Can't establish connection using StreamSocket (universal windows) - c#

Im trying to follow this code sample from microsoft, who is a basic code for sending/receiving data over network from windows 10 computer/phone.
Im on VS2015, i have a phone on W10 and my computer also.
The problem is that my application seems to create packet and send one to establish the connection (i have seen this packet with wireshark), but i never received it on the server side.
Here is code to listen port from the actual internet connection available and wait for a connection :
public static async void StartServer()
{
try
{
StreamSocketListener listener = new StreamSocketListener();
//ConnectionProfile internetConnectionProfile = NetworkInformation.GetInternetConnectionProfile();
//await listener.BindServiceNameAsync("5043", SocketProtectionLevel.PlainSocket, internetConnectionProfile.NetworkAdapter);
listener.ConnectionReceived += OnConnection;
await listener.BindServiceNameAsync("5043");
Debug.WriteLine("Server Started !");
}
catch (Exception)
{
Debug.WriteLine("Error StartServer Method !");
}
}
The method "OnConnection" is never reach cause the event "ConnectionReceived" is never called.
Here is the code to establish connection (the string ipDestination contain the internet ip address from my phone for example, that i get from checkip.dyndns.org) :
private static StreamSocket socket;
public static async void Connect(string ipDestination)
{
try
{
//Destination Ip address
HostName host = new HostName(ipDestination);
ConnectionProfile internetConnectionProfile = NetworkInformation.GetInternetConnectionProfile();
socket = new StreamSocket();
socket.Control.KeepAlive = true;
await socket.ConnectAsync(host, "5043");
//EXCEPTION RAISE HERE after a moment "System.Runtime.InteropServices.COMException, cant join destination.
Debug.WriteLine("Connected !");
}
catch (Exception)
{
Debug.WriteLine("Erreur Connect Method !");
}
}
I think i should miss something but i dont know why and im block at this part since a long and can't continue my project...
I apologize for the bad english I try to make my best :)
Update from comments :
As Jay Zuo suggested, i have try to use local address on private
network and it works, i can establish connection, send and receive
data without problems... So the problem come when i use internet IP
address, and i still can't figure why...
As Kiewic suggested, i have simplify my code and commented the
precedent version.

Related

C# SocketException Can not connect because the target machine has actively declined the connection

