C# Sockets over the internet - c#

I successfully made a client server program in C# working perfectly under a LAN, we used the TcpListener and TcpSocket class.
We could not get it to work over the internet though, I understand that it has to do with firewalls, router port blocking etc.
We forwarded the port we used and turned off our firewalls and still no luck.
What do I have to do differently in order to make this work? Like a certain port to use that will work without issues? How does say "Msn Messenger" do it?
Server Code:
private static TcpListener serverTcpListener;
public static bool Run()
{
// Initialize new thread for client communications
Thread listenThread = new Thread(new ThreadStart(ListenForClients));
// Initialize TCP listener and attempt to start
ServerTcpListener = new TcpListener(IPAddress.Any, 3000);
try
{
ServerTcpListener.Start();
}
catch (SocketException)
{
return false;
}
// Start client communications thread
listenThread.Start();
return true;
}
public static void ListenForClients()
{
while (true)
{
TcpClient client = ServerTcpListener.AcceptTcpClient();
Thread clientThread = new Thread(new ParameterizedThreadStart(HandleClientComm));
clientThread.Start(client);
}
}
Client Code:
private TcpClient myClient;
private NetworkStream clientStream;
public InitializeResult Initialize()
{
IPEndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 3000);
try
{
MyClient.Connect(serverEndPoint);
}
catch (SocketException)
{
return InitializeResult.AccessError;
}
catch (ArgumentNullException)
{
return InitializeResult.NullRemote;
}
try
{
ClientStream = MyClient.GetStream();
}
catch (Exception)
{
return InitializeResult.StreamFail;
}
if (!Authenticate())
{
return InitializeResult.AuthenticateFail;
}
return InitializeResult.Success;
}

Here are some common problems you might run in to:
Server
Windows Firewall.
Here is a tutorial on how to allow your program through the firewall: http://windows.microsoft.com/en-US/windows7/Allow-a-program-to-communicate-through-Windows-Firewall
Port forwarding on the router.
http://portforward.com/ is a good resource, I believe you can select your router and it will give you steps for that. You will need to select the LAN IP address of the machine hosting the server, and the port you are attempting to connect on (in your case, 3000) .
Client
For the client, it should be able to connect fine, but you will have to specify the external IP address, and not the LAN IP address of the server. You can find it by going to http://whatismyip.com on the computer hosting the server.
--
Msn and similar chat programs use a straightforward client/server approach like this - very easy to accomplish. A very interesting chat program to look into though, is Skype. It uses a P2P system, not a Client-Server. It accomplishes it using Nat Hole Punching, if you're interested (as a student) I'd suggest looking into it to expand your knowledge of networking.

If this:
IPEndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 3000);
is exactly what's in your client code, that's probably where the issue lies, even if firewalls are set up right. You'll have to modify the client program to take an IP as a configuration setting, command line parameter, text box, etc. and then use that instead.
I would first test this with two computers on the same LAN, if possible, using the address of the box running the server. If you can't connect, ensure the IP is right (by running ipconfig on the machine running the server), and seeing if Windows Firewall is on on the server. If it is, you'll either have to allow your program, or just open port 3000.
Once that's confirmed working, from another network entirely, with the external IP of the network the server is on. You can get this by going to http://icanhazip.com/ or similar (I prefer this over whatismyip, no ads, it only serves back the IP address), and ensuring port 3000 on the firewall/router is set to be forwarded to the internal IP of the server box.

You need to bind to the external NIC. Chances are you bind to the Loopback adaptor
If you provide some code, we could, maybe, diagnose (or even fix) things

You need to replace 127.0.0.1 with your actual IP address in:
IPEndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 3000);
To get your IP you can Google "what is my ip" or go to www.whatismyip.com/ from the server.
I also recommend installing Wireshark on both your client and server. I use this tool often when debugging sockets and other network issues.

