Socket connection in CF 3.5 C# - c#

I am trying to establish a communication between a handheld and a PC.
I have the following code, for the client:
public void connect(string IPAddress, int port)
{
// Connect to a remote device.
try
{
IPAddress ipAddress = new IPAddress(new byte[] { 192, 168, 1, 10 });
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client);
if (connectDone.WaitOne()){
//do something..
}
else{
MessageBox.Show("TIMEOUT on WaitOne");
}
}
catch(Exception e){
MessageBox.Show(e.Message);
}
}
My problem is that when I run both of them in a pc they communicate fine, but the same code in a SmartDevice Project doesn't connect with the Server which is running on the PC and it give me this error:
System.Net.Sockets.SocketException: A connection attempt failed because the connected party did not properly respond after a period of time, or stablished connection failed
because connected host has failed to respond
What am I missing?
NOTE: The IPAddress is hard coded inside the code
EDIT: here is another code which I take from a MSDN example. This don't work either, it says that it not possible to read. The server code in this case is the same as the example, the client code have a modification:
private void button1_Click(object sender, EventArgs e)
{
// In this code example, use a hard-coded
// IP address and message.
string serverIP = "192.168.1.10";//HERE IS THE DIFERENCE
string message = "Hello";
Connect(serverIP, message);
}
Thanks in advance for any help!

For my "mobile device" client, I send data to the "PC" host using this:
private void Send(string value) {
byte[] data = Encoding.ASCII.GetBytes(value);
try {
using (TcpClient client = new TcpClient(txtIPAddress.Text, 8000)) {
NetworkStream stream = client.GetStream();
stream.Write(data, 0, data.Length);
}
} catch (Exception err) {
// Log the error
}
}
For the host, you're best to use a thread or BackgroundWorker where you can let a TcpListener object sit and wait:
private void Worker_TcpListener(object sender, DoWorkEventArgs e) {
BackgroundWorker worker = (BackgroundWorker)sender;
do {
string eMsg = null;
int port = 8000;
try {
_listener = new TcpListener(IPAddress.Any, port);
_listener.Start();
TcpClient client = _listener.AcceptTcpClient(); // waits until data is avaiable
int MAX = client.ReceiveBufferSize;
NetworkStream stream = client.GetStream();
Byte[] buffer = new Byte[MAX];
int len = stream.Read(buffer, 0, MAX);
if (0 < len) {
string data = Encoding.UTF8.GetString(buffer);
worker.ReportProgress(len, data.Substring(0, len));
}
stream.Close();
client.Close();
} catch (Exception err) {
// Log your error
}
if (!String.IsNullOrEmpty(eMsg)) {
worker.ReportProgress(0, eMsg);
}
} while (!worker.CancellationPending);
}

Related

Cannot send multiple messages via socket without releasing and re-initialising the socket

