I'm opening a UDP Socket for receiving udp packets. However sometimes It never gets to the point Do stuff with data.
Data is being received, I can see it on Wireshark:
but the callback only runs to close the socket when I run the Disconnect code.
private void OpenUDPSocket()
{
this.processDataSockets.Clear();
IPHostEntry host;
host = Dns.GetHostEntry(Dns.GetHostName());
foreach (IPAddress ip in host.AddressList)
{
UPDData data = new UPDData();
data.Socket = new Socket(ip.AddressFamily, SocketType.Dgram, ProtocolType.Udp);
data.Socket.Bind(new IPEndPoint(ip, 2222));
data.Socket.EnableBroadcast = true;
data.Buffer = new byte[512];
data.Socket.BeginReceive(data.Buffer, 0, 512, SocketFlags.None, this.ReceivedData, data);
this.processDataSockets.Add(data);
}
this.socketOpen = true;
}
private void ReceivedData(IAsyncResult ar)
{
UPDData data;
try
{
data = (UPDData)ar.AsyncState;
data.Socket.EndReceive(ar);
}
catch (ObjectDisposedException)
{
// The connection has been closed
return;
}
//... Do stuff with data
data.Socket.BeginReceive(data.Buffer, 0, 512, SocketFlags.None, this.ReceivedData, data);
}
When this happens I'm left stuck, restarting the application doesn't help. I need to reboot my machine for the callback to start working again.
I have no idea where to go from here or how to fix this.
Any Ideas what's happening?
In the end we could not resolve this issue. It was not limited to Asynchronous IO or completion ports. Finally we took the work around step of using PcapDotNet to pick up the packets directly, which worked.
Related
Punching the UDP network works and works. However, when it comes to TCP, it's possible that I'm writing something wrong but I'm not a beginner programmer, or maybe I don't understand something.
Of course, I'll shorten a bit, we assume that we already have something as trivial as connection to an external server :)
Packet synchronization between threads as well as their creation, queuing, serialization, sending raw bytes and much more I skip because it is about the element of creating TCP sockets and not what works.
We will use the TcpListener class for the server.
public void InitializeServer(IPAddress address, int port)
{
try
{
// 127.0.0.1 accept only local connections, 0.0.0.0 is open for whole internet connections
listener = new TcpListener(address, port);
socket = listener.Server;
// Enable NAT Translation
listener.AllowNatTraversal(true);
// Start listening for example 10 client requests.
listener.Start(listenQueue);
Debug.Log($"[L{socket.LocalEndPoint}]Server start... ", EDebugLvl.Log);
OnServerInitialize(true);
// Enter the listening loop.
StartListener();
}
catch (SocketException e)
{
Debug.LogError($"SocketException: {e}", EDebugLvl.Error);
OnServerInitialize(false);
}
}
We start listening
private void StartListener()
{
Debug.Log("\nWaiting for a connection... ");
listener.BeginAcceptTcpClient(AcceptCallback, listener);
}
When the server receives the connection, we create a new socket
private void AcceptCallback(IAsyncResult ar)
{
TcpListener server = (TcpListener)ar.AsyncState;
TcpClient newClient = null;
try
{
newClient = server.EndAcceptTcpClient(ar);
}
catch (Exception e)
{
Debug.LogError(e.ToString());
}
if (newClient != null && newClient.Connected)
{
//...
client.StartRead();
}
//Loop
StartListener();
}
We create a new socket at the client and try to establish a connection
public void Connect(IPEndPoint remote, IPEndPoint bind = null, bool reuseAddress = false)
{
if (bind == null)
{
client = new TcpClient();
}
else
{
client = new TcpClient(bind);
}
socket = client.Client;
if (reuseAddress)
{
socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, reuseAddress);
//It throws me a error SocketOption so im comment this.
//socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseUnicastPort, reuseAddress);
}
client.BeginConnect(remote.Address, remote.Port, ConnectCallback, null);
}
The connection works without any problems and data transfer.