Related

C# socket problems

I connected to PCs with a cable in an attempt to simulate server\client. Server starts listening at specific EndPoint and sometimes later a client connects. All went well and I settled on maximum speed of about 24 Mbps for one connection (port).
So now I reversed the roles and can't get connection Socket.BeginConnect(ServerEndPoint, new AsyncCallback(OnConnectCallback), _ClientSocket) times out and sets localEndpoint to 0.0.0.0
Here is the code for client:
public void ConnectToServer(IPAddress iPAddress, int Port)
{
connected.Reset();
IPEndPoint ServerEndPoint = new IPEndPoint(iPAddress, Port);
try
{
_ClientSocket = new Socket(iPAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
_ClientSocket.BeginConnect(ServerEndPoint, new AsyncCallback(OnConnectCallback), _ClientSocket);
connected.WaitOne();
// Here I would like to start async receiving but there's no connection
}
catch (SocketException)
{
// TODO:
}
}
private void OnConnectCallback(IAsyncResult result)
{
try
{
Socket client_StateSocket = (Socket)result.AsyncState;
client_StateSocket.EndConnect(result);
/// Here I get 0.0.0.0
connected.Set();
}
catch (SocketException)
{
// TODO:
}
}
The server is bascialy from MSDN example. It starts listening for incoming connections, goes in perpetual while cycle and sits waiting for Socket.BeginAccept to trigger (but it never does).
I suspected firewall, but the settings look the same on both PCs and works fine in reversed way, so what might be the problem?
When you do development of a Server/Client architecture, it is usually enough to have both run on the same machine and let them talk via the Loopback IP adress. As a general rule the networking code does not care if the other end is on the same computer, the same switch - or the Voyager 2 probe (well, they do care a little as the Latency is quite high).
If you are having issues in deployment/testing, then with 99% propability you are dealing with a Networking problem, not a programming one. Sometimes there will be some required changes (like exposing the option to set proxy settings). But debugging will be a Networking operation first.
My first guesses are towards firewalls (including the one built into Windows). And then things that work similar to a firewall, like NAT layers.

2 instances of the same program broadcasting via UDPClient

I'm using UdpClient to broadcast my program location so a centralize computer can find it and start working with it.
It works great, until 2 users on the same computer at the same time try to broadcast. Since this is a valid use case (think Windows Terminal Server), I'm trying to figure out the best way to address it:
Here is the code I'm currently trying:
m_UDPClients = new List<UdpClient>();
IPAddress[] localIPs = Dns.GetHostAddresses(Dns.GetHostName());
foreach (IPAddress ip in localIPs)
{
string ipStr = ip.ToString();
if (!ipStr.Contains(".")) // I only want readable addresses
continue;
IPEndPoint ipLocalEndPoint = new IPEndPoint(ip, port);
try
{
UdpClient udpClient = new UdpClient();
udpClient.Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
udpClient.Client.Bind(ipLocalEndPoint);
m_UDPClients.Add(udpClient);
}
catch (Exception e)
{
BSSLog.Error(e);
}
}
if there is another instance of the program running already, the bind will throw this exception:
An attempt was made to access a socket in a way forbidden by its access permissions
This broadcast is just the program 'advertising' some details about how to connect to it's services; The broadcast happens every few seconds and it's payload is probably < 1k.
I did try to create and destroy the UDPclients as needed and just accept the collision, but it was ugly.
So...the question is: How do I handle 30 instances of the same program all attempting to advertise themselves via the same UDP port (no listening, just post the payload and move on) on a single computer?
I know I could build a Windows service and play traffic cop, etc... but I'm trying to keep this simple and 'limited user rights' friendly.
Before I run off and attempt to use a predefined system wide named pipe or something, I thought I was ask for help. :)
There isn't anything wrong with the code. In our test environment we had a monitoring program that wasn't opening the port correctly.
Good thing we wasted 2 days chasing a red herring.
thank you everyone.

