How can i get a remote endpoint at UDPClient? - c#

I'm making a server app, and i need to know, from which address message has come to the server. At Socket class has a RemoteEndPoint to get know where message come from. Is it have some solution to find where message come from at UDPClient class? I searched web, but didn't find something about it.

As you have not posted any code, this is a simplified example, that should get the job done:
UdpClient udp = new UdpClient(5050);
private void Listen()
{
while (true)
{
IPEndPoint anyIP = new IPEndPoint(IPAddress.Any, 0);
byte[] recData = udp.Receive(ref anyIP);
string ip = anyIP.Address.ToString() //this is client IP address
}
}

Related

C# Getting the IP Address of the client which the UDP server socket received data from

I have a very strange problem. I'm not able to find the IP Address of the client which my server receives data from. Below is my UDP Listener class.
The IPPacketInformation does not contain the IP. The clientEndPoint which I reference in my EndReceiveMessageFrom does neither.
When I
Console.Writeline(((IPEndPoint)clientEndPoint).Address);
I get the IP Address of the server. I have the server hosted on my own machine so I get my own IP Address. When I try to access clientEndPoint.remoteEndPoint it throws an error because the socket isn't connected (due to being UDP).
So basically, a client from an external IP is able to send data, but I can't answer the client since I'm not able to retrieve it's IP. Any help is appreciated!
public class UdpListener
{
private Socket s;
public byte[] ReceiveBuffer = new byte[2048];
public UdpListener()
{
s = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
s.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.PacketInformation, true);
s.Bind(new IPEndPoint(IPAddress.Any, 36200));
}
public void Listen()
{
try
{
EndPoint remoteEndPoint = new IPEndPoint(IPAddress.Any, 0);
s.BeginReceiveMessageFrom(ReceiveBuffer, 0, ReceiveBuffer.Length, SocketFlags.None, ref remoteEndPoint, Recv, s);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
throw;
}
}
private void Recv(IAsyncResult res)
{
try
{
Socket receiveSocket = (Socket)res.AsyncState;
EndPoint clientEndPoint = new IPEndPoint(IPAddress.Any, 0);
IPPacketInformation packetInfo;
SocketFlags flags = SocketFlags.None;
int udpMessageLength = receiveSocket.EndReceiveMessageFrom(res, ref flags, ref clientEndPoint, out packetInfo);
byte[] udpMessage = new byte[udpMessageLength];
Array.Copy(ReceiveBuffer, udpMessage, udpMessageLength);
Console.WriteLine(
"{0} bytes received from {1} to {2}",
ReceiveBuffer,
clientEndPoint,
packetInfo.Address
);
EndPoint remoteEndPoint = new IPEndPoint(IPAddress.Any, ((IPEndPoint)receiveSocket.LocalEndPoint).Port);
s.BeginReceiveMessageFrom(ReceiveBuffer, 0, ReceiveBuffer.Length, SocketFlags.None, ref remoteEndPoint, Recv, s);
//Process data
RaiseDataReceived(new ReceivedDataArgs(packetInfo.Address, ((IPEndPoint)clientEndPoint).Port, udpMessage));
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
throw;
}
}
public delegate void DataReceived(ReceivedDataArgs args);
public event DataReceived DataReceivedEvent;
private void RaiseDataReceived(ReceivedDataArgs args)
{
DataReceivedEvent?.Invoke(args);
}
}
I've tried to disable my firewall but that does not help. I've also done Port Forwarding on my router thus I can receive data from external clients.
EDIT to clarify the problem:
Server hosted on my machine behind a NAT with public IP 214.214.214.214.
The client is another machine, behind another NAT with public IP 910.910.910.910.
The client sends a message to the server, server receives it and able to read the content. When server get the IPEndPoint of the client, the displayed IP is 214.214.214.214 (IP of the server, not the Client)
EDIT Maybe I should say that I wasn't able to receive messages from clients on external networks until I ordered a "Dynamic IP" from my ISP. Still can't get the public IP of the source.
EDIT When using Wireshark and sniff a packet sent from external client to my server I can see it's the wrong src IP as well. In the picture below the src IP is my server IP and not the IP of the client that sent the data.
After several days of reading everything I possibly could on routers, network and writing different examples of Receive, ReceiveFrom, ReceiveMessageFrom, BeginReceive, BeginReceiveFrom, BeginReceiveMessageFrom, and ReceiveAsync - I've solved my issue.
I changed my router. I can now get the source IP of the external client using a very old router. The router I was using before was a new Docsis 3.1.
Why it works with an old router, I don't know, but for some reason, the Docsis 3.1 changed the source IP to its own IP before letting the UDP message to my machine.
With using the UdpClient class you can actually retrieve the remote endpoint when receiving a message.
I have used a solution like the following to solve this task:
public void StartServer()
{
var udpServer = new UdpClient(new IPEndPoint(IPAddress.Any, ConnectionInformation.DETECTION_PORT));
udpServer.BeginReceive(new AsyncCallback(detectionCallback), udpServer);
}
private void detectionCallback(IAsyncResult ar)
{
var client = (ar.AsyncState as UdpClient);
if (client.Client == null) return;
var endPoint = new IPEndPoint(IPAddress.Any, ConnectionInformation.DETECTION_PORT);
var bytes = client.EndReceive(ar, ref endPoint);
Debug.WriteLine($"Detection request from: {endPoint}");
}

