C# switch - infinite loops with winpcap - c#

I'm making program that should receive packet and send it on the other port on PC (other port is doing the same, also send what he gets), based on MAC address. But when I open device like this:
device_port1.Open(DeviceMode.Promiscuous);
and then send some packet on one port, that same port get that same packet like it was received. And when both adapters are doing the same, they are sending each other one packet over and over.
How could I stopped this? I tried
device_port1.Open(OpenFlags.NoCaptureLocal, 1000);
but then it wasn't sending anything thru that program (and then it's useless).
This is the code:
device_port0 = devices[pole[0]];
device_port0.OnPacketArrival += new SharpPcap.PacketArrivalEventHandler(device_OnPacketArrival_port0);
//device_port0.Open(OpenFlags.NoCaptureLocal, 1000);
device_port0.Open(DeviceMode.Promiscuous);
device_port0.StartCapture();
And onPacketArrival
private void device_OnPacketArrival_port0(object sender, CaptureEventArgs packet)
{
device_port1 = devices[pole[1]];
device_port1.Open();
try
{
device_port1.SendPacket(packet.Packet.Data);
}
catch (Exception ee)
{
Console.Writeline("Exception: " + ee.Message);
}
}
And on the port1 is the same. It just send what he gets and that's the reason for the loop.

I take it both Network cards have the same address? If that is NOT the case then, before forwarding a packet you have to check if the packet's destination network is the network connected to the second network card.
If however both cards have the same address, then the only solution i can see (I'm no expert) is to have some sort of list where you store the packets for a short time after sending them. And every time you capture a packet you check if it already is in the list(to check if it's one you've already sent). This way of solving your problem is inefficient as every packet sent is resent back again But it beats infinity.