TcpClient connect fails with IPv6Any

The problem is, the following code works well if IPAddress.Any was given as a parameter, but throws an error if `IPAddress.IPv6Any is used.
I receive error #10057
Socket is not connected.
A request to send or receive data was disallowed because the socket is
not connected and (when sending on a datagram socket using
sendto) no address was supplied. Any other type of operation might
also return this error—for example, setsockopt setting SO_KEEPALIVE if
the connection has been reset.
Why does it fails to work as IPv6Any? I'm pretty sure it's not the firewall, since the port remains the same and it works with IPv4 (and my firewall should pass any requests made by my application).
To short up the code, it's something like this:
The Listener:
listener = new TcpListener(IPAddress.IPv6Any, portNr);
listener.AllowNatTraversal(true);
listener.Start();
listener.BeginAcceptTcpClient(this.AcceptClient, null);
The Client:
client = new TcpClient();
client.NoDelay = true;
try
{
this.client.Connect(ip, port); //ip = "localhost" when connecting as server
}
catch (Exception ex)
{
FileLogger.LogMessage(ex);
Disconnect();
}
I'm trying to set up the "server-side" of the TCP-connection.
What I do is that I start a listener at localhost, and then connect to it as a client (and allow others to join as clients as well).
What I'm trying to achieve with this is direct addressability of this TCP server, following this article: http://blogs.msdn.com/b/ncl/archive/2009/07/27/end-to-end-connectivity-with-nat-traversal-.aspx
The reason I'm doing this is that I want person A to be able to connect to a person B when they both are behind NAT routers.
I know this answer comes a bit late, but I also had this issue and it was client related. The problem is, that your provided code...
client = new TcpClient();
... creates an IPv4-Instance of the TcpClient that is not capable of interpreting IPv6-Addresses. So if you already have the IP address at the moment of initialization, try to initialize your TcpClient like this:
TcpClient client = new TcpClient(ip.AddressFamily);
If the variable ip is a string, you need to convert it to type IPAddress first:
IPAddress iAddr = IPAddress.Parse(ip);
Actually a IPv6-TcpClient seems to be compatible to IPv4-Addresses as well, so you can also initialize your client as follows:
TcpClient client = new TcpClient(AddressFamily.InterNetworkV6)
Whilst the upper suggestions seem to be the cleanest ones, the bottom suggestion seems to be the more universal one. At the end it's up to your preferences.
I solved a similar issue where the following line would only block connections coming from IPv4 addresses:
listener = new TcpListener(IPAddress.IPv6Any, portNr);
It seems the socket when configured to accept IPv6 connections, by default, accepts ONLY IPv6 connections. To fix this problem i had to update my code to this:
listener.Server.SetSocketOption(SocketOptionLevel.IPv6, SocketOptionName.IPv6Only, false);
listener.Start();
When you use TcpClient.Connect(string, int) you make it possible to break because of DNS resolution.
Though Microsoft documents that IPv6 address will be tried first, the resolution may only return IPv4 addresses.
http://msdn.microsoft.com/en-us/library/8s2yca91.aspx
Therefore, can you try to call TcpClient.Connect(IPAddress.IPv6Loopback, port) on client side to test if it works?
IPAddress.Loopback == FAIL
IPAddress.IPv6Loopback == SUCCESS
Perhaps localhost is mapping to the IPv4 Loopback Address in your case?

