I'm trying to program a simple data collection gui. The setup is as follows:
On one end, I have a programmed FPGA that's sending out simple UDP packets filled with data. This portion of the system is working - it's been verified, and I can see the packets coming in as expected in wireshark.
On the other, I'm trying to build a simple receiver in C# to collect the packets and display the data. I've tried everything I can find on UDP communications, however, and I can't seem to get the GUI to actually see any of the packets.
The packets are being sent from 192.168.0.99:1024 to 192.168.0.100:1024.
My test code is as follows:
private void ConnectToUDP(UDPOptions Options)
{
UdpClient listener = new UdpClient(1024);
IPEndPoint groupEP = new IPEndPoint(IPAddress.Any, 1024);
while (true)
{
byte[] bytes = listener.Receive(ref groupEP);
}
}
However, I can't seem to get it to do anything but block on the final line. (I.e. it blocks, but never seems to actually receive any of the data.)
Again, I can see the packets coming in on wireshark, I have my IP address on my machine set to 192.168.0.100 to actually acknowledge the incoming packets, but my program just won't see them.
Anyone have any idea what I'm doing wrong?
Thanks,
Ian
Dont know if you still need this or even if this would work for you but #INCyr, try changing the IPEndPoint port from 1024 to 0, like so:
IPEndPoint groupEP = new IPEndPoint(IPAddress.Any, 0);
This worked for me.
Related
I have searched for 2 days and found many, many questions/answers to what appears to be this same issue, with some differences, however none really seem to provide a solution.
I am implementing a library for controlling a DMX system (ColorKinetics devices) directly without an OEM controller. This involves communicating with an Ethernet-enabled power supply (PDS) connected to my home LAN, through a router, which drives the lighting fixtures. The PDS operates on a specific port (6038) and responds to properly formatted datagrams broadcast over the network.
I can successfully broadcast a simple DMX message (Header + DMX data), which gets picked up by the PDS and applied to connected lighting fixtures, so one-way communication is not an issue.
My issue is that I am now trying to implement a device discovery function to detect the PDS(s) and attached lights on the LAN, and I am not able to receive datagrams which are (absolutely) being sent back from the PDS. I can successfully transmit a datagram which instructs the devices to reply, and I can see the reply coming back in WireShark, but my application does not detect the reply.
I also tried running a simple listener app on another machine, which could detect the initial broadcast, but could not hear the return datagram either, however I figure this wouldn't work since the return packet is addressed to the original sender IP address.
I initially tried implementing via UdpClient, then via Sockets, and both produce the same result no matter what options and parameters I seem to specify.
Here is my current, very simple code to test functionality, currently using Sockets.
byte[] datagram = new CkPacket_DiscoverPDSRequestHeader().ToPacket();
Socket sender = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
IPEndPoint ep = new IPEndPoint(IPAddress.Parse("192.168.1.149"), 6039);
public Start()
{
// Start listener
new Thread(() =>
{
Receive();
}).Start();
sender.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
sender.EnableBroadcast = true;
// Bind the sender to known local IP and port 6039
sender.Bind(ep);
}
public void Send()
{
// Broadcast the datagram to port 6038
sender.SendTo(datagram, new IPEndPoint(IPAddress.Broadcast, 6038));
}
public void Receive()
{
Socket receiver = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
receiver.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
receiver.EnableBroadcast = true;
// Bind the receiver to known local IP and port 6039 (same as sender)
IPEndPoint EndPt = new IPEndPoint(IPAddress.Parse("192.168.1.149"),6039);
receiver.Bind(EndPt);
// Listen
while (true)
{
byte[] receivedData = new byte[256];
// Get the data
int rec = receiver.Receive(receivedData);
// Write to console the number of bytes received
Console.WriteLine($"Received {rec} bytes");
}
}
The sender and receiver are bound to an IPEndPoint with the local IP and port 6039. I did this because I could see that each time I initialized a new UdpClient, the system would dynamically assign an outgoing port, which the PDS would send data back to. Doing it this way, I can say that the listener is definitely listening on the port which should receive the PDS response (6039). I believe that since I have the option ReuseAddress set to true, this shouldn't be a problem (no exceptions thrown).
Start() creates a new thread to contain the listener, and initializes options on the sending client.
Send() successfully broadcasts the 16-byte datagram which is received by the PDS on port 6038, and generates a reply to port 6039 (Seen in WireShark)
Receive() does not receive the datagram. If I bind the listener to port 6038, it will receive the original 16-byte datagram broadcast.
Here is the WireShark data:
Wireshark
I have looked at using a library like SharpPCap, as many answers have suggested, but there appear to be some compatibility issues in the latest release that I am not smart enough to circumvent, which prevent the basic examples from functioning properly on my system. It also seems like this sort of basic functionality shouldn't require that type of external dependency. I've also seen many other questions/answers where the issue was similar, but it was solved by setting this-or-that parameter for the Socket or UdpClient, of which I have tried every combination to no avail.