I need to exchange data from two machines with the highest throughput as possible. I have a server and a client.
The client needs to send several messages to the server (in the real application, 1 message every 22 ms). Instead of initializing the socket every time I need to send something, I would like to keep the connection open and to write several messages via socket that will be initialized once for all.
Here's my client in C#:
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
using System.Diagnostics;
// State object for receiving data from remote device.
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient
{
// The port number for the remote device.
private const int port = 11000;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
private static Socket InitClient()
{
// Connect to a remote device.
// Establish the remote endpoint for the socket.
// The name of the
IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[1];
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
Socket client = new Socket(ipAddress.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
try
{
// Connect to the remote endpoint.
client.BeginConnect(remoteEP,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
return client;
}
private static void SendData(Socket client) {
try {
// Send test data to the remote device.
StringBuilder a = new StringBuilder();
Send(client, "This is a test<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReleaseClient(Socket client) {
try
{
// Release the socket.
client.Shutdown(SocketShutdown.Both);
client.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
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, StateObject.BufferSize, 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.
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
Socket client = InitClient();
for (int i = 0; i < 2; i++) {
SendData(client);
}
ReleaseClient(client);
Console.ReadLine();
return 0;
}
And this is the server in Python:
import socketserver
import socket
class MyTCPHandler(socketserver.BaseRequestHandler):
def handle(self):
self.data = self.request.recv(87380).strip()
print("{} wrote:".format(self.client_address[1]))
l = (str(len(self.data)))
print(l)
self.request.sendall(l.encode())
HOST, PORT = socket.gethostname(), 11000
server = socketserver.TCPServer((HOST, PORT), MyTCPHandler)
server.socket.setsockopt(socket.IPPROTO_TCP, socket.TCP_NODELAY, 1)
server.serve_forever()
I can connect to the server, and if I'm calling this from C#:
InitClient();
SendData(client);
ReleaseClient(client);
Everything works fine. But if, like in my example, I'm trying to loop over SendData(), I can only send the first message and, when trying to send the second, the server gives me the following error:
System.Net.Sockets.SocketException (10053): An established connection was aborted by the software in your host machine
at System.Net.Sockets.Socket.BeginReceive(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags, AsyncCallback callback, Object state)
at AsynchronousClient.Receive(Socket client) in C:\Users\giuli\source\repos\ApplicationSending\ApplicationSending\Program.cs:line 133 (NdR the lines that corresponds to:
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);)
I cannot understand what is happening. Shouldn't it be possible to send multiple messages without having to re-initialize the socket?
This is how we establish the connection and keep sending multiple messages.
#Client.cs
private AutoResetEvent[] _autoSendReceiveEvents;
##Connection method
using (var connectArgs = new SocketAsyncEventArgs())
{
connectArgs.AcceptSocket = _socket;
connectArgs.RemoteEndPoint = _ipEndPoint;
connectArgs.Completed += OnCompleted;
var result = _socket.ConnectAsync(connectArgs);
if (result)
{
_autoConnectEvent.WaitOne();
}
var errorCode = connectArgs.SocketError;
if (errorCode != SocketError.Success)
{
CloseSocket();
throw new SocketException((int) errorCode);
}
}
##Sending Data
public void Send(string message)
{
if (!IsConnected)
{
throw new SocketException((int) SocketError.NotConnected);
}
var sendBuffer = GetBytes(message);
using (var sendReceiveArgs = new SocketAsyncEventArgs())
{
sendReceiveArgs.SetBuffer(sendBuffer, 0, sendBuffer.Length);
sendReceiveArgs.AcceptSocket = _socket;
sendReceiveArgs.RemoteEndPoint = _ipEndPoint;
sendReceiveArgs.Completed += OnSend;
var result = _socket.SendAsync(sendReceiveArgs);
if (result)
{
_autoSendReceiveEvents[SendOperation].WaitOne();
}
}
}
##OnSend
private void OnSend(object sender, SocketAsyncEventArgs eventArgs)
{
try
{
if (eventArgs.SocketError != SocketError.Success)
{
CloseSocket();
_autoSendReceiveEvents[SendOperation].Set();
}
switch (eventArgs.LastOperation)
{
case SocketAsyncOperation.Send:
_autoSendReceiveEvents[SendOperation].Set();
break;
}
}
catch (Exception ex)
{
CloseSocket();
_autoSendReceiveEvents[SendOperation].Set();
}
}

