how to apply Nanomsg Protocol using Java NIO - sockets

I'm new the world of TCP / IP, Networking, Sockets etc.. during my internship I should replace the Nanomsg Library with java-only code. My supervisor has also sent me the following protocol and wants me to write a implement it: https://github.com/nanomsg/nanomsg/blob/master/rfc/sp-tcp-mapping-01.txt .
So here are some questions that still arise in my mind:
The written code should be executed once the connection has been established. do you have any suggestions how I can do this ? I have tried it but I am not sure if that will work, here is what I have done:
`public void connectionInitiation(AsynchronousSocketChannel connectReq, AsynchronousSocketChannel connectionPair) {
if(connectReq)
Future<Integer> writeBytes = connectReq.write(header);
writeBytes.get();
ByteBuffer receivedbytes = ByteBuffer.allocate(4);
Future<Integer> readBytes = connectionPair.read(receivedbytes);
header.flip();
receivedbytes.flip();
if (!header.equals(receivedbytes)) {
connectReq.close();
} else if (receivedbytes.get(6) != 0x00 || receivedbytes.get(7) != 0x00) {
connectReq.close();
} else {
System.out.println("Protocol Header is successfully verified.");
}
}`
this method comes right after the connection has been established.
He asked me to do this in a separated class, how can I do this ? ( sorry if the question is quiet dumb )
I apologize if the questions are not clear enough or if the answer is tooo obvious.... I still in the learning phase and want to make sure I grasped this in the right way.

Related

I want to make a P2P networked (thinking about using mirror) game with unity, with no dedicated server, similar to Terraria and Valheim

I have managed to basically connect with my friend over internet, by forwarding my IP address from my router settings... this is not viable because there are few people willing to do what I did to play games with their friends. So how to actually do UDP hole punching (basically what I did manually to my router) in unity using the mirror networking solution...
A common solution to this problem is WebRTC, which takes care of the hole punching under the hood. Unity maintains this package which implements WebRTC. They also provide a great tutorial on how to use it. The nuts and bolts of it are:
using UnityEngine;
using Unity.WebRTC;
public class MyPlayerScript : MonoBehaviour
{
RTCPeerConnection localConnection, remoteConnection;
RTCDataChannel sendChannel, receiveChannel;
private void Awake()
{
// Initialize WebRTC
WebRTC.Initialize();
// Create local peer
localConnection = new RTCPeerConnection();
sendChannel = localConnection.CreateDataChannel("sendChannel");
channel.OnOpen = handleSendChannelStatusChange;
channel.OnClose = handleSendChannelStatusChange;
// Create remote peer
remoteConnection = new RTCPeerConnection();
remoteConnection.OnDataChannel = ReceiveChannelCallback;
// register comms paths
localConnection.OnIceCandidate = e => {
!string.IsNullOrEmpty(e.candidate)
|| remoteConnection.AddIceCandidate(ref e);
}
remoteConnection.OnIceCandidate = e => {
!string.IsNullOrEmpty(e.candidate)
|| localConnection.AddIceCandidate(ref e);
}
localConnection.OnIceConnectionChange = state => {
Debug.Log(state);
}
}
//handle begin
IEnumerator Call(){
var op1 = localConnection.CreateOffer();
yield return op1;
var op2 = localConnection.SetLocalDescription(ref op1.desc);
yield return op2;
var op3 = remoteConnection.SetRemoteDescription(ref op1.desc);
yield return op3;
var op4 = remoteConnection.CreateAnswer();
yield return op4;
var op5 = remoteConnection.setLocalDescription(op4.desc);
yield return op5;
var op6 = localConnection.setRemoteDescription(op4.desc);
yield return op6;
}
//handle send messages
void SendMessage(string message)
{
sendChannel.Send(message);
}
void SendBinary(byte[] bytes)
{
sendChannel.Send(bytes);
}
//handle receive messages
void ReceiveChannelCallback(RTCDataChannel channel)
{
receiveChannel = channel;
receiveChannel.OnMessage = HandleReceiveMessage;
}
void HandleReceiveMessage(byte[] bytes)
{
var message = System.Text.Encoding.UTF8.GetString(bytes);
Debug.Log(message);
}
//handle end
private void OnDestroy()
{
sendChannel.Close();
receiveChannel.Close();
localConnection.Close();
remoteConnection.Close();
WebRTC.Finalize();
}
}
I have also found a useful way to do this using mirror and the epic free relay for this. Thanks so much for the other answers, it really helped understand better what I needed to search and use!
You can use Photon Bolt or Photon Fusion to let players host a game on their local machine like minecraft, etc. Photon provides relay as well as tries to use STUN to establish direct peer to peer connection to the host via UDP. PUN2 is also a good choice, although I like Photon Bolt/Fusion better - it's less of a simple RPC framework and more programmer oriented. Also, PUN does not do any STUN direct peer connection, it will always be relayed. Photon Bolt and Fusion will first attempt a STUN direct peer connection and then fallback to relay if necessary. It's been around for years and is the best choice.
Sure you can develop a Unity game with Mirror (although without a relay built in) but it's not nearly as easy to setup and use as Photon Bolt/Fusion and they don't provide a relay. As someone mentioned, you might be able to hack something together in some way but yeah - not recommended.
Ugh, yeah don't use WebRTC for a Unity game (or probably anything other than streaming music/video like it was made for to be honest).
Unity's MLAPI is "under development" and their last API was suddenly dropped "deprecated", so I wouldn't use that.