Related

Biometrics device ping becoming failed after sometime

I have ZKTeco Biometrics device which is connected with a C# windows application using This tutorial (C# ZKTeco Biometric Device Getting Started).
It is working fine but after sometime, my application becoming failed to ping the device. As below code suggested, I am trying to ping the device after every 25 seconds.
private void TimerCheckPingAndCloseAttendanceForm() {
timerCheckPingAndCloseAttendanceForm = new Timer();
timerCheckPingAndCloseAttendanceForm.Tick += new EventHandler(CheckPingAndCloseAttendanceForm);
timerCheckPingAndCloseAttendanceForm.Interval = 25000;//25 seconds.
timerCheckPingAndCloseAttendanceForm.Start();
}
private void CheckPingAndCloseAttendanceForm(object sender, EventArgs e) {
string ipAddress = tbxDeviceIP.Text.Trim();
if (UniversalStatic.PingTheDevice(ipAddress) == false) {
//CloseAttendaceListForm();
IsDeviceConnected = false;
string infoString = "Application started on " + applicationStartDateTime.ToString() + " and ping failed on " + DateTime.Now.ToString() + " then, app closed while device ip is "+ ipAddress;
File.AppendAllText("ConnectionLog.txt", infoString + Environment.NewLine);
Application.Exit();
//timerCheckPingAndCloseAttendanceForm.Tick -= new EventHandler(CheckPingAndCloseAttendanceForm);
}
}
And when I am trying to ping the command from cmd the device show destination host is unreachable. But whenever I restart the device, the ping working fine. I don't know where is the problem? Either the network problem or its coding issue?
Note: I am doing a ping on regular time interval, because on Disconnected Event is not working. I am assuming ping failed meaning is the device has disconnected with the application.
First of all : Thank you for going through my article
You are doing it the wrong way.
Trying to ping the device after every 25 seconds is unnecessary.
The only job of the UniversalStatic.PingTheDevice method is to check if the device is presumably active, the first time you connect with the device.
If you want to check the status of the device i.e IsDeviceConnected, All you need to do is register to the device OnDisConnected event provided by the SDK.
It seems the code here at line number 57 has already done the OnDisConnected event registration for you.
All you need to do now is set your IsDeviceConnected to false when the objCZKEM_OnDisConnected method in the ZkemClient.cs class is called upon by the device itself.
Sample snippet :
In the ZkemClient.cs class file, between line number 81-84
void objCZKEM_OnDisConnected()
{
IsDeviceConnected = false; // <-- Add this line
}
Now, Every time you try to make a call to the device, All you need to do is check for the value of your IsDeviceConnected.
Not having the actual code and the hardware setup, this answer is a bit of a shot in the dark, but here goes …
Since it works initially, this is not a hardware configuration or network configuration issue. Yet it says that after a while the destination (reader) becomes unavailable. This is probably not a network keepalive issue because you are pinging every 25 sec. Looking at the code that you referenced, it shows opening a connection and hooking up callbacks, and making a call to a hardware feature.
My guess would be maybe you are opening the connection each ping and not closing the connection, then after a number of attempts the hardware jams because there are too many open connections. Just a guess. If this is the problem then to fix it, either close the connection or, better, keep the connection open and re-use it.
Alternative possibility would be that the router(s) between your code and the device are detecting too many pings and blocking the connection as a possible DOS attack. If this is the problem then to fix it, configure the router to allow the traffic.
This sounds like the device misbehaving. The error "destination host is unreachable" corresponds to an ICMP packet, same type of packet as ping but different job, being sent by your router saying "I have no idea which device has that IP". This normally happens when the device stop responding to ARP, which basically asks "who has this IP?" and expects a machine to respond "I have it" with its MAC address. The router constantly refreshes its ARP table, forgetting old values.
So when you boot the device it is 'happy', responding to ARP and responding to pings; however, something happens and it at least stops responding to ARP (probably something more wrong with it). Depending on its architecture it could be loaded down doing other stuff and unable to respond, or it could just be locked up.
Try slowing down other actions to the device (if your polling it for information other than ping, do it slower) and also see if you can get status from the device via another output (does it have a uart?).
OPTION 1
Since that restarting the device fixes your problem for a period of time, check that the IP that you are using is not in use on another device/computer/element_of_the_network.
ZKTeco devices come with the IP 192.168.1.201 configured by default. Configure a different static IP and avoid using DHCP (it´s well known that using DHCP in ZKTeco devices isn´t a good choice since they don´t refresh automatically the IP after rebooting the system or any network change).
Make sure that the IP is not in use and that nobody else will use it.
OPTION 2
Another thing that It may be the cause of your problem, is that you are using zkemkeeper in a different part of your application (or into a different application) and you are not closing the oppened connections properly... That may be blocking all network activity from the device. To close the connection just make sure that you call this sdk method after performing all the necessary actions:
sdk.Disconnect();
It looks like a code issue. While investigating UniversalStatic.PingTheDevice(ipAddress), its found that its calling System.Net.NetworkInformation.Ping.Send setting DontFragment = true. Reference: https://github.com/zaagan/BioMetrix/blob/master/BioMetrixCore/Utilities/UniversalStatic.cs#LC51. The timeout for the ping is set to 120 milli seconds. This tries to send 32 bytes of data to the given IP.
Following is the snippet taken from https://learn.microsoft.com/en-us/dotnet/api/system.net.networkinformation.ping.send?view=netframework-4.7.2 would answer the root-cause of your issue
If the DontFragment property is true and the total packet size exceeds the maximum packet size that can be transmitted by one of the routing nodes between the local and remote computers, the ICMP echo request fails. When this happens, the Status is set to PacketTooBig.
So when you restart your device, possibly, the data travelling on the network gets lost. Hence it started working till the packets reaching its limit.
Few suggestions:
Try calling System.Net.NetworkInformation.Ping.Dispose in PingTheDevice before returns
Increase the timeout from 120 milliseconds to seconds.
Increase the timerCheckPingAndCloseAttendanceForm.Interval to 1 min.
Check the return code of the System.Net.NetworkInformation.Ping.Send and find the associated failure meaning
Please share your findings if the above suggestions do not help you finding the root-cause.
you try this code for ping the device,
try
{
IPAddress ipAddress = IPAddress.Parse(ipAdd);
Ping pingSender = new Ping();
PingOptions options = new PingOptions();
options.DontFragment = true;
// Create a buffer of 32 bytes of data to be transmitted.
string data = "aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa";
byte[] buffer = Encoding.ASCII.GetBytes(data);
int timeout = 120;
PingReply reply = pingSender.Send(ipAddress, timeout, buffer, options);
if (reply.Status == IPStatus.Success)
return true;
else
{
return false;
}
}
catch (Exception)
{
return false;
}
Thanks.

