TCP socket error 10061 - c#

I have created a windows service socket programme to lisen on specific port and accept the client request. It works fine.
protected override void OnStart(string[] args)
{
//Lisetns only on port 8030
IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Any, 8030);
//Defines the kind of socket we want :TCP
Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//Bind the socket to the local end point(associate the socket to localendpoint)
serverSocket.Bind(ipEndPoint);
//listen for incoming connection attempt
// Start listening, only allow 10 connection to queue at the same time
serverSocket.Listen(10);
Socket handler = serverSocket.Accept();
}
But I need the service programme to listen on multiple port and accept the client request on any available port.
So I enhanced the application to bind to port 0(zero), so that it can accept the request on any available port.
But then I got the error 10061
No connection could be made because the target machine actively refused it.
I am unable to know whats the reason of getting this error.
Can anybody please suggest the way to enhance the code to accept the request on any port.
But the client need to send request to connect to specific port. e.g client1 should connect to port 8030, client2 should connect to port 8031.

So I enhanced the application to bind to port 0(zero), so that it can accept the request on any available port.
Wrong. 0 means that the OS should assign a port. A server can only listen at one port at a time. The listen socket just accepts new connections.
The new connection will have the same local port, but the combination of Source (ip/port) and destination (ip/port) in the IP header is used to identify the connection. That's why the same listen socket can accept multiple clients.
UDP got support for broadcasts if that's what you are looking for.
Update:
A very simplified example
Socket client1 = serverSocket.Accept(); // blocks until one connects
Socket client2 = serverSocket.Accept(); // same here
var buffer = Encoding.ASCII.GetBytes("HEllo world!");
client1.Send(buffer, 0, buffer.Count); //sending to client 1
client2.Send(buffer, 0, buffer.Count); //sending to client 2
Simply keep calling Accept for each client you want to accept. I usually use the asynchronous methods (Begin/EndXXX) to avoid blocking.