StreamSocketListener only works once; the second call fails

Any help on the issue below would be highly appreciated. I'm using the StreamSocketListener Class to accept TCP/IP connection on my Raspberry Pi 3 running windows IoT 10 Core.
This is my server code so far:
static string _maintenancePort = "8888";
public async static void StartListening()
{
try
{
StreamSocketListener listener = new StreamSocketListener();
var currentSetting = listener.Control.QualityOfService;
listener.Control.QualityOfService = SocketQualityOfService.LowLatency;
listener.ConnectionReceived += SocketListener_ConnectionReceived;
listener.Control.KeepAlive = true;
await listener.BindServiceNameAsync(_maintenancePort);
}
catch (Exception e)
{
Log.WriteErrorLog(e);
}
}
private static async void SocketListener_ConnectionReceived(StreamSocketListener sender, StreamSocketListenerConnectionReceivedEventArgs args)
{
try
{
Log.WriteDebugLog("Incoming data...");
Stream inStream = args.Socket.InputStream.AsStreamForRead();
StreamReader reader = new StreamReader(inStream);
string request = await reader.ReadLineAsync();
if (request != null)
{
Log.WriteDebugLog("Received : " + request);
}
}
catch (Exception e)
{
Log.WriteErrorLog(e);
}
}
I wrote the following client code to connect to the socket. This code runs on another machine.
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone = new ManualResetEvent(false);
private static ManualResetEvent sendDone = new ManualResetEvent(false);
private static ManualResetEvent receiveDone = new ManualResetEvent(false);
private static String response = String.Empty;
public static Socket client;
public static string SendMessageToClient(string ip, int port, string message, bool expectResponse)
{
// Connect to a remote device.
try
{
// Establish the remote endpoint for the socket.
IPAddress ipAddress = IPAddress.Parse(ip);
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
client = new Socket(ipAddress.AddressFamily,SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
message += "^" + expectResponse.ToString();
// Send test data to the remote device.
Send(client, message);
sendDone.WaitOne();
// Receive the response from the remote device.
if (expectResponse)
{
Receive(client);
receiveDone.WaitOne();
}
// Release the socket.
client.Shutdown(SocketShutdown.Both);
client.Close();
return response;
}
catch (Exception e)
{
Log.Write(e, false);
return "";
}
}
private static void Send(Socket client, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Log.WriteSingleMessage(String.Format("Sent {0} bytes to server.", bytesSent), false);
// Signal that all bytes have been sent.
sendDone.Set();
}
catch (Exception e)
{
Log.Write(e, false);
}
}
}
The client code is triggered by a button click event. The problem that I'm facing is that the server code above only works once. If I send a message to the server with the client code, the server processes the string perfect. However, if I hit the button a second time, the SocketListener_ConnectionReceived event is triggered but no data is coming in. I've tried several classes for ConnectionReceived but they all behave the same.
I checked with netstat on the Raspberry Pi if the server is listening and it is.
TCP 0.0.0.0:8888 0.0.0.0:0 LISTENING
Even child processes are created for handling the connection as you would expect from an Async calls. The client code closes the socket after it received a message that the data has been send (waitOne()) and the socket on the client machines changes to CLOSE_WAIT.
TCP 10.0.102.10:8888 10.0.100.11:31298 CLOSE_WAIT
TCP 10.0.102.10:8888 10.0.100.11:31299 ESTABLISHED
Can anyone help me out and point me in the right direction as to what I'm doing wrong. any help would be highly appreciated.
You can try to use synchronous methods instead asynchronous methods for socket client. It will work. Please refer to following code:
public void SendMessageToClientSync(string ip, int port, string message, bool expectResponse)
{
// Data buffer for incoming data.
byte[] bytes = new byte[1024];
// Connect to a remote device.
try
{
// Establish the remote endpoint for the socket.
// This example uses port 11000 on the local computer.
IPAddress ipAddress = IPAddress.Parse(ip);
IPEndPoint remoteEP = new IPEndPoint(ipAddress, port);
// Create a TCP/IP socket.
Socket sender = new Socket(ipAddress.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
// Connect the socket to the remote endpoint. Catch any errors.
try
{
sender.Connect(remoteEP);
Console.WriteLine("Socket connected to {0}",
sender.RemoteEndPoint.ToString());
// Encode the data string into a byte array.
byte[] msg = Encoding.ASCII.GetBytes(message);
// Send the data through the socket.
int bytesSent = sender.Send(msg);
if(expectResponse)
{
// Receive the response from the remote device.
int bytesRec = sender.Receive(bytes);
Console.WriteLine("Echoed test = {0}",
Encoding.ASCII.GetString(bytes, 0, bytesRec));
}
// Release the socket.
sender.Shutdown(SocketShutdown.Both);
sender.Close();
}
catch (ArgumentNullException ane)
{
Console.WriteLine("ArgumentNullException : {0}", ane.ToString());
}
catch (SocketException se)
{
Console.WriteLine("SocketException : {0}", se.ToString());
}
catch (Exception e)
{
Console.WriteLine("Unexpected exception : {0}", e.ToString());
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}