I'm trying to write a chat client/server in c# locally to get familiar with Sockets.
First I start the server with (very simplified) following code:
Server.cs
private readonly MessageManager _messageManager;
private readonly ChatServer _chatServer;
public ChatServerSkeleton()
{
_messageManager = new MessageManager();
_chatServer = new ChatServer();
Console.WriteLine("Server is running on: " + _messageManager.MyAddress);
}
Then I start the Client with +- same way, except I store the serveraddress in the client (I copied the server address into a prompt).
Client.cs
private readonly MessageManager _messageManager;
public ChatClient ChatClient { get; }
public ChatClientSkeleton(IPEndPoint serverAddress, string name)
{
_messageManager = new MessageManager();
ChatClient = new ChatClient(new ChatServerStub(serverAddress, _messageManager), name);
Console.WriteLine($"IPAddress of {name} is: {_messageManager.MyAddress}");
Console.WriteLine($"IPAddress of Server is: { serverAddress}");
}
MessageManager.cs
private readonly TcpListener _serverSocket;
public IPEndPoint MyAddress { get; }
public MessageManager()
{
try
{
//Create server socket on random port
_serverSocket = new TcpListener(IPAddress.Any, FindFreeTcpPort());
//Get host ip address
IPAddress[] localIps = Dns.GetHostAddresses(Dns.GetHostName());
IPAddress localhost = localIps.First(ip => ip.AddressFamily == AddressFamily.InterNetwork);
//Get port of serversocket
IPEndPoint ipEndPoint = _serverSocket.LocalEndpoint as IPEndPoint;
int port = ipEndPoint.Port;
//Create address
MyAddress = new IPEndPoint(localhost, port);
}
catch (Exception ex)
{
Console.Error.WriteLine("Something went wrong with the serversocket:");
Console.Error.WriteLine(ex);
}
}
FindFreeTcp port comes from here: https://stackoverflow.com/a/150974/5985593
Everything up till now seems to work. Let's say for example the server has now 192.168.0.219:51080 and the client 192.168.0.219:51085.
The problem occurs when I'm trying to send a message using this code in MessageManager.cs
public void Send(MethodCallMessage message, IPEndPoint address)
{
try
{
_serverSocket.Start();
TcpClient destination = new TcpClient(address.Address.ToString(), address.Port);
NetworkStream output = destination.GetStream();
MessageReaderWriter.Write(message, output);
destination.Close();
}
catch (Exception ex)
{
Console.Error.WriteLine("Failed to write a message:");
Console.Error.WriteLine(ex);
}
finally
{
_serverSocket.Stop();
}
}
More specific on the _server.Start(); line.
Anyone knows what I'm doing wrong?
Thanks in advance!
EDIT: it runs fine 1 time, when registering the client on the server. But after that if I want to send a message I get the SocketException where target machine actively refused.
I do use AcceptTcpClient() here:
MessageManager.cs
public MethodCallMessage WReceive()
{
MethodCallMessage result = null;
try
{
//_serverSocket.Start();
TcpClient client = _serverSocket.AcceptTcpClient();
NetworkStream input = new NetworkStream(client.Client, true);
result = MessageReaderWriter.Read(input);
client.Close();
}
catch (Exception ex)
{
Console.Error.WriteLine("Failed to receive a message:");
Console.Error.WriteLine(ex);
}
finally
{
//_serverSocket.Stop();
}
return result;
}
This method is used in the ServerSkeleton & ClientSkeleton as follows:
public void Run()
{
while (true)
{
MethodCallMessage request = _messageManager.WReceive();
HandleRequest(request);
}
}
So the flow is basically as follows:
I start the server (instantiate new messagemanager, 3rd snippet
and run serverskeleton (last snippet)
Server prints IP in
console, i copy the ip & start the client
Instantiate client &
set server ip to what I copy pasted
Start client skeleton (last
snippet)
A TcpListener that has called Start() listens for incoming connections and then stacks them on a queue. Once that queue is full then a socket exception results. To remove connections from the queue you need to use the AcceptTcpClient or AcceptSocket methods of TcpListener. This then gives you a connection that you can send and receive data on.
What I am guessing may be happening is that you receive your first incoming client, but dont accept and remove it to send and receive data on, and your subsequent connections are refused as the pending queue list is full (this is just a guess).
There is an overloaded method ... TcpListener.Start(int backlog) ... that allows you to set the size of the pending queue list (so you can have 5, 10 or more connections waiting to be accepted in the TcpListener)
With a server TCP socket the process is that you set it listening on a local address and a port. Clients then try to connect to that endpoint. When they connect the TCP listening socket accepts the connection and then passes that to a socket which is the socket on which data is transfered. The listening socket carries on listening for new connections, it doesnt itself transmit data.
I hope that makes sense ?
So the server would behave more like this ...
_serverSocket.Start();
TcpClient myAcceptedConnection = _serverSocket.AcceptTcpClient();
// in synchronous blocking socket situation the program flow halts
// here til a connection is established
// once you have a connection ... do stuff with myAcceptedConnection
if you wished to avoid the blocking scenario you can use TcpListener.Pending() to see if you have any connections waiting in the queue
EDIT 1:
Ok so the only weird thing I see is that you call the _serverSocket.Start() method in the MessageSend method ? A server doesnt normally start by sending out a message ... it normally waits listening for a connection, receives and reads the connection and then replies (or it might send out a greeting or such on connection).
Personally I would separate the listening aspect of the server from the sending and receiving of data ... have it in its own separate method, after all you want your server to be listening for incoming connections until you close it down. When you detect an incoming connection (perhaps by checking Pending() in a loop), then you can accept it and send and receive on the new TcpClient. When you are finished with whatever data you are transmitting/receiving on that client you can close it down , if thats what you want ... you dont need to close and open a tcp connection every time you send a message, you can leave it open til you are finished with it, in fact opening and closing tcp connections generates a bit of overhead in the handshake protocol that they go through.
There are caveats though ... Tcp connections can become "half open" especially with wireless which can lead to issues. Its a bit complicated to get into here, but I recommend this stellar set of articles by Stephen Cleary as a good read through. Read the whole blog, as there is a ton of good info in there.
So, back to simple, I would have ...
A serverStart() method where you start your server listening.
A serverAccept() method where you check if you have any pending connections and accept them if they are there.
A clientConnect() method for your client where you connect to a server
Read() and Write() methods for the server and the client where you do the data transmission.
Normally the flow would be ...
Server Listens
Client Connects
Server Accepts
Client Sends
Server Receives
(then server sends/receives, client sends/receives)
everything closes and shuts down