Unfortunately, here as we know, we must start a new socket listening on the same address and port that was created when connecting to the server. I do this for every client.
public void StartHost(Client server)
{
if (server != null && server.socket.Connected)
{
IPEndPoint localHost = (IPEndPoint)server.socket.LocalEndPoint;
InitializeHost(localHost.Address, localHost.Port);
}
}
public void InitializeHost(IPAddress address, int port, bool reuse = false)
{
try
{
listener = new TcpListener(address, port);
socket = listener.Server;
if (reuse)
{
socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseUnicastPort, true);
}
// Enable NAT Translation
listener.AllowNatTraversal(true);
// Start listening for example 10 client requests.
listener.Start(listenQueue);
Debug.Log($"\n[L{socket.LocalEndPoint}]Host start... ", EDebugLvl.Log);
OnServerInitialize(true);
// Enter the listening loop.
StartListener();
}
catch (SocketException e)
{
Debug.LogError($"SocketException: {e}", EDebugLvl.Error);
OnServerInitialize(false);
}
}
private void StartListener()
{
Debug.Log("\nWaiting for a connection... ");
listener.BeginAcceptTcpClient(AcceptCallback, listener);
}
private void AcceptCallback(IAsyncResult ar)
{
TcpListener server = (TcpListener)ar.AsyncState;
TcpClient newClient = null;
try
{
newClient = server.EndAcceptTcpClient(ar);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
if (newClient != null && newClient.Connected)
{
//...
client.StartRead();
}
//Loop
StartListener();
}
So, as they write everywhere ... client "B" sends a packet to the server that wants to establish a connection, the server sends information to the client "A" about the client "B" and vice versa
Then they both try to connect with the new socket? No problem...
public void Connect(IPEndPoint remote, IPEndPoint bind = null, bool reuseAddress = false)
{
if (bind == null)
{
client = new TcpClient();
}
else
{
client = new TcpClient(bind);
}
socket = client.Client;
if (reuseAddress)
{
socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, reuseAddress);
//socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseUnicastPort, reuseAddress);
}
client.BeginConnect(remote.Address, remote.Port, ConnectCallback, null);
}
private void ConnectCallback(IAsyncResult ar)
{
try
{
client.EndConnect(ar);
}
catch (Exception e)
{
Debug.LogError(e.ToString(), EDebugLvl.ConnectionError);
}
if (client.Connected)
{
Debug.Log($"[P{socket.RemoteEndPoint}, L{socket.LocalEndPoint}]Connected", EDebugLvl.ConnectionLog);
stream = new NetworkStream(socket, FileAccess.ReadWrite, true);
StartRead();
}
ConnectedComplete(this, socket.Connected);
}
No matter how many times I try, the connection is rejected ... the addresses match everywhere and yet it does not work, so I have nothing to write about in this case, especially since UDP works for me.
What I wrote only works on the same NAT network. Unfortunately, I noticed that on the same NAT created two connections. One is the result of trying to connect the new socket A to B and the other is the result of receiving a new connection from B to A, so each client has one unnecessary socket connected by a local address. So all NAT TCP / IP Punch NAT doesn't work for me. I can actually use UDP but I really need TCP. I have been sitting on it for several months in my free time but nowhere can I find an example from the code and not the theory of which there is a lot.
I accumulated a lot of knowledge for 8 years and from 2 I write applications using sockets and finally I need to punch the net.
Why won't I use the ready solution? I need my own which is fully open using only UDP and TCP because some target devices only support these protocols. I also used the Socket class but this one did not give me a working copy.
Maybe someone will be able to help me for which I would be very grateful and certainly the post will also help others understand this.
Regards
Octavian
NAT hole punching only works with UDP, and even that is a hack.
NAT firewall implementations will start tracking a TCP stream when they see the initial SYN packet leaving the network. To capture incoming TCP streams you need to create an incoming rule on the router, there's no way around this. If the router supports UPnP, you can ask it to create that rule for you dynamically.
Since UDP doesn't have a SYN packet equivalent, routers will start tracking the stream on any outgoing packet. This is why NAT hole punching works. If both end points are behind NAT and just assume that the link will work. Both can just start sending UDP packets to each other. The routers will add the connection state, and map the incoming packets to each endpoint.
I am trying to implement a simple TCP server and I basically copied the example on MSDN sans a couple of lines and tried to make it work. I have an external client trying to connect already.