TCPListener in windows form

I am trying to write a TCP listener that can connect to multiple clients and send and receive data.
Some of my code -
Calling server -
private void Form1_Load(object sender, EventArgs e)
{
// TODO: This line of code loads data into the 'cresijCamDataSet1.CentralControl' table. You can move, or remove it, as needed.
this.centralControlTableAdapter1.Fill(this.cresijCamDataSet1.CentralControl);
s = new Server();
Thread th = new Thread(s.Run);
th.Start();
}
Run Method -
public async void Run()
{
tcp = new TcpListener(IPAddress.Any, 1200);
tcp.Start();
while (true)
{
try
{
TcpClient client = await tcp.AcceptTcpClientAsync();
Thread th = new Thread(()=>{
Process(client);
}) ;
}
catch (Exception ex)
{
string m = ex.Message;
}
}
}
private async Task Process(TcpClient tcpClient)
{
bool hasItem = clients.Contains(tcpClient);
if(hasItem == false)
{
clients.Add(tcpClient);
}
IPEndPoint iPEndPoint =(IPEndPoint) tcpClient.Client.RemoteEndPoint;
string ip = ((IPEndPoint)tcpClient.Client.RemoteEndPoint).Address.ToString();
NetworkStream stream = tcpClient.GetStream();
byte[] receivedBytes = new byte[tcpClient.ReceiveBufferSize];
stream.Read(receivedBytes, 0, receivedBytes.Length);
f.UpdateData(receivedBytes, ip);
}
Sender Method to send data -
public void Sender(byte[] data, TcpClient client)
{
NetworkStream stream = client.GetStream();
stream.Write(data, 0, data.Length);
}
As you can see I have called Run() method in formLoad. But this all is not working as I dont have much knowledge of threads.
This method is not continuous. The server is not listening to clients always. Can someone help me with this. I need asynchronuous tcp listener that can listen to incoming clients and that too in windows form. Console Server I have.

'Connection refused' connecting through TCP/IP

I want to connect unity app on android with a computer application. I could run it on the network but over internet it is always saying the machine is refusing the connection. I have disabled the firewall of windows and anti-virus but still have problem connecting the server and Android client:
No connection could be made because the target machine actively refused it.
Here is the code:
Server side:
TcpListener tcpListener;
Socket socket;
NetworkStream networkStream;
Thread thread;
string getIpAddress()
{
System.Net.IPHostEntry host;
string localIp = "";
host = System.Net.Dns.GetHostEntry(System.Net.Dns.GetHostName());
foreach (System.Net.IPAddress ip in host.AddressList)
{
localIp = ip.ToString();
}
return localIp;
}
public void ReceiveImage()
{
try
{
IPAddress localAddr = IPAddress.Parse("95.171.54.53");
tcpListener = new TcpListener(localAddr, 53100);
tcpListener.Start();
socket = tcpListener.AcceptSocket();
networkStream = new NetworkStream(socket);
pictureBox1.Image = Image.FromStream(networkStream);
if (socket.Connected == true)
{
while (true)
{
tcpListener.Stop();
ReceiveImage();
}
}
}
catch(Exception ex)
{
string Message = ex.Message;
}
}
private void Form1_Load(object sender, EventArgs e)
{
thread = new Thread(new ThreadStart(ReceiveImage));
thread.Start();
}
private void Form1_FormClosing(object sender, FormClosingEventArgs e)
{
tcpListener.Stop();
thread.Abort();
}
This is the client side:
// Update is called once per frame
int frameSaveCount = -1;
int FrameCount = -1;
Socket socket;
NetworkStream networkStream;
Thread thread;
MemoryStream memoryStream;
TcpClient tcpClient;
BinaryWriter binaryWriter;
void Update()
{
// ...
if(FrameCount % 10==0)
{
// ...
send(bytes);
}
}
void send(Byte[] bytes)
{
try
{
print(getIpAddress());
tcpClient = new TcpClient("95.171.54.53", 53100);
networkStream = tcpClient.GetStream();
binaryWriter = new BinaryWriter(networkStream);
binaryWriter.Write(bytes);
binaryWriter.Close();
networkStream.Close();
tcpClient.Close();
}
catch (Exception exception)
{
string message = exception.Message;
print(message);
}
}
the machine is refusing the connection
This error has exactly one meaning: nothing was listening at the IP:port you tried to connect to. So, either it was wrong, or your server wasn't started when your client tried to connect.
Image files have precisely nothing to do with it.