UdpClient.BeginReceive() does not receive unless it haven't sent shortly before

I'm debugging a strange problem, happening on one of the machines in the live environment.
My app (slave) is supposed to be receiving UDP multicast messages at any time from another host (master) in the LAN, but apparently it does so only if the slave has previously sent a message.
What I expected is:
Slave asks for data
Master sends the data
Slave receives and consumes
Master waits 2-3 minutes
Master sends new data
Slave receives and consumes the new data
Steps from 4 to 6 are repeated
What I see is:
Slave doesn't receive anything
BUT if I make the slave asks for new data continuously (polling, i.e. repeat step 1) I finally get the message.
I see in Wireshark that the message from the master is indeed received by the slave host. Just my app is not receiving it. What is more surprising, is that another master-slave pair running on the same network, with the same apps, is working fine, as well as my pair in the test environment.
The slave app uses UdpClient in asynchronous mode. Here is how the listener is initialized:
private void ListenMain()
{
try
{
UdpClient udpClient = new UdpClient();
udpClient.Client.ExclusiveAddressUse = false;
udpClient.Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
udpClient.Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, 1000);
IPv4InterfaceProperties p = adapter.GetIPProperties().GetIPv4Properties();
udpClient.Client.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.MulticastInterface, (int)IPAddress.HostToNetworkOrder(p.Index));
udpClient.Client.Bind(endPoint);
udpClient.JoinMulticastGroup(12345);
ListenState listenState = new ListenState();
listenState.udpClient = udpClient;
listenStates.Add(listenState);
logger.Debug("Waiting for messages");
udpClient.BeginReceive(new AsyncCallback(OnPacketReceived), listenState);
}
catch (Exception e)
{
logger.Error(e, "ListenMain() encountered an error");
}
}
And here is the handler of a received packet:
private void OnPacketReceived(IAsyncResult result)
{
logger.Trace("OnPacketReceived");
IPEndPoint recvAddress = new IPEndPoint(IPAddress.Any, MULTICAST_PORT);
ListenState state = result.AsyncState as ListenState;
byte[] receive_byte_array;
try
{
logger.Trace("before EndReceive");
receive_byte_array = state.udpClient.EndReceive(result, ref recvAddress);
logger.Trace("after EndReceive, got {0} bytes", receive_byte_array.Length);
// packet handling goes here...
// do the loop
logger.Trace("waiting for another packet");
state.udpClient.BeginReceive(new AsyncCallback(OnPacketReceived), state);
}
catch (ObjectDisposedException)
{
logger.Info("Socket is now closed");
return;
}
catch (Exception e)
{
logger.Warn(e, "exception in handling incoming message");
}
}
Of course, polling for new data is not an optimal solution and introduces unwanted delays. I'd like to know which phenomenon makes UdpClient lose incoming packets unless the same UdpClient has sent something before.
I think there is an error in the code: udpClient.JoinMulticastGroup(); takes the multicast IP address as argument, not the port. Does it work when you fix this? If so, this explains it:
Not joining a multicast group leads to the typical "multicast group not joined" erratic behavior, which includes the favorite "it works for two to five minutes and then suddenly stops" and "it works when I send something in the other direction and then suddenly stops" and "it works when using a different multicast address and then stops, leaving unusable multicast addresses behind".
The behaviour you see is typical for IPv4 multicast with more or less intelligent routers and switches. They all support some version of IGMP snooping (with timeouts, bugs and incompatible versions), and routers, switches and OSes cache network paths and MACs and registered and unregistered multicast IPs for an undefined amount of time. This makes it impossible to reason about the behaviour in a logical way.
Check whether you joined the expected multicast group on the receiver/listener. When this looks ok and you still have problems, trace IGMP messages and look for anything which does not make sense, like never seeing a join, or seeing erratic leaves.
(Note that IGMP messages are sent by the OS on a machine level, and not by your application. This means that not every JoinMulticastGroup() will generate an IGMP join message.)

How can I read from a socket repeatedly?