I have also enabled access permissions through windows firewall, allowed port usage, and even completely disabled the firewall, to no success. I don't believe the issue would be with my router, since messages are getting to Wireshark.
UPDATE 1
Per suggestions, I believe I put the listener Socket in promiscuous mode as follows:
Socket receiver = new Socket(AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.IP);
receiver.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.HeaderIncluded, true);
receiver.EnableBroadcast = true;
IPEndPoint EndPt = new IPEndPoint(IPAddress.Parse("192.168.1.149"), 0);
receiver.Bind(EndPt);
receiver.IOControl(IOControlCode.ReceiveAll, new byte[] { 1, 0, 0, 0 }, null);
This resulted in the listener receiving all sorts of network traffic, including the outbound requests, but still no incoming reply.
UPDATE 2
As Viet suggested, there is some sort of addressing problem in the request datagram, which is formatted as such:
public class CkPacket_DiscoverPDSRequest : BytePacket
{
public uint magic = 0x0401dc4a;
public ushort version = 0x0100;
public ushort type = 0x0100;
public uint sequence = 0x00000000;
public uint command = 0xffffffff;
}
If I change the command field to my broadcast address 192.168.1.149' or192.168.255.255`, my listener begins detecting the return packets. I admittedly do not know what this field is supposed to represent, and my original guess was to just put in a broadcast address since the point of the datagram is to discover all devices on the network. This is obviously not the case, though I am still not sure the exact point of it.
Either way, thank you for the help, this is progress.
So in actuality it turns out that my issue was with the formatting of the outgoing datagram. The command field needs to be an address on the local subnet 192.168.xxx.xxx, and not 255.255.255.255... for whatever reason this was causing the packet to be filtered somewhere before getting to my application, though WireShark could still see it. This may be common sense in this type of work but being relatively ignorant as to network programming as well as the specifics of this interface it wasn't something I had considered.
Making the change allows a simple UdpClient send/receive to function perfectly.
Much thanks to Viet Hoang for helping me find this!
As you've already noted, you don't need to bind to send out a broadcast but it uses a random source port.
If you adjust your code to not bind the sender, your listener should behave as expected again:
Socket sender = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
sender.EnableBroadcast = true;
Thread read_thread;
public Start()
{
// Start listener
read_thread = new Thread(Receive);
read_thread.Start();
}
The issue you've bumped into is that the operating system kernel is only delivering packets up to one socket binder (first come first serve basis).
If you want true parallel read access, you'll need to look into sniffing example such as: https://stackoverflow.com/a/12437794/8408335.
Since you are only looking to source the broadcast from the same ip/port, you simply need to let the receiver bind first.
If you add in a short sleep after kicking off the receive thread, and before binding the sender, you will be able to see the expected results.
public Start()
{
// Start listener
new Thread(() =>
{
Receive();
}).Start();
Thread.Sleep(100);
sender.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
sender.EnableBroadcast = true;
// Bind the sender to known local IP and port 6039
sender.Bind(ep);
}
Extra note: You can quickly test your udp sockets from a linux box using netcat:
# echo "hello" | nc -q -1 -u 192.168.1.149 6039 -
- Edit -
Problem Part #2
The source address of "255.255.255.255" is invalid.
Did a quick test with two identical packets altering the source ip:
https://i.stack.imgur.com/BvWIa.jpg
Only the one with the valid source IP was printed to the console.
Received 26 bytes
Received 26 bytes
At the moment I'm working on a project where I have to build an RTP client and server with the .NET via C#. The current question concern the the client side.
I created a UDP Socket like the following for listening to the server :
Socket RTPSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
I also created an array of bytes to store received bytes :
byte[] RTPBuffer = new byte[1500];
The size is at 1500 because after packet analysis with wireshark i saw that the max packet size sent by VLC was 1428. After that i created a thread for the listening process, this thread contains the following instructions :
while(!Disposing)
{
RTPSocket.Receive(RTPBuffer);
OnRTPDataReceived(RTPBuffer);
}
The OnRTPDataReceived instruction raise an event wich is handled by the following method :
public void RTPPacketReceived(object sender, byte[] packet)
{
PacketQueue.Enqueue(packet);
}
Finally the bytes array contained in the PacketQueue Queue are processed by another thread but this is off topic.
The problem is that my socket is sometimes receiving one packet out of two and sometines one out of three and some other times every packets. In fact it's random.
I looked to this kind of problem in different forums but I didn't find any solutions to resolve my problem.
I also tried to set a better priority to the listening thread and a lower one to the others, didn't worked. Last thing I tried was reduce the number of instruction after receiving data to see if the process duration was the cause of the packet loss but this too didn't worked.
