How to block one IP Address that is connected to the server, when the server is sending messages. My Sending message option program is shown below.
private void buttonSendMsg_Click(object sender, EventArgs e)
{
try
{
Object objData = richTextBoxSendMsg.Text;
byData = System.Text.Encoding.ASCII.GetBytes(objData.ToString());
for (int i = 0; i < m_clientCount; i++)
{
if (m_workerSocket[i] != null)
{
if (m_workerSocket[i].Connected)
{
m_workerSocket[i].Send(byData);
}
}
}
}
It depends on the server. You can probably do this at the firewall level (and possibly the router level, if you have the right router). A rather simple way to block an IP is to just not accept connections from it wherever the connection would normally show up. In your own applications, this would mean checking the IP before opening it. Most servers allow you to block ips if you wish (e.g. IIS lets you create a blocklist (or an allow list) for each web site/application.
As Brian said, this should be a server issue and not an application issue. The server can block things at a much lower layer and is easier to configure.
Related
I am new to c# and I am building server / client application.
I have created both the server and the client successfully , but when any client connects to the server... I need to save that client because the server is supposed to send them a message after 10 minutes .
private void Form1_Load(object sender, EventArgs e) {
TcpListener myList;
myList = new TcpListener(IPAddress.Any, 8001);
while (true)
{
TcpClient client = myList.AcceptTcpClient();
MessageBox.Show("Connection accepted from " + client.Client.LocalEndPoint.ToString());
}
}
Now , my problem is how to save "client" id or anything about this client which is connected, to send message after 10 minutes from server to this client.
Can anyone help please?
Form onLoad is rather bad place to accept clients. Instead use ,for example, Background Worker. Also you might want to avoid using while(true) without any way to break the loop.
Object storage must be outside of method (event handler) to preserve connections from evil Garbage Collector. There are many ways to store object, it might be array (bothersome) or some collection, which although heavier to compute are pleasant to use. You can even use Concurent collections which will take care of thread synchronization on their own.
Dictionary<string,TcpClient> clientDict;
List<TcpClient> clientList;
...
void acceptClients()
{
TcpListener myList;
myList = new TcpListener(IPAddress.Any, 8001);
while (true)
{
TcpClient client = myList.AcceptTcpClient();
clientDict.Add("client nickname, id etc.",client);
clientList.Add(client);
MessageBox.Show("Connection accepted from " + client.Client.LocalEndPoint.ToString());
if (clientList.count>=8 || clientDict.count>=8)
{
break; // I want to break freeeeee!!!!
}
}
}
...
void sendToClient(string nick)
{
if (clientDict.ContainsKey(nick))
{
TcpClient client = clientDict[nick];
//and use selected client.
}
}
void broadcast()
{
foreach(TcpClient client in clientList) //clientList can be replaced with clientDict.Values
{
//and use selected client.
}
}
you would have to store the TCPClient in some list/dictionary. Regarding identifying connections you can use IP/Port in the TCPClient to differentiate between different connections.
Below is one such article i have posted to create a multi-threaded TCP chat application. it might be helpful.
http://shoaibsheikh.blogspot.com/2012/05/multi-threaded-tcp-socket-chat-server.html
The only possible way is to keep the connection open. Because many clients connect from behind NAT devices (corporate access points, home routers etc) is not possible to ask the client for a 'call back' address (IP:port).
What that mean in C# code, you need a reference to the client object you created in AcceptTcpClient. When you want to send something, you must retrieve this object and Write something into the client's stream (obtained via client.GetStream()). How exactly this is accomplished, it depends entirely on your code. A Dictionary perhaps? Do expect the connection to had closed by then for various reasons, even if KeepAlive is set.
Note that having a large number of accepted connections is not feasible (for many reasons).