Connecting to another PC in LAN via sockets in C#

So I'm trying to connect to another PC via TCP protocol using sockets, 192.168.1.72 is another PC's address, however, I'm not relly sure im going the right road. I have server also oon different computer, and theese two programs seem to work well on same computer, when in line with _clientSocket.Connect();, i use IPAdress.Loopback instead o host. Am I doint the right aproach, or should i look elsewhere, and if i am, how can i make this function work, because now it simply crashes and indicates there is something wrong with host declaration
private static void LoopConnect()
{
IPAddress host = new IPAddress(Encoding.ASCII.GetBytes("192.168.1.72"));
int attempts = 0;
while(!_clientSocket.Connected)
{
try
{
attempts++;
_clientSocket.Connect(host, 100);
}
catch (SocketException)
{
Console.Clear();
Console.WriteLine("Connection attempts: " + attempts.ToString());
}
}
Console.Clear();
Console.WriteLine("Connected");
}
If you supply the IP adddress as a string, you need to use the static Parse method:
IPAddress host = IPAddress.Parse("192.168.1.72");

How to reconnect to a socket gracefully

I have a following method that connects to an end point when my program starts
ChannelSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
var remoteIpAddress = IPAddress.Parse(ChannelIp);
ChannelEndPoint = new IPEndPoint(remoteIpAddress, ChannelPort);
ChannelSocket.Connect(ChannelEndPoint);
I also have a timer that is set to trigger every 60 seconds to call CheckConnectivity, that attempts to send an arbitrary byte array to the end point to make sure that the connection is still alive, and if the send fails, it will attempt to reconnect.
public bool CheckConnectivity(bool isReconnect)
{
if (ChannelSocket != null)
{
var blockingState = ChannelSocket.Blocking;
try
{
var tmp = new byte[] { 0 };
ChannelSocket.Blocking = false;
ChannelSocket.Send(tmp);
}
catch (SocketException e)
{
try
{
ReconnectChannel();
}
catch (Exception ex)
{
return false;
}
}
}
else
{
ConnectivityLog.Warn(string.Format("{0}:{1} is null!", ChannelIp, ChannelPort));
return false;
}
return true;
}
private void ReconnectChannel()
{
try
{
ChannelSocket.Shutdown(SocketShutdown.Both);
ChannelSocket.Disconnect(true);
ChannelSocket.Close();
}
catch (Exception ex)
{
ConnectivityLog.Error(ex);
}
ChannelSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
var remoteIpAddress = IPAddress.Parse(ChannelIp);
ChannelEndPoint = new IPEndPoint(remoteIpAddress, ChannelPort);
ChannelSocket.Connect(ChannelEndPoint);
Thread.Sleep(1000);
if (ChannelSocket.Connected)
{
ConnectivityLog.Info(string.Format("{0}:{1} is reconnected!", ChannelIp, ChannelPort));
}
else
{
ConnectivityLog.Warn(string.Format("{0}:{1} failed to reconnect!", ChannelIp, ChannelPort));
}
}
So how I'd test the above, is to physically unplug the LAN cable from my ethernet device, allowing my code to attempt to reconnect (which fails obviously) and reconnect back the LAN cable.
However, even after reconnecting the LAN cable (able to ping), ChannelSocket.Connect(ChannelEndPoint) in my Reconnect method always throws this error
No connection could be made because the target machine actively refused it 192.168.168.160:4001
If I were to restart my whole application, it connects successfully. How can I tweak my reconnect method such that I don't have to restart my application to reconnect back to my Ethernet device?
If an application closes a TCP/IP port, the protocol dictates that the port stays in TIME_WAIT state for a certain duration (default of 240 seconds on a windows machine).
See following for references -
http://en.wikipedia.org/wiki/Transmission_Control_Protocol
http://support.microsoft.com/kb/137984
http://www.pctools.com/guides/registry/detail/878/
What this means for your scenario - is that you cannot expect to close (willingly or unwillingly) and re-open a port within a short period of time (even several seconds). Despite some registry tweaks which you'd find on internet.. the port will be un-available for any app on windows, for a minimum of 30 seconds. (Again, default is 240 seconds)
Your options - here are limited...
From the documentation at http://msdn.microsoft.com/en-us/library/4xzx2d41(v=vs.110).aspx -
"If the socket has been previously disconnected, then you cannot use this (Connect) method to restore the connection. Use one of the asynchronous BeginConnect methods to reconnect. This is a limitation of the underlying provider."