Thanks in advance for your time !
I have a problem with receiving a given udp packet in my C# program.
The code in question is as follows:
//create transport
m_conn = new UdpClient(new IPEndPoint(m_interface_ip, 0));
m_conn.DontFragment = true;
m_conn.EnableBroadcast = true;
m_conn.Connect(new IPEndPoint(IPAddress.Parse(destination_ip), m_port));
m_conn.BeginReceive(new AsyncCallback(OnDataReceived), m_conn);
//create packet
//...
//send
m_conn.Send(buffer, length);
The OnDataReceived function is just an empty function with a breakpoint.
I've disabled my firewall and the program to 'allowed list'.
The 'request' and 'response' can be seen in Wireshark. See attached pcap file. The packets seems to be valid. The device is a certified Profinet device (in case it makes a difference).
And yet I can't seem to suck up the 'response' into my OnDataReceived function.
Am I missing something fundamental? Is there something unusual with the udp/ip header perhaps?
Attached Wireshark output
I've found the answer. It seems that the device is responding to the request from a different source port. This means that the Windows drivers (and Wireshark) marks the messages as unrelated. (Not responding from the same socket/port is a rather foolish thing to do and I'm guessing it's an error.)
However, it can be fixed. Instead of the 'unicast' socket above, one have to create a server socket. Like so:
//create transport
IPEndPoint local = new IPEndPoint(m_interface_ip, 0); //bind to any free port
m_conn = new UdpClient();
m_conn.Client.Bind(local);
m_conn.EnableBroadcast = true;
m_conn.BeginReceive(new AsyncCallback(OnDataReceived), m_conn);
//create packet...
//...
//send
m_conn.Send(buffer, length, new IPEndPoint(m_destination_ip, m_port));
This will annoy the firewall, but it seems to work.
This isn't a problem as much as it is a curiosity. I created a simple send/receive C# application using UDP, mostly following the MSDN examples on UdpClient. I have a textbox acting as a log for when things are sent or received; it prints the timestamp and what was sent/received from where.
The curiosity comes in with the port numbers. When the program is listening on some port and it receives a packet, the port on the packet received doesn't match up with the port it was listening on.
For example, here's a screenshot of the application (note: this still happens even if using different computers to send/receive):
It's receiving the packets just fine, which is why this isn't really a "problem" because it is working. I'm just curious why the port on the received packets is showing different than the port it is listening on. I'm wondering if perhaps it's just garbage data?
Here's the code that runs when data is received (using the AsyncCallback that I picked up from MSDN):
private void ReceiveCallback(IAsyncResult ar)
{
try {
// Pull the socket from the AsyncResult parameter
UdpState state = (UdpState)(ar.AsyncState);
UdpClient udp = state.udp;
IPEndPoint end = state.endpoint;
// Grab and convert the message into a string
byte[] recvBytes = udp.EndReceive(ar, ref end);
string recvString = Encoding.ASCII.GetString(recvBytes);
/* Here's where it's logging the IPEndPoint onto the console.
* Is the port meaningless when receiving a packet, and that's why it's
* always something random? Or is there some meaning to it that I'm
* unaware of? */
ConsoleLog(end.ToString() + " Recv: " + recvString);
// Start the listen cycle again so this will be called again
listener.BeginReceive(new AsyncCallback(ReceiveCallback), state);
} catch (ObjectDisposedException) {
// Do nothing - Expected error when the UDP Listener is closed.
}
}
Is the port number when receiving packets just meaningless garbage data, or does it have some sort of use?
Every UDP packet has a source and destination ip address and port, what you are seeing is the source port address.
A well known port is used to send data to, the machine sending data assigns a free port to the source port of the packet so that it can receive data from the server on that port.
There's a port number at each end of the connection: the published port number that your process is listening on, and the originating (client) port number (which could be on a different machine).
Im not sure whether this topic have been disscussed or not, but i have no idea what to do. In c#, i need to send message to other people in my networks. I made some researches, and all pointing to socket methods. With this method, logically it will work like this:
open up socket
Encode the message(to ascii for example)
Put the encoded bytes in an array
Send over the array
On the other side there's also a socket opened, and then it's the same thing in reverse order.