Related

Allow client app to automatically connect to server app on same network

I've created two apps (A client and a server) which can communicate with each other as long as I input the local IP address of the machine the server app is running on into the client app (in code).
I would like the client app to automatically discover the local IP address of the machine running the server app and connect to it, so they can be run on any network without the need to enter the IP in code.
Both of these apps with be running on the same network (ie. Over WiFi, not the Internet)
Here is what I have so far in my client app:
// COMMUNICATE WITH SERVER
private TcpClient client = new TcpClient();
private IPEndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse("192.168.2.35"), 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();
}
In this example I can only connect to a server running on "192.168.2.35", I would like it to be able to find the server running on port 8888 on any machine on the network.
Alternatively, if this isn't possible I would like the server to broadcast its IP as a message (of some sort) and have the client receive this message and verify it is the server and connect to it.
I think my second example is the proper way to do this, but I can't seem to wrap my head around how to get it working (I'm fairly new to C#), and any other examples I've found I can't seem to get to work with my applications.
Here is my server code if it helps answer my question:
private void Server()
{
this.tcpListener = new TcpListener(IPAddress.Any, 8888);
this.listenThread = new Thread(new ThreadStart(ListenForClients));
this.listenThread.Start();
}
private void ListenForClients()
{
this.tcpListener.Start();
while (true)
{
TcpClient client = this.tcpListener.AcceptTcpClient();
connectedClients++;
lblNumberOfConnections.Text = connectedClients.ToString();
Thread clientThread = new Thread(new ParameterizedThreadStart(HandleClientComm));
clientThread.Start(client);
}
Thanks
EDIT: I've tried adding THIS to my project, but being so new I'm unsure how to implement it properly, and it didn't get me anywhere.
2nd EDIT: I've tried implementing a UDP broadcast a few times now, with no luck on any attempt yet. My latest attempt was at implementing THIS (minus the chat parts). I just can't seem to get a UDP broadcast working at all with my project, as it seems to be way over my head at my current skill level. Unfortunately, having my client automatically connect to the server is 100% necessary for my project to function...
My other problem, which is maybe best to start a separate question for, but somewhat correlates to this issue is: My client GUI consists of a panel that switches between multiple custom classes, each containing different buttons, etc. (works similar to tab pages) that communicate to the server I'm trying to connect to. Once I get the UDP broadcast figured out, will I need to code that into every class separately? or is there a way of having all classes running in my panel connect to the same server?
A simple, but possibly costly(in terms of network traffic) solution would be for your server application to broadcast over UDP it's application and connection info. Your client could listen for all broadcast packets that have your servers custom header. Assuming a connection is made you could stop the broadcast. The downside is you would have to be broadcasting constantly if a client is not connected and this can clog your network if there aren't limits placed on the broadcast speed.
EDIT: Here is a boiled down explanation generated from the MSDN article https://msdn.microsoft.com/en-us/library/tst0kwb1(v=vs.110).aspx?cs-save-lang=1&cs-lang=csharp#code-snippet-1
EDIT #2: I've expanded on this answer on my blog, as well as provided downloadable example projects. the article can be found at http://martialdeveloper.com/wordpress/?p=21
1. Find your network's broadcast IP
A special “Broadcast Address” must be used when using UDP for the purpose of sending a datagram to all machines connected to a given network. For example, the typical home network host/gateway of 192.168.0.1 has a broadcast address of 192.168.0.255. If your network differs from this you can use an IPv4 broadcast address calculator like the one found here http://jodies.de/ipcalc
Or read the introductory section on MSDN describing the broadcast address. https://msdn.microsoft.com/en-us/library/tst0kwb1(v=vs.110).aspx?cs-save-lang=1&cs-lang=csharp#code-snippet-1
2. Select a listening/broadcast port
Any port that is free on your client & server is fine. The MSDN example uses 11000. This port number is used in your broadcaster, and listener.
3. Code for the Listener
Note to the reader. All error handling has been omitted for clarity of the example.
int listenPort = 11000;
bool done = false;
UdpClient listener = new UdpClient(listenPort);
IPEndPoint groupEP = new IPEndPoint(IPAddress.Any,listenPort);
while (!done) // This loop listens for your broadcast packets
{
Console.WriteLine("Waiting for broadcast");
byte[] bytes = listener.Receive( ref groupEP);
Console.WriteLine("Received broadcast from {0} :\n {1}\n",
groupEP.ToString(),
Encoding.ASCII.GetString(bytes,0,bytes.Length));
}
listener.Close();
Note: The third parameter to Console.WriteLine, "Encoding.ASCII..." represents the string value sent over UDP in the datagram packet. This contains the desired negotiation information for a discovery situation, such as the IP address of the client or server you wish to connect to.
4. Code for the Broadcaster
Socket s = new Socket(AddressFamily.InterNetwork, SocketType.Dgram,
ProtocolType.Udp);
IPAddress broadcast = IPAddress.Parse("This string should be the broadcast IP address"); //NOTE: Broadcast IP goes here!!
byte[] sendbuf = Encoding.ASCII.GetBytes("This is the message string to be broadcast"); //Your message to the client/server goes here, I.E. an
// app/client name or ID and an IP to connect with over TCP
IPEndPoint ep = new IPEndPoint(broadcast, 11000);
s.SendTo(sendbuf, ep);
Console.WriteLine("Message sent to the broadcast address");
NOTE: This is a very simple example. The broadcaster may need to rebroadcast for a period of time to make sure the Listener receives it. Even after the UDP datagram is sent/received there will need to be some negotiation to ensure the TCP connection is made properly.

C# Async Sockets Concept

This is my listening function and connection function
Socket Listen
public void Listen(){
IPEndPoint ep = new IPEndPoint(IPAddress.Any, PortNumber);
Listen.Bind(ep);
Listen.Listen(10);
Listen.BeginAccept(new AsyncCallback(NewConnection), null);}
public void NewConnection(IAsyncResult asyn)
{
Socket Accepted = Listen.EndAccept(asyn);
Listen.BeginAccept(new AsyncCallback(NewConnection), null);
SomeFunction(Accepted);
}
the code works fine and there is no problem - I traced the code to see how to work with different clients and I understand the flow. However, I don't understand how can 1 socket serve different clients. Does it time multiplex between the clients over the socket?
I read on MSDN that Accepted in my code can be only used for the established connection and can't be used any further - that part I don't understand. What actually happens when the client tries to connect to the server socket? Does EndAccept return a totally different socket with different port to establish the connection and keep listening with the same socket to accept more requests at the same time?
What you've said is basically correct, based on my understanding. The Accepted socket is not the same as Listen. After you EndAccept, you can kick off another BeginAccept async call with your listen socket, and you can use the newly created socket to communicate with your remote peer.
To verify, you can check the local port of the listen socket and the connected socket; they should be different.

how do i find an available port before bind the socket with the endpoint?