UdpClient receive on broadcast address

In c# I am using the UdpClient.Receive function:
public void StartUdpListener(Object state)
{
try
{
udpServer = new UdpClient(new IPEndPoint(IPAddress.Broadcast, 1234));
}
catch (SocketException ex)
{
MessageBox.Show(ex.ErrorCode.ToString());
}
IPEndPoint remoteEndPoint = null;
receivedNotification=udpServer.Receive(ref remoteEndPoint);
...
However I am getting a socket exception saying that the address is not available with error code 10049
What do I do to negate this exception?
Here's the jist of some code I am currently using in a production app that works (we've got a bit extra in there to handle the case where the client are server apps are running on a standalone installation). It's job is to receive udp notifications that messages are ready for processing. As mentioned by Adam Alexander your only problem is that you need to use IPAddress.Any, instead of IPAddress.Broadcast. You would only use IPAddress.Broadcast when you wanted to Send a broadcast UDP packet.
Set up the udp client
this.broadcastAddress = new IPEndPoint(IPAddress.Any, 1234);
this.udpClient = new UdpClient();
this.udpClient.Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
this.udpClient.ExclusiveAddressUse = false; // only if you want to send/receive on same machine.
And to trigger the start of an async receive using a callback.
this.udpClient.Client.Bind(this.broadcastAddress);
this.udpClient.BeginReceive(new AsyncCallback(this.ReceiveCallback), null);
Hopefully this helps, you should be able to adapt it to working synchronously without too much issue. Very similar to what you are doing. If you're still getting the error after this then something else must be using the port that you are trying to listen on.
So, to clarify.
IPAddress.Any = Used to receive. I want to listen for a packet arriving on any IP Address.
IPAddress.Broadcast = Used to send. I want to send a packet to anyone who is listening.
for your purposes I believe you will want to use IPAddress.Any instead of IPAddress.Broadcast. Hope this helps!
That error means the protocol cant bind to the selected IP/port combination.
I havent used UDP broadcast in ages, but I do recall you need to use different IP ranges.
There's nothing wrong with the way you have configured your UdpClient. Have you tried a different port number? Perhaps 1234 is already in use on your system by a different app.

How to do a UDP multicast across the local network in c#?

I am trying to get some simple UDP communication working on my local network.
All i want to do is do a multicast to all machines on the network
Here is my sending code
public void SendMessage(string message)
{
var data = Encoding.Default.GetBytes(message);
using (var udpClient = new UdpClient(AddressFamily.InterNetwork))
{
var address = IPAddress.Parse("224.100.0.1");
var ipEndPoint = new IPEndPoint(address, 8088);
udpClient.JoinMulticastGroup(address);
udpClient.Send(data, data.Length, ipEndPoint);
udpClient.Close();
}
}
and here is my receiving code
public void Start()
{
udpClient = new UdpClient(8088);
udpClient.JoinMulticastGroup(IPAddress.Parse("224.100.0.1"), 50);
receiveThread = new Thread(Receive);
receiveThread.Start();
}
public void Receive()
{
while (true)
{
var ipEndPoint = new IPEndPoint(IPAddress.Any, 0);
var data = udpClient.Receive(ref ipEndPoint);
Message = Encoding.Default.GetString(data);
// Raise the AfterReceive event
if (AfterReceive != null)
{
AfterReceive(this, new EventArgs());
}
}
}
It works perfectly on my local machine but not across the network.
-Does not seem to be the firewall. I disabled it on both machines and it still did not work.
-It works if i do a direct send to the hard coded IP address of the client machine (ie not multicast).
Any help would be appreciated.
Does your local network hardware support IGMP?
It's possible that your switch is multicast aware, but if IGMP is disabled it won't notice if any attached hardware subscribes to a particular multicast group so it wouldn't forward those packets.
To test this, temporarily connect two machines directly together with a cross-over cable. That should (AFAICR) always work.
Also, it should be the server half of the code that has the TTL argument supplied to JoinMulticastGroup(), not the client half.
I've just spent 4 hours on something similar (I think), the solution for me was:
client.Client.Bind(new IPEndPoint(IPAddress.Any, SSDP_PORT));
client.JoinMulticastGroup(SSDP_IP,IP.ExternalIPAddresses.First());
client.MulticastLoopback = true;
Using a specific (first external) IP address on the multicast group.
I can't see a TTL specified anywhere in the code. Remember that TTL was originally meant to be in unit seconds, but is has become unit hops. This means that by using a clever TTL you could eliminate passing through the router. The default TTL on my machine is 32 - I think that should be more than adequate; but yours may actually be different (UdpClient.Ttl) if your system has been through any form of a security lockdown.
I can't recommend the TTL you need - as I personally need to do a lot of experimentation.
If that doesn't work, you could have a look at these articles:
OSIX Article
CodeProject Article
All-in-all it looks like there has been success with using Sockets and not UdpClients.
Your chosen multicast group could also be local-only. Try another one.
Your physical network layer could also be causing issues. I would venture to question switches and direct (x-over) connections. Hubs and all more intelligent should handle them fine. I don't have any literature to back that, however.

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