy.Address);
handler.Proxy = wp;
using (var httpClient = new HttpClient(handler))
{
httpClient.Timeout = Parameters.WcTimeout;
using (var request = new HttpRequestMessage(new HttpMethod(HttpMethod), url))
{
if (headers != null)
{
foreach (var h in headers)
{
request.Headers.TryAddWithoutValidation(h.Item1, h.Item2);
}
}
if (content != "")
{
request.Content = new StringContent(content, Encoding.UTF8, "application/x-www-form-urlencoded");
}
HttpResponseMessage response = new HttpResponseMessage();
try
{
response = await httpClient.SendAsync(request);
}
catch (Exception e)
{
//Here the exception happens
}
source = await response.Content.ReadAsStringAsync();
}
}
}
return source;
If I am running this without proxy, it works like a charm.
When I send a request using a proxy which I tested first from Chrome, I have the following error on my try {} catch {}. Here is the error tree
{"An error occurred while sending the request."}
InnerException {"Unable to connect to the remote server"}
InnerException {"A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond [ProxyAdress]"}
SocketErrorCode: TimedOut
By using a Stopwatch I see that the TimedOut occurred after around 30 sec.
I tried a few different handler based on the following links What's the difference between HttpClient.Timeout and using the WebRequestHandler timeout properties?, HttpClient Timeout confusion or with the WinHttpHandler.
It's worth noting that WinHttpHandler allow for a different error code, i.e. Error 12002 calling WINHTTP_CALLBACK_STATUS_REQUEST_ERROR, 'The operation timed out'. The underlying reason is the same though it helped to target where it bugs (i.e. WinInet) which confirms also what #DavidWright was saying regarding that timeouts from HttpClient manages a different part of the request sending.
Hence my issue is coming from the time it takes to establish a connection to the server, which triggers the 30sec timeout from WinInet.
My question is then How to change those timeout?
On a side note, it's worth noting that Chrome, which uses WinInet, does not seem to suffer from this timeout, nor Cefsharp on which a big part of my app is based, and through which the same proxies can properly send requests.
So thanks to #DavidWright I understand a few things:
Before that the HttpRequestMessage is sent and the timeout from HttpClient starts, a TCP connection to the server is initiated
The TCP connection has its own timeout, defined at OS level, and we do not identified a way to change it at run time from C# (question pending if anyone want to contribute)
Insisting on trying to connect works as each try benefits from previous tries, though proper exception management & manual timeout counter needs to be implemented (I actually considered a number of tries in my code, assuming each try is around 30sec)
All this together ended up in the following code:
const SslProtocols _Tls12 = (SslProtocols)0x00000C00;
const SecurityProtocolType Tls12 = (SecurityProtocolType)_Tls12;
ServicePointManager.SecurityProtocol = Tls12;
var sp = ServicePointManager.FindServicePoint(endpoint);
sp.ConnectionLeaseTimeout = (int)Parameters.ConnectionLeaseTimeout.TotalMilliseconds;
string source = "";
using (var handler = new HttpClientHandler())
{
handler.UseCookies = usecookies;
WebProxy wp = new WebProxy(SelectedProxy.Address);
handler.Proxy = wp;
using (var client = new HttpClient(handler))
{
client.Timeout = Parameters.WcTimeout;
int n = 0;
back:
using (var request = new HttpRequestMessage(new HttpMethod(HttpMethod), endpoint))
{
if (headers != null)
{
foreach (var h in headers)
{
request.Headers.TryAddWithoutValidation(h.Item1, h.Item2);
}
}
if (content != "")
{
request.Content = new StringContent(content, Encoding.UTF8, "application/x-www-form-urlencoded");
}
HttpResponseMessage response = new HttpResponseMessage();
try
{
response = await client.SendAsync(request);
}
catch (Exception e)
{
if(e.InnerException != null)
{
if(e.InnerException.InnerException != null)
{
if (e.InnerException.InnerException.Message.Contains("A connection attempt failed because the connected party did not properly respond after"))
{
if (n <= Parameters.TCPMaxTries)
{
n++;
goto back;
}
}
}
}
// Manage here other exceptions
}
source = await response.Content.ReadAsStringAsync();
}
}
}
return source;
On a side note, my current implementation of HttpClient may be problematic in the future. Though being disposable, HttpClient should be defined at App level through a static, and not within a using statement. To read more about this go here or there.
My issue is that I want to renew the proxy at each request and that it is not set on a per request basis. While it explains the reasdon of the new ConnectionLeaseTimeout parameter (to minimize the time the lease remains open) it is a different topic
I have had the same problem with HttpClient. Two things need to happen for SendAsync to return: first, setting up the TCP channel over which the communication occurs (the SYN, SYN/ACK, ACK handshake, if you're familiar with that) and second getting back the data that constitutes the HTTP response over that TCP channel. HttpClient's timeout only applies to the second part. The timeout for the first part is governed by the OS's network subsystem, and it's quite difficult to change that timeout in .NET code.
(Here's how you can reproduce this effect. Set up a working client/server connection between two machines, so you know that name resolution, port access, listening, and client and server logic all works. Then unplug the network cable on the server and re-run the client request. It will time out with the OS's default network timeout, regardless of what timeout you set on your HttpClient.)
The only way I know around this is to start your own delay timer on a different thread and cancel the SendAsync task if the timer finishes first. You can do this using Task.Delay and Task.WaitAny or by creating a CancellationTokenSource with your desired timeone (which essentially just does the first way under the hood). In either case you will need to be careful about cancelling and reading exceptions from the task that loses the race.