To start I am coding in C#. I am writing data of varying sizes to a device through a socket. After writing the data I want to read from the socket because the device will write back an error code/completion message once it has finished processing all of the data. Currently I have something like this:
byte[] resultErrorCode = new byte[1];
resultErrorCode[0] = 255;
while (resultErrorCode[0] == 255)
{
try
{
ReadFromSocket(ref resultErrorCode);
}
catch (Exception)
{
}
}
Console.WriteLine(ErrorList[resultErrorCode[0] - 48]);
I use ReadFromSocket in other places, so I know that it is working correctly. What ends up happening is that the port I am connecting from (on my machine) changes to random ports. I think that this causes the firmware on the other side to have a bad connection. So when I write data on the other side, it tries to write data to the original port that I connected through, but after trying to read several times, the connection port changes on my side.
How can I read from the socket continuously until I receive a completion command? If I know that something is wrong with the loop because for my smallest test file it takes 1 min and 13 seconds pretty consistently. I have tested the code by removing the loop and putting the code to sleep for 1 min and 15 seconds. When it resumes, it successfully reads the completion command that I am expecting. Does anyone have any advice?
What you should have is a separate thread which will act like a driver of your external hardware. This thread will receive all data, parse it and transmit the appropriate messages to the rest of your application. This portion of code will give you an idea of how receive and parse data from your hardware.
public void ContinuousReceive(){
byte[] buffer = new byte[1024];
bool terminationCodeReceived = false;
while(!terminationCodeReceived){
try{
if(server.Receive(buffer)>0){
// We got something
// Parse the received data and check if the termination code
// is received or not
}
}catch (SocketException e){
Console.WriteLine("Oops! Something bad happened:" + e.Message);
}
}
}
Notes:
If you want to open a specific port on your machine (some external hardware are configured to talk to a predefined port) then you should specify that when you create your socket
Never close your socket until you want to stop your application or the external hardware API requires that. Keeping your socket open will resolve the random port change
using Thread.Sleep when dealing with external hardware is not a good idea. When possible, you should either use events (in case of RS232 connections) or blocking calls on separate threads as it is the case in the code above.