I have a server that accepts async socket connections from multiple clients. Right now I am assigning them a server-side unique ID dependent on their incoming IP address & port. My concern is - what if 2 clients connect from the same IP & behind an NAT. Is there a better way to determine this?
private static int DetermineSocketToConnectionID(Socket handler)
{
int connectionIDForHandler = 0;
string uniqueIPString = handler.RemoteEndPoint.ToString();
if (Client1Buffers.UserIPAddress == uniqueIPString)
{
connectionIDForHandler = 1;
}
if (Client2Buffers.UserIPAddress == uniqueIPString)
{
connectionIDForHandler = 2;
}
return connectionIDForHandler;
}
You may be better off having those clients authenticate themselves with the server on their first connection and pass you something you can use to identify them other than trusting network information. This is exactly why sessions and cookies were created for logging in clients to web servers. You can do something similar by handshaking with the client and passing them back a uid, which they would then need to pass back to the server on each subsequent connect.
I have a metro app talking to a device over wifi using UDP. However, when I disconnect the device from the network or start the app with the device disconnected, nothing happens. ConnectAsync doesn't throw an exception, the app doesn't throw an exception, the app runs like nothing's wrong.
I can't ping the other end but If I give it a formatted string it will respond. The device is currently connected to a router which has internet access but I'm eventually planning to use a router without internet access. I've never done anything with UDP so I'm at a loss here.
Here is an implementation of a UDP listener/writer(taken from Pete Bright at 10rem.net)
class Network
{
private DatagramSocket _socket;
public bool IsConnected { get; set; }
public bool recieved;
public string ret;
public Network()
{
IsConnected = false;
_socket = new DatagramSocket();
_socket.MessageReceived += OnSocketMessageReceived;
}
public async void Connect(HostName remoteHostName, string remoteServiceNameOrPort)
{
try
{
await _socket.ConnectAsync(remoteHostName, remoteServiceNameOrPort);
}
catch (Exception e)
{
var msg = new MessageDialog(e.ToString());
msg.ShowAsync();
}
IsConnected = true;
}
private void OnSocketMessageReceived(DatagramSocket sender, DatagramSocketMessageReceivedEventArgs args)
{
var reader = args.GetDataReader();
var count = reader.UnconsumedBufferLength;
var data = reader.ReadString(count);
ret = data.Trim();
recieved = true;
}
DataWriter _writer =null;
public async void SendMessage(string message)
{
if (String.IsNullOrEmpty(message)) return;
if (_writer == null)
{
var stream = _socket.OutputStream;
_writer = new DataWriter(stream);
}
_writer.WriteString(message);
await _writer.StoreAsync();
}
}
UDP Sockets are "connection-less", so the protocol does not know anything about whether or not the server and client are connected. To know if a a connection is still "active" you will have to implement your own connection detection.
I might recommend reading beej's guide to sockets. It's a good read and pretty funny:
http://beej.us/guide/bgnet/
As it was said, there is no concept like there is in tcp/ip with sync/ack, etc to communicate back and forth and ensure something is there.
Clients are neither connected nor disconnected, only listening or sending really.
So with that said you need to implement a receive timeout from the client.
There are some funny jokes with UDP, since you send data and just essentially fling it out into space. The order the packets are received can't matter either or you are stuck implementing your own scheme here as well.
What you'll need to do here is actually try to reach the device. If you care, then you can do this every X seconds.
As it is stated here: How to test a remote UDP Port
(keep with me, a better approach below this but wanted to provide multiple means)
You can use UdpClient, set a receive timeout on the underlying socket,
make a connection to that remote server/port, Send some small message
(byte[] !) and call Receive.
IF the port is closed you get an exception saying that the connection
was forcibly closed (SocketException with
ErrorCode 10054 = WSAECONNRESET)... which means the port is NOT open.
However- I think a better approach is to actually agree upon a protocol id or some specific data that the clients send every X seconds. If received, then update your 'client connected' table, otherwise consider them disconnected until the client sends a packet with a protocol id over.
A great series on this that you can probably easily adapt to c# is at:
http://gafferongames.com/networking-for-game-programmers/virtual-connection-over-udp/
I believe your code above can be refactored as well to only Send() to an address rather than connect, since there really is no true connect.
To help out people that stumble upon this:Apparently my google-fu is pretty weak. This shows how to set timeouts for TCP and UDP sockets. Default behavior is to never time out(which is consistent with what I saw).
Edit: It doesn't work. Even with a timeout of 500ms I'm still seeing the same behavior of "no exception thrown".
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.
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.