What sort of message does Snapd's API expect?

Snapd has documentation on a REST API.
I'm able to connect to the socket from C# using the following
var snapSocket = new Socket(AddressFamily.Unix, SocketType.Stream, ProtocolType.IP);
var snapEndpoint = new UnixEndPoint("/run/snapd.socket");
snapSocket.Connect(snapEndpoint);
var req = Encoding.ASCII.GetBytes("GET /v2/system-info HTTP/1.1");
snapSocket.Send(req, req.Length, 0);
var bytesReceived = new byte[256];
var bytes = 0;
var response = "";
do
{
bytes = snapSocket.Receive(bytesReceived, bytesReceived.Length, 0);
response = response + Encoding.ASCII.GetString(bytesReceived, 0, bytes);
} while (bytes > 0);
Console.WriteLine(response);
But everything halts at snapSocket.Receive - a response is never sent. I suspect that there's something wrong with the message that I'm sending it.
It turns out that it expects a standard HTTP request, which means a Host: line, a Connection: Close line, and two \ns at the very end are required.
The documentation's following claim...
While it is expected to allow clients to connect using HTTPS over a TCP socket, at this point only a UNIX socket is supported.
... is meant only to imply that HTTPS and TCP do not work yet - HTTP is currently the valid request format even when using the UNIX Socket.
I am not fluent in C# at all, but maybe this python snippet can help lead into a solution:
import requests_unixsocket
session = requests_unixsocket.Session()
r = session.get('http+unix://%2Frun%2Fsnapd.socket/v2/snaps')
r.raise_for_status()
r.json()

Can't get entire response from proxy C#

I'm building a small HTTP proxy that runs between the browser and squid proxy. The browser sends the HTTP request to my proxy that redirects it to the squid proxy, then my application gets the response from the squid proxy and returns it back to the browser.
the problem is that i can't get the full response from the proxy, i get HTTP 200 OK ... (just the response header), but with out the body then i have to call receive method another time to get the body. but if i debug my code (which make the application slower) it get all the response (response header and body)
is there any propriety in the TCPClass that indicates to me that the remote server still have data to send to me ?
here is my code :
static void Main(string[] args)
{
int ServerPort = 8888;
IPAddress localHost = new IPAddress(0x0100007f);
TcpListener listener = new TcpListener(localHost,ServerPort);
listener.Start();
while(true)
{
string requestString = "";
String respenseString = "";
TcpClient application = listener.AcceptTcpClient();
string source = application.Client.RemoteEndPoint.ToString();
byte[] dataFromApp = new byte[application.ReceiveBufferSize];
application.Client.Receive(dataFromApp);
TcpClient tunnel = new TcpClient("127.0.0.1",8080);
tunnel.Client.Send(dataFromApp);
while (tunnel.Client.Connected ==true)
{
if(tunnel.Available != 0)
{
byte[] responseFromProxy = new byte[tunnel.ReceiveBufferSize];
tunnel.Client.Receive(responseFromProxy);
respenseString += Encoding.UTF8.GetString(responseFromProxy);
}
else
{
break;
}
}
application.Client.Send(Encoding.UTF8.GetBytes(respenseString));
}
You should check the return value of tunnel.Client.Receive and application.Client.Receive. Receive doesn't gurantee that it will read dataFromApp.Length bytes
REMARKS: The Receive method reads data into the buffer parameter and returns the number of bytes successfully read
PS: You may also want to try FiddlerCore to write an Http Proxy
There is no "there are N bytes remaining for this message" property on a socket, because a TCP socket is streaming: it sends and receives bytes, not messages.
HTTP defines messages, and if you are implementing an HTTP proxy, you should be familiar with the HTTP 1.1 RFC. There are various ways to determine the lenght of an HTTP message, all of which you have to implement to make sure you can successfully receive and send HTTP messages.
Thanks guys
I've done it :
while (tunnel.Client.Receive(oneByte) != 0)
{
byte[] responseFromProxy = new byte[tunnel.Available];
tunnel.Client.Receive(responseFromProxy);
application.Client.Send(oneByte);
application.Client.Send(responseFromProxy);
}