Find server listening on a specific port on local network

I have a server application. I also have a client application. I am able to establish a tcp connection between the applications when both applications happen to be on the same network. so let's say that the computer running the server application is listening from new connections on port 2121 and it has the LAN ip address 192.168.0.120. On a different computer running the client application I will be able to establish a connection by providing port number 2121 and ip address 192.168.0.120.
Is there a way to find all computers on a network that are listening on port 2121?
One algorithm that I am thinking now is like:
get ip address of current computer and lets say it comes out as 192.168.0.145.
now most likely the server will be listening on ip addresss 192.168.0.?
then ping 192.168.0.1 on port 2121 then 192.168.0.2 on port 2121 ... and then keep going.
I don't know if that method is efficient. moreover there might be a possibility that the server happens to be listening on ip address 192.168.1.x
So what changes will I have to make to my server and client application so that the client is able to find all the servers listening on port 2121?
The algorithm you proposed is the one you need. One problem is in the dynamic generation of the candidate IP addresses.
Normally, the possible IP address range is the one given by the subnet mask ( http://en.wikipedia.org/wiki/Subnetwork ). More exactly, the part of the IP that change is that part when in the subnet mask you have 0bits (always at the end of mask).
In your example:
if the mask is 255.255.255.0, then your possible ip address range is
192.168.0.*.
if the IP can also be 192.168.1.* then probably the mask should be 255.255.0.0
you can also have mask like 255.255.255.128 and the range would be 192.18.1.[1-126]. You can practically learn more using http://www.subnet-calculator.com/
The only other possibilities which cause your problem that I see to have these distinct ranges are:
you have more DHCP servers in your network, which is really bad as you will have "race conditions". The solution here is to fix your infrastructure by removing all but 1 DHCP server
you have manually set IP addresses (probably on laptops). The solution is to change to DHCP (if you need a specific IP that will always be assigned to a specific computer, use static DHCP)
Getting back to the problem of finding the problem of checking if "something" is listening on a specific port, the ICMP protocol is not the best here, as the majority of firewalls filter both the broadcast ICMP and single ICMP. If we are truly talking of a server, chances are you had to manually open the port you are looking for. Also, even if all computers respond, you still don't know if they host your wanted service.
The solution below involves computing the possible range of candidate IP addresses. After that you iterate through them to see if you can connect to your port.
In this implementation I test sequentially, which proves to be very slow as the timeout for connect is 30 seconds if the host is not on. For several hundred candidates, it doesn't sound too good. However, if the majority of host are available (even if they don't host your service), everything will go several times faster.
You can improve the program by either finding out how to decrease this timeout (I couldn't find out how in my allocated time) or to use a custom timeout as presented in How to configure socket connect timeout . You could also use multi-threading and adding the address that worked in a thread-safe collection and work with it from there.
Also, you could try pinging (ICMP) before, but you could miss valid servers.
static void Main(string[] args)
{
Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
int wantedPort = 21; //this is the port you want
byte[] msg = Encoding.ASCII.GetBytes("type msg here");
foreach (NetworkInterface netwIntrf in NetworkInterface.GetAllNetworkInterfaces())
{
Console.WriteLine("Interface name: " + netwIntrf.Name);
Console.WriteLine("Inteface working: {0}", netwIntrf.OperationalStatus == OperationalStatus.Up);
//if the current interface doesn't have an IP, skip it
if (! (netwIntrf.GetIPProperties().GatewayAddresses.Count > 0))
{
break;
}
//Console.WriteLine("IP Address(es):");
//get current IP Address(es)
foreach (UnicastIPAddressInformation uniIpInfo in netwIntrf.GetIPProperties().UnicastAddresses)
{
//get the subnet mask and the IP address as bytes
byte[] subnetMask = uniIpInfo.IPv4Mask.GetAddressBytes();
byte[] ipAddr = uniIpInfo.Address.GetAddressBytes();
// we reverse the byte-array if we are dealing with littl endian.
if (BitConverter.IsLittleEndian)
{
Array.Reverse(subnetMask);
Array.Reverse(ipAddr);
}
//we convert the subnet mask as uint (just for didactic purposes (to check everything is ok now and next - use thecalculator in programmer mode)
uint maskAsInt = BitConverter.ToUInt32(subnetMask, 0);
//Console.WriteLine("\t subnet={0}", Convert.ToString(maskAsInt, 2));
//we convert the ip addres as uint (just for didactic purposes (to check everything is ok now and next - use thecalculator in programmer mode)
uint ipAsInt = BitConverter.ToUInt32(ipAddr, 0);
//Console.WriteLine("\t ip={0}", Convert.ToString(ipAsInt, 2));
//we negate the subnet to determine the maximum number of host possible in this subnet
uint validHostsEndingMax = ~BitConverter.ToUInt32(subnetMask, 0);
//Console.WriteLine("\t !subnet={0}", Convert.ToString(validHostsEndingMax, 2));
//we convert the start of the ip addres as uint (the part that is fixed wrt the subnet mask - from here we calculate each new address by incrementing with 1 and converting to byte[] afterwards
uint validHostsStart = BitConverter.ToUInt32(ipAddr, 0) & BitConverter.ToUInt32(subnetMask, 0);
//Console.WriteLine("\t IP & subnet={0}", Convert.ToString(validHostsStart, 2));
//we increment the startIp to the number of maximum valid hosts in this subnet and for each we check the intended port (refactoring needed)
for (uint i = 1; i <= validHostsEndingMax; i++)
{
uint host = validHostsStart + i;
//byte[] hostAsBytes = BitConverter.GetBytes(host);
byte[] hostBytes = BitConverter.GetBytes(host);
if (BitConverter.IsLittleEndian)
{
Array.Reverse(hostBytes);