The reason why documentation suggests that BeginConnect must be used is what I mentioned above.. It simply doesn't expect to be able to establish the connection right away.. and hence the only option is to make the call asynchronously, and while you wait for the connection to get established in several minutes, do expect and plan for it to fail. Essentially, likely not an ideal option.
If the long wait and uncertainty is not acceptable, then your other option is to somehow negotiate a different port between the client and server. (For example, in theory you could use UDP, which is connectionless, to negotiate the new TCP port you'd re-establish the connection on). Communication using UDP, in theory of course, itself is not guaranteed by design. But should work most of the times (Today, networking in typical org is not that flaky / unreliable). Subjective to scenario / opinion, perhaps better than option 1, but more work and smaller but finite chance of not working.
As suggested in one of the comments, this is where application layer protocols like http and http services have an advantage. Use them, instead of low level sockets, if you can.
If acceptable, this is the best option to go with.
(PS - FYI - For HTTP, there is a lot of special handling built into OS, including windows - For example, there is a dedicated driver Http.sys, specially for dealing with multiple apps trying to listen on same port 80 etc.. The details here are a topic for another time.. point is, there is lots of goodness and hard work done for you, when it comes to HTTP)
Maybe you should switch to a higher abstraction class, which better deals with all these nifty little details?
I'm going to use for these network connections the TcpListener and TcpClient classes. The usage of these classes is quite easy:
The client side:
public void GetInformationAsync(IPAddress ipAddress)
{
_Log.Info("Start retrieving informations from address " + ipAddress + ".");
var tcpClient = new TcpClient();
tcpClient.BeginConnect(ipAddress, _PortNumber, OnTcpClientConnected, tcpClient);
}
private void OnTcpClientConnected(IAsyncResult asyncResult)
{
try
{
using (var tcpClient = (TcpClient)asyncResult.AsyncState)
{
tcpClient.EndConnect(asyncResult);
var ipAddress = ((IPEndPoint)tcpClient.Client.RemoteEndPoint).Address;
var stream = tcpClient.GetStream();
stream.ReadTimeout = 5000;
_Log.Debug("Connection established to " + ipAddress + ".");
var formatter = new BinaryFormatter();
var information = (MyInformation)formatter.Deserialize(stream);
_Log.Info("Successfully retrieved information from address " + ipAddress + ".");
InformationAvailable.FireEvent(this, new InformationEventArgs(information));
}
}
catch (Exception ex)
{
_Log.Error("Error in retrieving informations.", ex);
return;
}
}
The server side:
public void Start()
{
ThrowIfDisposed();
if (_TcpServer != null;)
_TcpServer.Stop();
_TcpServer = new TcpListener(IPAddress.Any, _PortNumber);
_TcpServer.Start();
_TcpServer.BeginAcceptTcpClient(OnClientConnected, _TcpServer);
_Log.Info("Start listening for incoming connections on " + _TcpServer.LocalEndpoint + ".");
}
private void OnClientConnected(IAsyncResult asyncResult)
{
var tcpServer = (TcpListener)asyncResult.AsyncState;
IPAddress address = IPAddress.None;
try
{
if (tcpServer.Server != null
&& tcpServer.Server.IsBound)
tcpServer.BeginAcceptTcpClient(OnClientConnected, tcpServer);
using (var client = tcpServer.EndAcceptTcpClient(asyncResult))
{
address = ((IPEndPoint)client.Client.RemoteEndPoint).Address;
_Log.Debug("Client connected from address " + address + ".");
var formatter = new BinaryFormatter();
var informations = new MyInformation()
{
// Initialize properties with desired values.
};
var stream = client.GetStream();
formatter.Serialize(stream, description);
_Log.Debug("Sucessfully serialized information into network stream.");
}
}
catch (ObjectDisposedException)
{
// This normally happens, when the server will be stopped
// and their exists no other reliable way to check this state
// before calling EndAcceptTcpClient().
}
catch (Exception ex)
{
_Log.Error(String.Format("Cannot send instance information to {0}.", address), ex);
}
}
This code works and doesn't make any problems with a lost connection on the client side. If you have a lost connection on the server side you have to re-establish the listener, but that's another story.
In ReconnectChannel just dispose the ChannelSocket object.
try
{
`//ChannelSocket.Shutdown(SocketShutdown.Both);
//ChannelSocket.Disconnect(true);
//ChannelSocket.Close();
ChannelSocket.Dispose();`
}
This is working for me. Let me know if it doesn't work for you.