HttpListener problems: Each HTTP request results in two contexts returned by HttpListener

I have been putting together a little embedded HTTP server in a windows service app that listens for updates coming from other devices on the network that speak HTTP.
For each HTTP request, the code that processes the request/response is executed twice, I expect it to run only once. I tried the code using the AsyncGetContext method and using the synchronous version GetContext - the end result is the same.
Code
public void RunService()
{
var prefix = "http://*:4333/";
HttpListener listener = new HttpListener();
listener.Prefixes.Add(prefix);
try
{
listener.Start();
_logger.Debug(String.Format("Listening on http.sys prefix: {0}", prefix));
}
catch (HttpListenerException hlex)
{
_logger.Error(String.Format("HttpListener failed to start listening. Error Code: {0}", hlex.ErrorCode));
return;
}
while (listener.IsListening)
{
var context = listener.GetContext(); // This line returns a second time through the while loop for each request
ProcessRequest(context);
}
listener.Close();
}
private void ProcessRequest(HttpListenerContext context)
{
// Get the data from the HTTP stream
var body = new StreamReader(context.Request.InputStream).ReadToEnd();
_logger.Debug(body);
byte[] b = Encoding.UTF8.GetBytes("OK");
context.Response.StatusCode = 200;
context.Response.KeepAlive = false;
context.Response.ContentLength64 = b.Length;
var output = context.Response.OutputStream;
output.Write(b, 0, b.Length);
output.Close();
context.Response.Close();
}
Is there anything obvious that I am missing, I have run out of ideas to track down the issue.
Ok, the issue was I was using a web browser to test the HTTP connection and by default a web browser also sends a request for favicon.ico. So two requests were actually coming across. Thank you to #Inuyasha for suggesting I check things out with Wireshark.

how to receive server push data in c#?