So i found this code, Can anyone help me understanding the code, which are similar on what i want:
IPEndPoint ip = new IPEndPoint(IPAddress.Any,9999);
//no.1
Socket socket = new Socket(AddressFamily.InterNetwork,SocketType.Stream, ProtocolType.Tcp);
socket.Bind(ip);
socket.Listen(10);
Console.WriteLine("Waiting for a client...");
Socket client = socket.Accept();
IPEndPoint clientep =(IPEndPoint)client.RemoteEndPoint;
Console.WriteLine("Connected with {0} at port {1}",clientep.Address, clientep.Port);
//no.2 & 3
string welcome = "Welcome";
byte[] data = new byte[1024];
data = Encoding.ASCII.GetBytes(welcome);
//no.4
client.Send(data, data.Length,SocketFlags.None);
while(true)
{
data = new byte[1024];
int receivedDataLength = client.Receive(data);
Console.WriteLine(Encoding.ASCII.GetString(data, 0, receivedDataLength));
client.Send(data, receivedDataLength, SocketFlags.None);
}
Console.WriteLine("Disconnected from {0}",clientep.Address);
client.Close();
socket.Close();
I manage to understand what the code do until point no 4. but this code:
while(true)
{
data = new byte[1024];
int receivedDataLength = client.Receive(data);
Console.WriteLine(Encoding.ASCII.GetString(data, 0, receivedDataLength));
client.Send(data, receivedDataLength, SocketFlags.None);
}
I'm not sure what the above codes do?
and for the point no 5, can someone explain in to me how to do that? is that mean, that i need another program as a receiver?
~Thank you~
The code you're looking at is for an echo server, which reads some data sent to a socket by another client, prints it to the console, and then sends it back to the client that it came from. This is what the code in point 5 does. Here's what is going on:
data = new byte[1024];
this is just allocating a buffer to hold the data that we're going to read.
int receivedDataLength = client.Receive(data);
this receives data from the socket. Receive is a blocking call, so it won't return until there is data to be read OR until the socket is disconnected or has an error, at which point it throws. The recievedDataLength variable is EXTREMELY important because this tells us how many bytes we actually read. The number of bytes read may easily be LESS than the size of the buffer, because we don't know how many bytes were sent to the socket by the other client. By detecting how many bytes were read, we can be sure that we know how much data is actually in our buffer. If this returns 0, it means that the connection was closed by the other side.
Console.WriteLine(Encoding.ASCII.GetString(data, 0, receivedDataLength));
This just converts the buffer from arbitrary byte values to an ASCII string. Note that receivedDataLength allows us to only write out a string for the number of bytes that were read from the socket. If we just wrote the contents of the entire buffer, you'd get random crap on the console since any data present in the buffer that occurs AFTER receivedDataLenth is unknown.
client.Send(data, receivedDataLength, SocketFlags.None);
Finally, we're sending the data back to the other end of the connection by writing it to the socket. We use receivedDatalength to indicate that we only want to send the bytes that we actually read instead of the whole buffer. If you were sending a different message here, you'd want to use the length in bytes of the message that you're sending. You'll most likely never need to set any SocketFlags so don't worry about these.
Now this code here is for a server that wants to receive connections. To make a connection, the code is very similar, except after you call Socket.Bind(ip) you'll call Socket.Connect(remotehost) instead of Listen() and Accept(). Then the code to write data to the Socket is the same as in step 5 above.
One last thing: the Socket.Accept() method is non-intuitive at first so I'll explain what it's doing. Calling Listen() tells the socket to allow incoming connections, but in order to actually use those connections for something, you have to accept them. Accept() blocks until a new connection is made, then it returns a NEW socket object. This socket is similar to the socket that you're listening on, except that this socket represents a socket-pair, meaning that on the other end of the connection there is another similar socket that is going to talk to this one. You should use this new socket to talk to the client that has connected.
Once you've gotten the new Socket from Accept(), you still have the old socket, which is the one you originally called Accept() on. This socket is still listening for new connections, so if you want to allow more machines to connect to this socket, you need to keep calling Accept() until you are no longer willing to accept connections (like if you don't want there to be more than some arbitrary number of connections) or until you want to shut down the application. Now I said before that Accept() is a blocking call, so if you call it again it will not allow the thread you're on to do anything else until a new connection comes in. This means that you need to do one of two things: Either call BeginAccept to accept new clients asynchronously, OR use BeginRead or BeginSend to handle your socket I/O asynchronously. You CANNOT do both of these things on the same thread. It's a bit harder to do this, but check out the IPv6Sockets sample on MSDN (http://msdn.microsoft.com/en-us/library/8sd71sfs(VS.80).aspx) and you can see how this is done. Remember, it is absolutely necessary that you do NOT try to accept new connections and perform I/O on existing connections on the same thread. I actually recommend that you do everything with your sockets asynchronously.
If you don't want to have to use all this socket stuff, you can also check out the TcpClient class. It's a thin wrapper around Socket that allows you to grab a Stream object from the TcpClient and just read/write from that stream. It's way easier to use but it's not as powerful as a Socket, although for your application I doubt you'll need to use anything fancy with Sockets anyway so TcpClient is what I would use.
It looks like it's sitting in a loop receiving data and writing it to the console, and echoing back to the sender.