C# TCP Client to automatically connect to server listening on specific port

I seem to be having a hard time figuring out how to get my client app to automatically connect to a server app running on a separate machine on my LAN.
Right now the only way I'm able to get the client to connect to the server is by manually specifying the server's IP address in code:
private TcpClient client = new TcpClient();
private IPEndPoint serverEndPoint = neIPEndPoint(IPAddress.Parse("Server IP address goes here"), 8888);
My server app uses a TCP Listener, so I figured my client could do something similar, to be able to find the server, but I can't figure out how to implement it in code.
Code from my server app for finding the client to connect to:
private TcpListener tcpListener;
private Thread listenThread;
private int connectedClients = 0;
private delegate void WriteMessageDelegate(string msg);
public Form1()
{
InitializeComponent();
Server();
}
private void Server()
{
this.tcpListener = new TcpListener(IPAddress.Any, 8888);
this.listenThread = new Thread(new ThreadStart(ListenForClients));
this.listenThread.Start();
}
I've tried using a TextBox that the user can manually enter their server's IP address into (since they wouldn't have access to the code), but I think an automatic connection would be much more user friendly, especially since I don't know how to permanently save the user's server IP address if they use the above method of setting the IP for the client to connect to.
So, my question is: What would be the best method for me to enable my client to automatically connect to a server running on my LAN?
Thanks,
Patrick
UPDATE
I tried implementing the code for a UDP broadcast, but I can't seem to get it working.
Here is what I've added to my client (Along with the client code I had in there before):
public partial class Console : Form
{
//FIND SERVER
private void FindServer()
{
var Client = new UdpClient();
var RequestData = Encoding.ASCII.GetBytes("SomeRequestData");
var ServerEp = new IPEndPoint(IPAddress.Any, 0);
Client.EnableBroadcast = true;
Client.Send(RequestData, RequestData.Length, new IPEndPoint(IPAddress.Broadcast, 8888));
var ServerResponseData = Client.Receive(ref ServerEp);
var ServerResponse = Encoding.ASCII.GetString(ServerResponseData);
Console.WriteLine("Recived {0} from {1}", ServerResponse, ServerEp.Address.ToString());
Client.Close();
}
// SEND MESSAGES TO SERVER (VIA USER INTERACTION)
private TcpClient client = new TcpClient();
private IPEndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse("My IP Address was here (I tried changing it to "broadcast" as well"), 8888);
public Console()
{
InitializeComponent();
client.Connect(serverEndPoint);
}
private void SendMessage(string msg)
{
NetworkStream clientStream = client.GetStream();
ASCIIEncoding encoder = new ASCIIEncoding();
byte[] buffer = encoder.GetBytes(msg);
clientStream.Write(buffer, 0, buffer.Length);
clientStream.Flush();
}
Here is what I've added to my server code:
private void BroadcastToClients()
{
var Server = new UdpClient(8888);
var ResponseData = Encoding.ASCII.GetBytes("SomeResponseData");
while (true)
{
var ClientEp = new IPEndPoint(IPAddress.Any, 0);
var ClientRequestData = Server.Receive(ref ClientEp);
var ClientRequest = Encoding.ASCII.GetString(ClientRequestData);
Console.WriteLine("Recived {0} from {1}, sending response", ClientRequest, ClientEp.Address.ToString());
Server.Send(ResponseData, ResponseData.Length, ClientEp);
}
}
I'd imagine there must be some conflicting code in there, but since I'm so new to this, I can't seem to figure it out...
UPDATE
I've still not managed to make any progress on this. Anyone out there that might be able to chime in and help me figure out why this isn't working for me?
Your client app can send a broadcast on the local subnet, on startup, 'asking for server'.
Your server will be listening for that message, and replies to the client.
Now the client knows the server's IP address and can start the TCP connection.
You have it here: C# How to do Network discovery using UDP Broadcast