I am writing a program. my program receive data from a server through HTTP protocol. the data will be pushed by server to my program.
I tried to use WebRequest, but only received one session of data.
How can i keep the connection alive, to receive the data from server continuosly,
Any help is appreciated.
the following is the SDK document:
Under the authorization of GUEST or ADMIN, it is possible to get the series of live images
(Server push). To get the images, send the request to “/liveimg.cgi?serverpush=1” as shown
in the Figure. 2-1-1.
When the camera receives the above request from the client, it sends the return as shown
in the Figure. 2-2.
Each JPEG data is separated by “--myboundary”, and “image/jpeg” is returned as
“Content-Type” header, after “--myboundary”. For “Content-Length” header, it returns the
number of bytes in the --myboundary data (excluding “--myboundary”, each header, and
\r\n as delimiter). After the “Content-Length” header and “\r\n” (delimiter), the actual
data will be sent.
This data transmission will continue until the client stop the connection (disconnect), or
some network error occurs.
int len;
string uri = #"http://192.168.0.2/liveimg.cgi?serverpush=1";
HttpWebRequest req = (HttpWebRequest)HttpWebRequest.Create(uri);
req.Credentials = new NetworkCredential("admin", "admin");
req.KeepAlive = true;
string line = "";
HttpWebResponse reply = (HttpWebResponse)req.GetResponse();
Stream stream = reply.GetResponseStream();
System.Diagnostics.Debug.WriteLine(reply.ContentType);
StreamReader reader = new StreamReader(stream);
do
{
line = reader.ReadLine();
System.Diagnostics.Debug.WriteLine(line);
System.Threading.Thread.Sleep(300);
} while (line.Length>0);
You can keep an HTTP connection open for an extended period of time, if the server supports doing so. (As already mentioned, this will significantly limit the number of simultaneous users you can support.)
The server will need to be set Response.Buffer=false, and have an extended ScriptTimeout (I'm assuming your using ASP.NET on the server side). Once you do that, your page can keep sending Response.Write data as needed until whatever it is doing is done.
Your client will need to process the incoming Response before the connection is complete rather than blocking for the complete response.
You may want to take a look at StreamHub Push Server - its a popular Comet server and has an .NET Client SDK which allows you to receive real-time push updates in C# (or VB / C++).
If I'm understanding you correctly, your server is going to respond to some event by sending data to your client outside of the client making a request/response. Is this correct? If so, I wouldn't recommend trying to keep the connection open unless you have a very small number of clients -- there are a limited number of connections available, so keeping them open may rapidly result in an exception.
Probably the easiest solution would be to have the clients poll periodically for new data. This would allow you to use a simple server and you'd only have to code a thread on the client to request any changes or new work once every minute or thirty seconds or whatever your optimal time period is.
If you truly want to have the server notify the clients proactively, without them polling, then you'll have to do something other than a simple web server -- and you'll also have to code and configure the client to accept incoming requests. This may be difficult if your clients are running behind firewalls and such. If you go this route, WCF is probably your best choice, as it will allow you to configure server and client appropriately.
You need to get a cookie from IP cam and include that cookie in header of your next HttpWebRequest. Otherways it will always try to redirect you to "index.html".
Here is how you can do it...
BitmapObject is a class that serves as a container for Jpeg image, current date and eventual error text. Once a connection is established it will pool an image every 200 ms. Same should be applicable for continuous image stream obtained through "serverpush".
public void Connect()
{
try
{
request = (HttpWebRequest)WebRequest.Create("Http://192.168.0.2/index.html");
request.Credentials = new NetworkCredential(UserName,Password);
request.Method = "GET";
response = (HttpWebResponse)request.GetResponse();
WebHeaderCollection headers = response.Headers;
Cookie = headers["Set-Cookie"];//get cookie
GetImage(null);
}
catch (Exception ex)
{
BitmapObject bitmap = new BitmapObject(Properties.Resources.Off,DateTime.Now);
bitmap.Error = ex.Message;
onImageReady(bitmap);
}
}
private Stream GetStream()
{
Stream s = null;
try
{
request = (HttpWebRequest)WebRequest.Create("http://192.168.0.2/liveimg.cgi");
if (!Anonimous)
request.Credentials = new NetworkCredential(UserName, Password);
request.Method = "GET";
request.KeepAlive = KeepAlive;
request.Headers.Add(HttpRequestHeader.Cookie, Cookie);
response = (HttpWebResponse)request.GetResponse();
s = response.GetResponseStream();
}
catch (Exception ex)
{
BitmapObject bitmap = new BitmapObject(Properties.Resources.Off,DateTime.Now);
bitmap.Error = ex.Message;
onImageReady(bitmap);
}
return s;
}
public void GetImage(Object o)
{
BitmapObject bitmap = null;
stream = GetStream();
DateTime CurrTime = DateTime.Now;
try
{
bitmap = new BitmapObject(new Bitmap(stream),CurrTime);
if (timer == null)//System.Threading.Timer
timer = new Timer(new TimerCallback(GetImage), null, 200, 200);
}
catch (Exception ex)
{
bitmap = new BitmapObject(Properties.Resources.Off, CurrTime);
bitmap.Error = ex.Message;
}
finally
{
stream.Flush();
stream.Close();
}
onImageReady(bitmap);
}
If you are using a standard web server, it will never push anything to you - your client will have to periodically pull from it instead.
To really get server push data you have to build such server yourself.

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