C# UDP Server/Client - NAT

Iam trying to send a message (via UDP) from my client to my server. The server should answer this message and if the client receives this answer he should print out a message.
If i run the client and server on my local network everything works fine.
If i try to connect through the internet from another PC outside my network the server receives the request of the client, sends an answer back, but the client never receives this answer. The client and the server are both behind a NAT but i portforwarded the ports at the server´s NAT and the server got its own DNS. I already tried NAT traversal but it gives me the same IP and port adress as the IPEndPoint of the server, after receiveing the request of the client, does.
I´ve got no idea how to fix this, so any guidance would be much appreciated.
Client
public static void Main()
{
Thread receiveThread = new Thread(new ThreadStart(ReceiveData));
receiveThread.Start();
object[] oData = {1};
sendData(oData, 0,0, "Li");
while (true)
{
Console.ReadLine();
}
}
private void receiveData()
{
string receivePort = 8080;
Socket client = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
client.ReceiveTimeout = 1000;
IPEndPoint end = new IPEndPoint(IPAddress.Any, receivePort);
client.Bind(end);
while (true)
{
try
{
byte[] data = new byte[1024];
client.Receive(data, 0, data.Length, SocketFlags.None);
object[] receivedObj = Deserialize(data);
string sType = (string)receivedObj[3];
if (sType == "Li")
{
console.WriteLine("received Li");
}
}
catch (Exception err)
{
Console.WriteLine(err.ToString());
}
}
}
public static void sendData(object[] oData, int iFrom, int iTo, string sType)
{
string sendPort = 17171;
UdpClient client = new UdpClient();
string IP = "ThisIsTheDNSofmyServer.com"; //ServerDNS
//string IP = "192.168.xxx.xxx"; //serverIP in LAN
if (IP.StartsWith("T"))
{
IP = (Dns.GetHostAddresses(IP))[0].ToString();
}
IPEndPoint remoteEndPoint = new IPEndPoint(IPAddress.Parse(IP), sendPort);
oData[1] = iFrom;
oData[2] = iTo;
oData[3] = sType;
Byte[] data = Serialize(oData);
client.Send(data, data.Length, remoteEndPoint);
}
The server´s code is almost the same:
public static void Main()
{
Thread receiveThread = new Thread(new ThreadStart(ReceiveData));
receiveThread.Start();
while (true)
{
Console.ReadLine();
}
}
private static void ReceiveData()
{
int receivePort = 17171;
UdpClient client = new UdpClient(receivePort);
while (true)
{
try
{
IPEndPoint anyIP = new IPEndPoint(IPAddress.Any, 0);
byte[] data = new byte[1024];
data = client.Receive(ref anyIP);
object[] receivedObj = Deserialize(data);
//if I receive data send an Answer
sendData(receivedObj, 0,0,"Li",anyIP.Address.ToString());
}
catch (Exception err)
{
Console.WriteLine(err.ToString());
}
}
}
private static void sendData(object[] oData, int iFrom, int iTo, string sType, string IP)
{
int sendPort = 8080;
object[] paket = { oData, iFrom, iTo, sType };
UdpClient client = new UdpClient();
IPEndPoint remoteEndPoint = new IPEndPoint(IPAddress.Parse(IP), sendPort);
client.Send(data, data.Length, remoteEndPoint);
}
i believe this is a port cofniguration issue,
8080 is almost likely to be configured as alternate http
"The UdpClient you use to receive datagrams must be created using the multicast port number" from MSDN
Hope this helps and good luck
Krishna
You do not need to do anything unordinary to traverse NAT in the setup you described, you just need to send it from the server back to your client; specifically: you must send back to the end point, i.e. IP and port, you received it on.
client.Send(data, data.Length, remoteEndPoint); // remoteEndPoint is the IPEndPoint you got the datagram on

Categories