This is my code:
IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPEndPoint localEP = new IPEndPoint(ipHostInfo.AddressList[0], 4001);
Socket listener = new Socket(localEP.Address.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
try
{
listener.Bind(localEP);
listener.Listen(1000);
while (true)
{
listener.BeginAccept(new AsyncCallback(AcceptCnxCallback), listener);
}
}
catch (Exception e)
{
//Log here
}
This is my callback:
private void AcceptCnxCallback(IAsyncResult iar)
{
MensajeRecibido msj = new MensajeRecibido();
Socket server = (Socket)iar.AsyncState;
msj.workSocket = server.EndAccept(iar);
}
And this is the information of one of the incoming packages:
TCP:[SynReTransmit #1727889]Flags=......S., SrcPort=57411, DstPort=4001, PayloadLen=0, Seq=673438964, Ack=0, Win=5840 ( Negotiating scale factor 0x4 ) = 5840
Source: 10.0.19.65 Destination: 10.0.19.59
I basically have two issues:
If I use the while loop I get an OutOfMemoryException
I never do manage to connect to the client
Any tips on either of the two problems? Thank you in advance!
Your problem is, that you use asynchronous calls all the time. There is no wait mechanism or similar, so generally you are just creating new asynchronous callbacks in an infinite loop.
For a basic TCP I would recommend to use the simple approach and use the synchronous methods.
Accept() is blocking, so the program flow will stop until there is an ingoing connection.
while (true)
{
Socket s = listener.Accept();
buffer = new byte[BUFFER_SIZE];
s.Receive(buffer);
//Do something
s.Send(...);
}
Noe that this is just a basic example. If you want to keep your connection you might consider a new Thread for each accepted Socket, that continoues with receiving and sending data.
First problem
You are using an infinite loop to call an async method.
try it like this:
listener.BeginAccept(new AsyncCallback(AcceptCnxCallback), listener);
//add your code here (this part will be executed wile the listner is waiting for a connection.
while (true)
{
Thread.Sleep(100);
}
and change the Callbackmethod to:
private void AcceptCnxCallback(IAsyncResult iar)
{
MensajeRecibido msj = new MensajeRecibido();
Socket server = (Socket)iar.AsyncState;
msj.workSocket = server.EndAccept(iar);
//call again the listener after you get a message
listener.BeginAccept(new AsyncCallback(AcceptCnxCallback), listener);
}
Here's my code for a very simple TCP Server (basically the sample Asynchronous Server Socket example - http://goo.gl/Ix5C - modified slightly):
public static void InitiateListener()
{
try
{
allDone = new ManualResetEvent(false);
configFile = new XmlConfig();
StartListening();
}
catch (Exception exc)
{
LogsWriter f = new LogsWriter(configFile.ErrorLogsPath);
f.WriteToFile(exc.Message);
f.CloseFile();
}
}
private static void StartListening()
{
try
{
IPEndPoint localEndPoint = new IPEndPoint(IPAddress.Any, configFile.Port);
Socket listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
listener.Bind(localEndPoint);
listener.Listen(100);
while (true)
{
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
listener.BeginAccept(new AsyncCallback(AcceptCallback), listener);
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
}
catch (Exception exc)
{
throw exc;
}
}
public static void AcceptCallback(IAsyncResult ar)
{
allDone.Set(); // Signal the main thread to continue.
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Create the state object.
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar)
{
string hexData = string.Empty;
// Retrieve the state object and the handler socket from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
try
{
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
hexData = BitConverter.ToString(state.buffer);
if (hexData.Contains("FA-F8")) //heartbeat - echo the data back to the client.
{
byte[] byteData = state.buffer.Take(bytesRead).ToArray();
handler.Send(byteData);
}
else if (hexData.Contains("0D-0A")) //message
{
state.AsciiData = Encoding.ASCII.GetString(state.buffer, 0, bytesRead);
state.ParseMessage(configFile);
}
}
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
}
catch (Exception)
{
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
}
This is all in a Windows service. And the CPU maxes to 100% after about 2 and a half days of running perfectly acceptably. This has happened 3 times now - the windows service always works fine and functions as it's supposed to, utlizing almost no CPU resources but sometime on the 3rd day goes to 100% and stays there until the service is resarted.
I get very simple CSV packets, that I parse quickly and send it off to a database via a webservice in this method:
state.ParseMessage(configFile);
Even when the CPU is 100%, the database gets filled up pretty reliably. But I understand this could be one place where I need to investigate?