Client Bluetooth connection with 32feet.NET fails all the time

I'm trying to get a Bluetooth socket connection up and running but for some reason my client will not connect.
More precisely I get an exception when I try to connect to the stream:
A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond.
All examples I found online didn't really solve my problem and I'm currently not really sure where the problem comes from.
The scanning and pairing works fine - I see that the Bluetooth device in question gets successfully paired.
I try to connect via first setting the Client and then call connect
Client Bluetooth name, address and pin are known:
public bool SetClient(String clientName, String btAddress, String pin)
{
bool retVal = false;
m_remoteBluetoothClient = new BluetoothDeviceInfo(BluetoothAddress.Parse(btAddress));
m_localBluetoothClient.SetPin(pin);
if (m_remoteBluetoothClient.Authenticated)
{
//m_localBluetoothClient.Authenticate = true;
retVal = true;
}
else
{
if (BluetoothSecurity.PairRequest(m_remoteBluetoothClient.DeviceAddress, pin))
{
retVal = true;
}
}
return retVal;
}
Then an async connect:
private void ClientConnectThread()
{
m_localBluetoothClient.BeginConnect(m_remoteBluetoothClient.DeviceAddress, BluetoothService.SerialPort, Connect, m_localBluetoothClient);
}
private void Connect(IAsyncResult result)
{
if (result.IsCompleted)
{
m_localBluetoothClient.EndConnect(result);
mBtStream = m_localBluetoothClient.GetStream();
}
}
The locals m_localBluetoothEndpoint and m_localBluetoothClient are created like this although the Endpoint is more or less new (before I used BluetoothCLient without parameter):
m_localBluetoothEndpoint = new BluetoothEndPoint(BluetoothRadio.PrimaryRadio.LocalAddress, BluetoothService.SerialPort);
m_localBluetoothClient = new BluetoothClient(m_localBluetoothEndpoint);
I also tried to work with a Listener in case the remote devices wants to connect but the callback gets never called:
public void SetupListener()
{
var listener = new BluetoothListener(BluetoothService.SerialPort);
listener.Start();
listener.BeginAcceptBluetoothClient(this.BluetoothListenerAcceptClientCallbackTwo, listener);
}
Can anyone tell me if there is anything wrong with my connection approach above and how I can figure out why I get the exception mentioned above?
The exception gets thrown here:
m_localBluetoothClient.EndConnect(result);
A thing I also don't understand is that the SupportedServices call to the remoteCLient returned 0 guids - so the device did not list any Bluetooth services.
m_remoteBluetoothClient.InstalledServices()
Thank you

udpclient.close doesn't always close the socket?

I'm using the code below, it seem sometime the socket is not released
How did I found that?
by using process explorer(from sysinternal),
proprieties on the application
then going into TCP/IP tab.
I can see the port being used by typing "netstat -a" into a console
My problem is, after a while (like 5 weeks) there is like 40 port used by the application while it should be zero.
Anyone know why it does that?
public void Connect()
{
try {
// Resolve server address
IPHostEntry hostadd = Dns.GetHostEntry(TimeServer);
IPEndPoint EPhost = new IPEndPoint(hostadd.AddressList[0], 123);
//Connect the time server
UdpClient TimeSocket = new UdpClient();
TimeSocket.Connect(EPhost);
TimeSocket.Send(SNTPData, SNTPData.Length);
SNTPData = TimeSocket.Receive(ref EPhost);
TimeSocket.Close();
if (!IsResponseValid())
{
throw new Exception("Invalid response from " + TimeServer);
}
} catch(SocketException e)
{
throw new Exception(e.Message);
}
}
You're blocking forever on:
SNTPData = TimeSocket.Receive(ref EPhost);
If the socket never receives a packet it will sit there waiting until the process dies.
You'll need to close the socket by calling TimeSocket.Close() on a different thread or by setting a timeout on the receive using SetSocketOption.

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