I am making a website using ASP.NET and i have a webservice using WCF.
I need to figure out how i can stream audio(.mp3 files most likely) to several clients, so that all the clients hear the same, at the same time. I know this can be done using sockets, but I need a lot of different streams(which is not so good with sockets as i would need a new port to every stream, as far as know).
It is a kind of online radio-ish. Several channels, and users can then listen to the one they want.
Can anyone help me or point me in the right direction for something like this?
It does not have to be through WCF, I just need to figure out some way to do this
A quick way to get started with this is to just use SHOUTcast or Icecast.
They both work very similarly, providing an HTTP or HTTP-like server that streams MP3.
Related
I have been working on some wifi direct communication. It currently works but I am having to rethink how routing will happen. I need to route upload streams (two different file inputs and a string input) to specific paths. The ideas I have had to sort the input streams are
add a header (can't find any docs on how to accomplish that and this would be by far the easiest way to handle this situation)
create a distinct socket for each input stream
I feel like the different distinct sockets could lead to multiple simultaneous connections. I am not sure if that could cause an issue but it seems like it potentially could.
There must be a cleaner way to handle this. I have not been able to track down any documentation on this and I would really like to hear if someone has a better idea.
Ended up setting my own system. sent everything as a byte[] in the format
[Header length][Header][Body]. This made the data easy to parse into it own areas.
So I wanted to add dht to my server and clients. And I looked into monotorrents. And it seemed straightforward but I'm wondering how I could make my own like sort of "torrent" to which all my clients can connect and then the servers that are connected are waiting for connections and the clients ping them to connect. So first i want to make 1 server a node in it already, and I thought I'd go with an infohash, but that didnt seem to work, if someone could just point me the direction? Sorry I'm really new in this p2p dht world. I did find a proper way to ensure that communication is really going where its intended to go, which was already hard for me
thanks in advance
I want to do a project, that will include server and clients sides, using TcpSocket network communication (I use TcpListener for server and TcpClient for client side) and threading. But threading is not giving me any problems so far any longer.
But what it does, is something else... because the project will not include only chat, (but also creating new game, joining game, making moves, leaving game), I need to define somehow the message format.
I have read about messaging protocols and about using first few bytes of each message to tell the server what they are trying to do. The problem is that I do NOT know how to do it. So can someone show me an example of creating formated message?
Maybe its good to mention I use StreamReader and StreamWriter classes to pass data between server and clients. Is this a good way?
To add:
My problem now, is how to seperate this data, so that the server will know what to do with it. I have read about using 1nd few bytes to "be reserved" for the type of the message. But the problem is I don't know how to solve this issue. So far I was only using StreamReader and StreamWriter classes to pass only strings. If I use these kind of coding, it will all become too messy (not recognizable), if you know what I mean.
So I need to do something like it:
To send bytes:
1st few bytes the type of the data (but I don't know which class to use, maybe a BinaryWriter, and BinaryReader on the other side??)
the rest of the message
on server I have to have some code that will recognize these "1st few bytes" so the code will know what to do with the test of the message.
and based on these "1st few bytes" the code has to send data back to clients
Do you have any ideas on what this might look like, I mean as a skeleton (something basic, so I can work on with it).
Every bit of help would be very much appreciated.
I have found one example here on stackOverflow.com. It seems to be a code into a right direction. What do you think guys?
One option that might be much easier than defining your own protocol would be to use some existing library, like WCF or JSON-RPC.
Libraries like this have their disadvantages (they often produce output that is relatively big). If if you build your applications in a modular way, you can easily switch the communication backend later, when you find your first solution wasn't good enough.
You have a few options:
Make the message format textual - including its header. So, the header contains the message size, written out as text string, and ends with some terminator (\r\n for example.) HTTP takes this approach - the headers are text. When receiving the message, you process it with ReadLine, and parse header lines with stuff like int.TryParse(str).
Send message:
output.WriteLine(message.Length);
output.Write(message);
Receive message:
int len = int.Parse(input.ReadLine());
//message is the next 'len' characters
A second option: entire message is in a binary format - the message header is binary, and specifies amongst other things the message length. Message content is written as a stream of bytes, encoded using for example Encoding.UTF8.GetBytes(str).