SocketException An existing connection was forcibly closed by the remote host

I've decided to take a look at network messaging etc and my first port of call was UDP.
The problem i have is when i attempt to send a message. I'm trying to hit an IP on a specifc port, but the application errors with the error
"SocketException An existing connection was forcibly closed by the remote host".
Here is the code.
User ME = new User();
UdpClient MyUDPClient;
private void Form1_Load(object sender, EventArgs e)
{
ME.Username = Environment.UserName;
}
private void StartUDP_Click(object sender, EventArgs e)
{
CreateUDPClient();
}
private void CreateUDPClient()
{
IPHostEntry host = Dns.GetHostEntry(Dns.GetHostName());
foreach (IPAddress ip in host.AddressList)
{
if (ip.AddressFamily == AddressFamily.InterNetwork)
{
int Port = int.Parse(txt_Port.Text);
ME.UserIP = new IPEndPoint(ip, Port);
break;
}
}
MyUDPClient = new UdpClient(ME.UserIP);
UDPListening();
}
public void UDPListening()
{
MyUDPClient.BeginReceive(ReceiveMessage, new object());
}
private void ReceiveMessage(IAsyncResult IAR)
{
byte[] B = MyUDPClient.EndReceive(IAR, ref ME.UserIP);
ProcessMSG(Encoding.ASCII.GetString(B));
UDPListening();
}
delegate void MessageDelegate(String MSG);
public void ProcessMSG(String M)
{
if (this.lbl_Messages.InvokeRequired)
{
MessageDelegate Del = new MessageDelegate(ProcessMSG);
this.Invoke(Del, M);
}
else
{
lbl_Messages.Text = M;
}
}
//Send Data to Another version of this program elsewhere.
private void btn_SendtoTarget_Click(object sender, EventArgs e)
{
IPEndPoint TargetIP = new IPEndPoint(IPAddress.Parse(txt_Send2IP.Text),int.Parse(txt_Send2Port.Text));
byte[] Message = Encoding.ASCII.GetBytes("TEST TEST TEST");
MyUDPClient.Send(Message, Message.Length, TargetIP);
}
}
thanks for the help.
Not sure if this helps but...
The Application is running on machine which is set to listen is on 192.168.0.25:5555
the Send is trying to send to Machine 192.168.0.50:10001
T
From further reading, I think my specific issue is the creation of the UDPclient object. It is created and is then listening on the ip 192.168.0.25:5555. When i attempt to send a message I'm attempting to use the same UDPClient but sending to a new IP. I'm getting the vibe that this is not the correct procedure and thus its trying to close the previous down??? I'm sure someone can comfirm this. So that would suggest to me that to have effective UDP networking (UP and Down) i'd need to have a UDPclient receiving and a second UDP to be able to send (which is dynamic to each target address i want to hit). Once again this is all guess work, and if i have this i hope someone could provide some pointers.
Several problems above.
Don't use ME in C#, it is this. Me is VB. The code above would not compile, as written, if using C#, since you left out your User() class you define as ME. I am not sure why you think you need that, since all it seems to hold is UserIP and UserName. The IP is part of a Socket, so you should just use that if you ever needed it:
IPAddress ip = IPAddress.Parse(socket.RemoteEndPoint);
And UserName could be made a global string variable - doesn't have to be part of a class.
Maybe I'm being nitpicky, but I didn't see where it was required to have either of those variables in the User() object like that and just mucked things up, for me, trying to decipher the code.
Always define your Socket, connect to it, then do your .Send(). You are missing the first 2 steps in your button click - you just do your .Send(). UdpClient is not a Socket, and I think it's better to do this as a Socket and define your connection type later. I think you could be right that you are trying to do your .Send() using the UdpClient you defined as your listener. Don't use the same object for your send and your listening! Normally you would, but you have 2 different addresses and ports for each event.
Don't use a foreach in your CreateUDPClient() function to get your IPAddress to assign to your IPEndPoint. You already knew your IP. Assign it directly. It's wasting processing time.
IPAddress ip = IPAddress.Parse("192.168.0.25");
IPEndPoint endPoint = new IPEndPoint(ip, port);
If you only had the host name, you would do:
string hostName = "MyComputerName";