Which other areas of the code seem like they could be causing the problem? I'm new to async programming, so I don't know if I need to close threads manually. Also, this might be another problem:
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReadCallback), state);
Calling that line within ReadCallback itself. I do this to maintain the connection with the client and continue to receive the data, but maybe I should close to the socket and force a new connection?
Could you please offer some suggestions? Thanks
Instead of loop while(true) in startlistening method we need to call
listener.BeginAccept(new AsyncCallback(AcceptCallback), listener);
from AcceptCallback method once completion of accepting new client.
You need to detect disconnection through bytesRead == 0. Right now you don't and instead issue another read.
Looks like you have copied MSDN sample code. I can tell because of the insightless combination of async IO and events. All this code becomes simpler when you use synchronous IO.
I have a C# application that receives UDP data from a remote host. I find that sometimes my socket receives nothing and I cant seem to find any clues as to why!
Wireshark tells me my data is being sent from the remote device correctly. I cant seem to get why sometimes I can receive fine, and sometimes I can't.
I don't get any exceptions, but OnRecieve never gets called
Here is my code in case it helps:
class cUdpRx
{
private Thread rxThread = null;
private Socket UdpSocket;
private IPEndPoint localEp;
byte[] byData;
//rxbytes event
public delegate void OnRxBytesEventHandler(byte[] rxBuf);
public event OnRxBytesEventHandler OnRxBytesEvent;
/// <summary>
/// Creates the udp socket
/// </summary>
/// <param name="Port"></param>
/// <returns></returns>
public bool CreateSocket(int Port)
{
try
{
byData = new byte[1500]; //create our buffer
UdpSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
UdpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
localEp = new IPEndPoint(IPAddress.Any,Port);
UdpSocket.Bind(localEp);
UdpSocket.BeginReceive(byData,0,byData.Length, SocketFlags.None, new AsyncCallback(OnRecieve), UdpSocket);
return true; //seemed to work ok
}
catch
{
Dispose();
return false; //something went wrong, abort
}
}
private void OnRecieve(IAsyncResult iar)
{
byte[] rxData;
int nBytesRec = 0;
Socket socket = (Socket)iar.AsyncState;
try //in case something else has already disposed of the socket
{
nBytesRec = socket.EndReceive(iar);
}
catch
{
Debug.WriteLine("cant access udp rx socket");
}
try
{
if (nBytesRec > 0)
{
rxData = new byte[nBytesRec];
Array.Copy(byData, rxData, nBytesRec); //copy exact data into new array
OnRxBytesEvent(rxData);
}
if(!killThreads)
UdpSocket.BeginReceive(byData, 0, byData.Length, SocketFlags.None, new AsyncCallback(OnRecieve), UdpSocket);
}
catch(SocketException se)
{
Debug.WriteLine(se.ToString());
}
}
Any help would be really appreciated as its stopping me from going forward with my project. Thanks
UPDATE
It seems like using IPAdress.any is the problem. If I change:
localEp = new IPEndPoint(IPAddress.Any,Port);
to
localEp = new IPEndPoint(IPAddress.Parse("192.168.0.33"),Port);
where 192.168.0.33 is the IP address of my computer, it receives data every time.
Can anyone explain why?
It is quite useful to use IPAddress.any and receive from both wireless and wired connections.
IPAddress.any is equivalent to 0.0.0.0 and according to MSDN it should receive on all network interfaces.
The usual cause of such problems is not processing packets fast enough. They fill up socket receive buffer and kernel starts dropping them.
Increase socket receive buffer size to accommodate traffic bursts.
Remove everything non-essential from the fast socket reading path.
Consider simple iterative approach bellow instead of working against thread pool:
rxData = new byte[nBytesRec];
while ( !time_to_stop ) {
int len = socket.Receive( rxData );
OnRxBytesEvent( rxData, len );
}
Your code comments mention multicast. Note that you need to add explicit group membership for that, and the fact that you join a multicast group on an interface (either explicitly or as decided via routing table), so if you want to listen for multicast data on two interfaces you need two sockets.
I just got the same problem and resolve it by set timeTolive to big data.