}
//this is the candidate IP address in "readable format"
String ipCandidate = Convert.ToString(hostBytes[0]) + "." + Convert.ToString(hostBytes[1]) + "." + Convert.ToString(hostBytes[2]) + "." + Convert.ToString(hostBytes[3]);
Console.WriteLine("Trying: " + ipCandidate);
try
{
//try to connect
sock.Connect(ipCandidate, wantedPort);
if (sock.Connected == true) // if succesful => something is listening on this port
{
Console.WriteLine("\tIt worked at " + ipCandidate);
sock.Close();
sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
}
//else -. goes to exception
}
catch (SocketException ex)
{
//TODO: if you want, do smth here
Console.WriteLine("\tDIDN'T work at " + ipCandidate);
}
}
}
Console.ReadLine();
}
sock.Close();
}
(sorry for my bad english) I am actually needing something similar to this and just found out about multicast. Here you can find an article and example. The sample app from the article worked fine on my lan. I do not know exactly how it works but maybe you can multicast something from the client and have the server(s) to respond with its IP? Or if that do not work, have the server multicasting his IP in a timed interval should do it. Sorry for the lack of informations, i just learned about this :)
An option i am not seeing beeing discussed here is to have a Master Server.
The idea is quite simple: A server where your application's server can register and where you application clients can get a list of active servers.
Server A is loaded and imediatly sends a hello message to the Master Server
Server B is loaded and sends an hello message to the Master Server
Both Server A and B keep sending hello's to Master Server every X Minutes so he knows they are still on
Client A is loaded - Needs to issue command - asks Master Server for List of Active Servers - Picks a server from the list - issues command
Things to keep in mind:
Master Server must be on a known address / port - either fixed ip or get ip throw well known ServerName
Purpose of Master Server is simply register servers and supply clients with their addresses - At first glance i see no other service it could provide your application
If any server is as good as any other for your application, i would advise the list to be ordered according to timestamp of last hello message received from that server - that way client will have at the top of that list the server most likelly to still be up (since it reported beeing up last) and can go down the list subsequentially.
More over, every time the Master Server receives an hello that list changes, so every so often client requests will get a different server list and use a different preferencial server, relieving load on servers accross the board.
can't you use the same method as when you get your ip.
let the client send a broadcast - if no response wait
server receive broadcast and send one back with its own ip.
now the client know that the server is out there and on what ip.
I assume you have a single server. If you can guarantee that the server location (ip address and port) is constant (or can be looked up) then each client application can 'register' with the server by connecting to it and informing the server about the ip address and local port to call back.
ICMP Ping does not determine if a computer is listening on a specific port, only if the computer is configured to response to a ping. ICMP is a protocol, different then TCP or UDP. It's only use for you would be to determine if an IP Address is use, and even then is becoming less viable.
You have two options.
Have the client constantly check every IP address on your local network and try to open port 2121. This is not a good option.
Have every server send out a ICMP ping to the broadcast address with specific data announcing it is on (and optionally not connected to a client) the never every so often (I would recommend a minute for testing, and 5 minutes minimum for production). All your software has to do is look for the broadcast ping and connect to the sending IP Address.
Update:
using System.Net.NetworkInformation;
private Ping _Ping = new Ping();
private PingOptions _PingOptions = new PingOptions(64, true);
private byte[] _PingID = Encoding.ASCII.GetBytes("MyPingID");
private _PingResponse = new AutoResetEvent(false);
public <classname> //Constructor
{
_Ping.PingCompleted += new PingCompletedEventHander(PingCompleted);
}
public void PingCompleted(object Sender, PingCompletedEventArgs e)
{
if (e.Cancelled)
{
//Status Unknown;
}
else if (e.Error != null)
{
//Status Error;
}
else if (e.Reply.Status == IPStatus.Success)
{
// Device Replying
}
else
{
// Status Unknown
}
}
public void StartPing(string AddressToPing)
{
IPAddress ipAddress = IPAddress.Parse(AddressToPing);
_Ping.SendAsync(ipAddress, 15000, _PingID, _PingOptions, _PingResponse);
}
you can make the server send his location to a specific port using UDP, and the client listen to it then the client establish a connection with the server based on the given ip and port.

UDP Last Data received timeout from different sources

i have a C# Winform that is accepting UDP Packets from several devices a single port.
The devices sent UDP packets to me at a set interval and i want to implement a way to know when a device has stopped sending packets.
I use a single UDPClient and using the Receive function. When data is received, i pass the RemoteIPEndPoint back to my mainform to update values.
What would be the best way to this?
Thanks for the help!
This is a little abstract questions and there could be many solutions to that. One simple and quick solution would be to create a HashTable where,
HashKey = IP of Remote device
Value = Timestamp when last packet received from that device.
Now whenever you receive a packet you just update the hashtable like
if (hashTable contains "RemoteEndPoint")
{
hashTable [ remoteEndPoint ] = now() // current Time.
}
else
{
// if you want to add/register new device to your list, do it here
}
Beside that you can just run a Timer with some interval that traverse the HashTable and check if some TimeStamp is less then (currentTime - Your Set Interval), then you can say that you haven't received the data from that end point.

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