int port = 5555; // or int.Parse(txt_Port.Text); ???
IPHostEntry hostEntry = Dns.GetHostAddresses(hostName);
IPEndPoint endPoint = new IPEndPoint(hostEntry[0], port);
Don't use Dns.GetHostEntry() -- if there's no reverse-lookup (PTR) record for that name, it will fail. Use Dns.GetHostAddresses(). And I have no idea why you think you needed the loop unless you have IPv6 addresses for the same host name you were providing. If not, just use [0] - it should be the first and only IP that will be returned that you'll be using if not using IPv6. But again, since you already have the IP, just plug that in - no need to do the lookup. It helps you eliminate Dns.GetHostName(), too - just use 192.168.0.25.
For your reference, MSDN has a procedure for your synchronous socket send/receive here:
https://msdn.microsoft.com/en-us/library/kb5kfec7(v=vs.110).aspx
and asynchronous socket send/receive here:
http://msdn.microsoft.com/en-us/library/bew39x2a(v=vs.110).aspx
Since I despise link only answers, and you seem to be mixing these 2 methods by using Send() and EndReceive(), respectively to the links above, I will endeavor to describe its contents succinctly and help fix your code:
Basically they say to use a StateObject class, instead of the global variable MyUDPClient you have:
public class StateObject
{
public byte[] buffer = new byte[1024];
public Socket workSocket;
public StringBuilder sb = new StringBuilder();
}
You would create a socket and add it to that. Buffer serves as a way to tell the Receive() or EndReceive() the size of the chunk you want to read back from the response at one time, and sb will serve as a placeholder for the response.
It looks like you have a lot going on here: a SendtoTarget_Click to do a one-off test from the form, and your listener. Your SendtoTarget button does a synchronous send, your StartUDP_Click() does an asynchronous receive.
You would change your SendtoTarget_Click() event to be this (which never defined your socket, before, and you must connect to it before sending):
private void btn_SendtoTarget_Click(object sender, EventArgs e)
{
IPEndPoint TargetIP = new IPEndPoint(IPAddress.Parse(txt_Send2IP.Text),int.Parse(txt_Send2Port.Text));
byte[] Message = Encoding.ASCII.GetBytes("TEST TEST TEST");
// Create a UDP socket.
Socket sender = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Udp);
try
{
// Connect to the remote endpoint.
sender.Connect(TargetIP);
// Send message -- already contains the endpoint so no need to
// specify again
sender.Send(Message, 0, Message.Length, SocketFlags.None);
sender.Close();
}
catch (Exception)
{
// do something here...
}
}
For your listener, you can do:
private void CreateUDPClient()
{
IPEndPoint TargetIP = new IPEndPoint(IPAddress.Parse("192.168.0.25"), 5555);
// Create a UDP socket.
Socket receiver = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Udp);
try {
// Create the state object.
StateObject state = new StateObject();
state.workSocket = receiver;
// Begin receiving the data from the remote device.
receiver.BeginReceive(state.buffer, 0, 256, 0,
new AsyncCallback(ReceiveMessage), state);
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
and your function called ReceiveMessage(), does this:
private void ReceiveMessage(IAsyncResult IAR)
{
string response = String.Empty;
try {
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject) IAR.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(IAR);
if (bytesRead > 0) {
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, 256, 0,
new AsyncCallback(ReceiveCallback), state);
} else {
// All the data has arrived; put it in response.
if (state.sb.Length > 1) {
response = state.sb.ToString();
}
// Signal that all bytes have been received.
client.Close();
}
ProcessMSG(response);
CreateUDPClient(); // personally, I would re-create than calling BeginReceive directly
} catch (Exception e) {
Console.WriteLine(e.ToString());
}
}
Did my best to integrate your code with MSDN's in a way that should work. You might be able to get away with assigning that socket to the StateObject and calling BeginReceive() on it, again - not sure. But don't re-use the UdpClient object like that. Use the StateObject class like on MSDN and use it ONLY as your listener.