Or, perhaps use the HTTP protocol? I believe there is basic support for HTTP server in the form of HttpListener. Here is a simple intro to HttpListener
Whatever you do, avoid using WCF :)
I am thinking of making a server/client application that does this: the client(s) will connect to the server and the server will send back a list of folders (probably music or videos) that the client will be able to stream or download. I am going to make a GUI for this so that it won't be a text-only interface. I want it so that when the client connects to the server and gets the information about the media files that can be streamed/downloaded, the client will show the folders/files in an explorer-like interface (folders will show up with a folder icon, videos will show up with a video icon, etc.)
This seems really big to me but I really want to learn more about socket programming with C# and feel that getting my hands really dirty is the best way. As you can imagine, I have a lot of confusion about how to start this and what it is that I need to do to make this work.
The first part of my question is: If I want to let a client receive a list of files/folders and also have the ability to download/stream them, do I need to do something with transferring binary data using sockets or am I completely wrong on that? If I'm wrong, do I need to use something else like file readers and somehow use them over sockets?
The second part to my question is: when I transfer this information over to a client, how can I make the client show the appropriate icons for videos, folders, mp3s, etc.? I'm thinking that if I have to transfer binary data I will have to use that data to somehow populate the client GUI with the correct icons/data. I am stuck on exactly how to handle that. Are there certain methods/classes that I can use to parse that data and do what I want to do with it? Again, I don't know if I'm wrong about needing to transfer binary data but either way I am confused on what it is that's necessary to handle this.
I apologize if any of my terminology is wrong. I am obviously not an expert in C# yet ;)
Any time you are sending data between machines (or between processes), you are already talking binary data (you could argue that everything is binary data, but when working with it as an OO model it doesn't feel like it). The point here is that all you need to do is serialize your messages. There are a myriad of serialization frameworks - some aimed at convenience, some aimed to range-of-features, and som can use aimed at performance (minimum bandwidth etc).
Even the inbuilt ones would work - for example, you can use XmlSerializer etc to write to a Stream (such as the NetworkStream you typically use with a socket). But please - not BinaryFormatter (it will hurt you, honest). Personally I'd use something a bit less verbose such as protobuf-net, but I'm somewhat biased since I wrote it ;p
However, note that when working with sockets, you are typically sending multiple (separate) messages as part of the conversation. In order for each end to correctly and conveniently read the right data per-message from the stream, it is common to prefix each message with the length (number of bytes) - for example, as a little-endian int taking a fixed 4 bytes. So the reading process is:
read 4 bytes
interpret that as an int, let's say n
read n bytes
run that data through your deserializer, perhaps via MemoryStream
process the message
and the sending process might be:
serialize the message, perhaps to a MemoryStream
query the length and form the 4 byte prefix
write the prefix
write the data
You don't have to go to as low level as Socket, unless you just want to learn of course.
I suggest using WCF. It will completely meet your requirements, will be flexible and you will not have to deal with sockets directly.
WCF is a big framework, but you can quickly learn how to use it.
Introduction to WCF
Here you can find how to retrieve and show file icon in Windows.
If you client is hosted by Windows, you don't need to transfer icons, you can just retrieve image on the client by filename/extension.
i would like to know, what is the best way to send files between python and C# and vice versa.
I have my own protocol which work on socket level, and i can send string and numbers in both ways. Loops works too. With this i can send pretty much anything, like package of users id, if it is simple data. But soon i will start sending whole files, maybe xml or executables.
Simple server with files is no an option because i want sending files from client too.
I was thinking about serialization but i don't know it is the best solution, but if it is i will love some tips from stackoverflow community.
EDIT:
I added django to question and chose http.
RPC may be a good idea for you, because it's relatively very high level. Instead of defining your own server and protocols, you can simply remotely execute routines over the network, pass in arguments and get back results.
For example, both languages have libraries for XML-RPC.
The easier way on my use case was send files using HTTP because with python i have additionaly running django.