I'm developing a server-client application that uses 3 ports [TCP SOCKET .Net 4.0]..
So the application gives the user the choice to set the port for the main socket only. but I want to let the server application to automatically find available port for the other 2 sockets so it sends the port value to the client using the main socket connection. then the client connect to the other socket using the received port value.
here's a little explanation:
the main socket listens on a configurable port. this socket accepts client to start send/receive commands. (file explorer/task manager/properties/shutdown/chat)
the second socket is for file transfer only to transfer files and it closes when its done.
the third socket is only for receive/send a screenshot.
[i know you might say that i should use the same socket for file transfer and screenshot but its a little complicated. i just use separate sockets for each one of them.]
so how do i find an available port before bind the socket with the endpoint? something like this :
int port = 10000;
bool isAvailable = false;
while(!isAvailable)
{
try
{
// check if the port is available to use.
isAvailable = true;
}
catch
{
port++;
}
}
If the port number doesn't matter you could pass 0 for the port to the IPEndPoint. In this case
the operating system (TCP/IP stack) assigns a free port number for you.
Socket sock = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
sock.Bind(new IPEndPoint(IPAddress.Parse("192.168.0.1"), 0)); // Pass 0 here.
Console.Out.WriteLine("Assigned port: {0}",
((IPEndPoint)sock.LocalEndPoint).Port);
As #GrokSrc pointed out in the comments section you should of course dispose the socket when you're done with the socket by using the Dispose() method or the using statement.

Connecting to own PC using public IP

I'm having a problem with sockets.
I've written myself two simple applications, one server and one client.
The server simply waits for a UDP packet to arrive, printing out something in the console once that happens.
The client sends a UDP packet to a specific end point.
// server
Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
sock.Bind(new IPEndPoint(IPAddress.Any, 1337));
IPEndPoint remote = new IPEndPoint(IPAddress.Any, 0);
byte[] buf = new byte[1024];
sock.ReceiveFrom(buf, ref remote);
Console.WriteLine("Received packet.");
// client
Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
IPEndPoint remote = new IPEndPoint(IPAddress.Parse(Console.ReadLine()), UInt16.Parse(Console.ReadLine()));
byte[] buf = { 1, 2, 3, 4 }; // random data
sock.SendTo(buf, remote);
Now the weird thing is that when the client socket sends its packet to the public IP address of my router, the server socket only receives it if the client is not run on the same PC as the server. So if I start the server on my PC and then start the client on my PC, enter my public IP and port 1337, the server doesn't receive anything.
However, if I send the client application to my friend and give him my IP address and port, it works perfectly fine.
It also works if I let the client connect to my local IP instead of my public one.
Am I the only one experiencing this behaviour?
Port 1337 is forwarded to the computer the server is ran on, btw.
This seems to be a NAT configuration issue. You must have configured nat on the router to forward packets coming on the public interface with specific port (1337) to be forwarded to the server. So this works when your friend sends you a UDP packet.
But you must not (don't know if its even possible) have configured natting the other way around meaning the same UDP packet coming to the internal interface. This is the case when you send packet from server to client with both on the same machine.
When both the server and client (on a single machine or two different machines) are on your internal network it will be best to use the server's interface id than depending on natting
Most routers and modems do not normally forward UDP traffic -- see http://www.gotroot.com/blogpost4-Why-your-should-never-forward-UDP-out-of-your-firewall for an explanation. Also try attaching both the client and server to the same physical network (well, subnet) and to try sending datagrams directly to the server instead of forwarding them.

C# UDP Socket taking time to send data to unknown IP

i am sending data to UDP socket using this code
Socket udpClient = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Parse(obj.destAddress), obj.destPort);
byte[] buf = new byte[obj.length];
Array.Copy((byte[])obj.data, buf, obj.length);
int n = udpClient.SendTo(buf, ipEndPoint);
udpClient.Close();
this code works fine when IP exists in current network, but it takes 3-5 seconds when I send data to unknown IP address. This causes main application to hang for 3-5 seconds.. What could be the reason behind this problem..
Your IP stack cannot send a UDP packet until it the MAC address is known. The is done with the ARP protocol. The IP stack sends an ARP query and times out waiting for the ARP response. When finished the SendTo returns.
When you send a UDP packet to the internet the MAC address of the gateway is necessary. Since the gateway is usually available the timeout does not appear since your IP stack was able to send to the gateway indenpendent of if the destination is available or not.
You can try to set a socket option to operate asynchronously.

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