Sending data over UDP to a destination with multiple clients open

I am currently using this function to send data from the server to the clients
private static void send_message(string ip, string message)
{
byte[] packetData = System.Text.UTF8Encoding.UTF8.GetBytes(message);
int port = 11000;
IPEndPoint ep = new IPEndPoint(IPAddress.Parse(ip), port);
Socket client = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
client.SendTo(packetData, ep);
}
But this would mean a destination IP/port can only have one client open to receive the data, because having two clients open would mean one client can retrieve data that was meant for another (if I'm correct).. how do I solve this?
Receiving function:
private static Int32 port = 11000;
private static UdpClient udpClient = new UdpClient(port);
public static void receive_threaded()
{
Thread t = new Thread(() =>
{
while (true)
{
IPEndPoint remoteIPEndPoint = new IPEndPoint(IPAddress.Any, port);
byte[] content = udpClient.Receive(ref remoteIPEndPoint);
if (content.Length > 0)
{
string message = Encoding.UTF8.GetString(content);
parseMessage(message);
}
}
});
t.Start();
}
1) You should implement some kind of protocol so that your server has a "well known" port to accept connections. Use this port to inform your client ANOTHER port where the client must connect. Use a different port for each client.
Your client conects to the server at 11000. Your server assigns a unique port for the client, let's say 11001 for the firts client. Then the server opens a connection at 11001. The client closes connection at 11000 and opens a new connection at 11001 to receive the data.
2) Why UDP?
I don't see why you need to open a new socket at all. You already have each client's address and port, from the first packet they sent you. Just send a packet to that address:port. I absolutely don't get the other suggestion of setting up extra ports either.

How to specify source port of a UdpPacket?

I wanted to send UdpPacket to a specific remote host (I already know the public IP and Port).
I wanted to use C#'s UdpClient class.
static int Main()
{
UdpClient client = new UdpClient();
IPEndPoint remoteEP = new IPEndPoint(IPAddress.Parse("1.2.3.4"), 9999);
byte[] data = GetData();
client.Send(data, data.Length, remoteEP);
}
When sending a packet, the UdpClient choose an available port automatically. I want to manually set the port, from which I send the packets.
Thanks for your help in advance!
Try specifying the endpoint when you create the UdpClient:
UdpClient client = new UdpClient(localEndpoint);
EDIT: Note that you can also specify just the port number:
UdpClient client = new UdpClient(localPort);
That may be somewhat simpler :)

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