_client = new UdpClient();
_client.Client.Bind(new IPEndPoint(IPAddress.Any, targetURI.Port));
_client.JoinMulticastGroup(IPAddress.Parse(targetURI.Host) , 250);
timeToLive = 250, it works.
timeToLive = 50 , works or not work alternate happened.
timeToLive = none or 0, not work.
Platform: Windows 2003 R2, C#
I have an application that sends UDP messages to other instances of itself, running on the same computer and on other computers. This is working fine. But, on some computers, the listener cannot hear messages that other thread/process on the same computer has transmitted. The message is broadcast ok, and other machines on the network hear the message, but a listener on the same machine cannot hear the message.
The weird part is that this happens on SOME machines in my test environment, but not all.
Edit: All machine that fail have the Check Point VPN-1 Securemote client software installed. I took a machine that was working, installed the VPN client, and now it does not work. Note that I am not connected to any VPN hosts, I just have the client installed.
All machines have a single network adapter, subnet mask of 255.255.255.0, and IP address of 10.3.10.xxx.
Here is a test class that demonstrates the problem. The user types some text, and it gets sent to 10.3.10.255. On some machines, the ReceiveFrom returns, and on others it does not. I am calling Controller("10.3.10.255",33333)
public class Controller
{
public Controller(IPAddress broadcastAddress, int port)
{
_broadcastAddress = broadcastAddress;
_port = port;
}
public void Start()
{
Socket s = null;
try
{
IPEndPoint _listenEndpoint = new IPEndPoint(IPAddress.Any, _port);
_broadcastEndpoint = new IPEndPoint(_broadcastAddress, _port);
s = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
s.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.MulticastTimeToLive, 10);
s.EnableBroadcast = true;
s.Bind(_listenEndpoint);
SocketState receiveState = new SocketState();
receiveState.s = s;
receiveState.buf = new byte[1024];
EndPoint lep = (EndPoint)_broadcastEndpoint;
s.BeginReceiveFrom(receiveState.buf, 0, receiveState.buf.Length, SocketFlags.None, ref lep, new AsyncCallback(OnReceive), receiveState);
bool done = false;
while (!done)
{
string msg = Console.In.ReadLine();
byte[] msg_bytes = Encoding.ASCII.GetBytes(msg);
if (msg_bytes.Length == 0)
done = true;
else
{
Console.Out.WriteLine("---> {0}", msg);
s.SendTo(msg_bytes, msg_bytes.Length, SocketFlags.None, new IPEndPoint(_broadcastAddress, _port));
}
}
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
finally
{
if (s != null)
s.Close();
}
}
internal void OnReceive(IAsyncResult ar)
{
SocketState state = ar.AsyncState as SocketState;
IPEndPoint ipep = new IPEndPoint(IPAddress.Any, 0);
EndPoint ep = (EndPoint)ipep;
int nRead = state.s.EndReceiveFrom(ar, ref ep);
IPEndPoint myipep = ep as IPEndPoint;
Console.WriteLine("<--- {0} {1}", myipep.Address.ToString(), System.Text.Encoding.ASCII.GetString(state.buf, 0, nRead));
EndPoint lep = (EndPoint)_broadcastEndpoint;
state.s.BeginReceiveFrom(state.buf, 0, state.buf.Length, SocketFlags.None, ref lep, new AsyncCallback(OnReceive), state);
}
IPAddress _broadcastAddress;
int _port = 0;
IPEndPoint _broadcastEndpoint;
}
internal class SocketState
{
internal Socket s;
internal byte[] buf;
}
What does the Check Point VPN-1 Securemote client software do? It sounds like it might do some sort of firewalling in which case it would be blocking data coming in on the specified port.
1) If you can configure it to allow data through that port, then you should be good to go.
2) Another less likely option is that maybe it is listening on the port that you are trying to listen to in which case it is receiving the udp packet as opposed to your application. I would expect you app to throw an error though in that case.
In the SecureClient settings (right click on the tray icon and select Settings), on the Security tab you can enable an option to "log all connections that are blocked by the desktop security policy".
You should then be able to see if that's indeed what is blocking your application - if it is, you'll have to get the default policy changed to allow your application. I'm not sure how to do that - I've never administered the server side of SecureRemote, but I'm sure Check Point can help you out if your network admins can't.