Assign session specific data to a socket

I'm writing a server application in D, who should be able to manage n connections simultaneously.
To achieve this i am using std.socket.Socket.select. This works fine. But I can't bind session specific data to the socket and i don't see any way to do this, cause Socket does not allow to save a handle to user specific data. After
Socket.select(socketSet, null, null);
I'm able to get all affected sockets, but I can't assign this sockets to my user specific session data. What's my mistake? Is it possible to reach my goal in this way? Or should I choose another way for my requirements?
My relevant code:
ushort port = 5010;
stoprequest = false;
auto listener = new TcpSocket();
assert(listener.isAlive);
listener.blocking = false;
listener.bind(new InternetAddress(port));
listener.listen(10);
enum MAX_CONNECTIONS = 100;
auto socketSet = new SocketSet(MAX_CONNECTIONS + 1);
Socket[] reads;
Session[] sessions;
while (true)
{
socketSet.add(listener);
foreach (session; sessions)
socketSet.add(session.socket);
Socket.select(socketSet, null, null);
for (size_t i = 0; i < reads.length; i++)
{
if (socketSet.isSet(reads[i]))
{
// Now i should acces to session related data, but how?
char[1024] buf;
auto datLength = reads[i].receive(buf[]);
if (datLength == Socket.ERROR)
writeln("Connection error.");
else if (datLength != 0)
{
writefln("Received %d bytes from %s: \"%s\"", datLength, reads[i].remoteAddress().toString(), buf[0..datLength]);
continue;
}
else { // Error Handling. Shortened, since unimportant for the example}
reads[i].close();
reads = reads.remove(i);
i--;
}
}
if (socketSet.isSet(listener))
{
Socket sn = null;
sn = listener.accept();
if (reads.length < MAX_CONNECTIONS)
{
Session session = new Session();
session.socket = sn;
sessions ~= session;
}
else { // Error Handling for too many connection. Shortened, since unimportant for the example}}
}
socketSet.reset();
}
The hint to use poll() was helpful. After reading https://daniel.haxx.se/docs/poll-vs-select.html I think that both variants work and neither of them are the real thing. For an efficient way, I should better deal with libev. Fortunately, efficiency is not my problem in this particular project. For this reason I will use select(), because i found out, that accessing handle gives me a unique number which can be passed to a own lookup table. This allows me to assign session data to a socket. So I prefer to stick with the encapsulated functionality of std.socket.Socket and don't work around it.
My concrete question can therefore be answered with :
Use Socket.handle to identify the socket and manage session related
data
A few other alternatives you can consider:
1) use a subclass of Socket. You can make your own class that inherits from it and adds more stuff.
2) The poll function is found in import core.sys.posix.poll;, and you can pass socket.handle to that as well. But note it will not work on Windows without modification.
or indeed 3) do your own lookup table, that works too.
Note that the std.socket.Socket is a very thin wrapper around the bsd socket api, just internally it does conveniently handle the slight differences between Windows and posix. Still it is pretty easy to adapt code to use the other apis with it (or tutorials on C language stuff to D) since it is all basically the same thing - and literally the same functions if you import core.sys stuff.

Rust persistent TcpStream

I seem to be struggling with the std::io::TcpStream. I'm actually trying to open a TCP connection with another system but the below code emulates the problem exactly.
I have a Tcp server that simply writes "Hello World" to the TcpStream upon opening and then loops to keep the connection open.
fn main() {
let listener = io::TcpListener::bind("127.0.0.1", 8080);
let mut acceptor = listener.listen();
for stream in acceptor.incoming() {
match stream {
Err(_) => { /* connection failed */ }
Ok(stream) => spawn(proc() {
handle(stream);
})
}
}
drop(acceptor);
}
fn handle(mut stream: io::TcpStream) {
stream.write(b"Hello Connection");
loop {}
}
All the client does is attempt to read a single byte from the connection and print it.
fn main() {
let mut socket = io::TcpStream::connect("127.0.0.1", 8080).unwrap();
loop {
match socket.read_byte() {
Ok(i) => print!("{}", i),
Err(e) => {
println!("Error: {}", e);
break
}
}
}
}
Now the problem is my client remains blocked on the read until I kill the server or close the TCP connection. This is not what I want, I need to open a TCP connection for a very long time and send messages back and forth between client and server. What am I misunderstanding here? I have the exact same problem with the real system i'm communicating with - I only become unblocked once I kill the connection.
Unfortunately, Rust does not have any facility for asynchronous I/O now. There are some attempts to rectify the situation, but they are far from complete yet. That is, there is a desire to make truly asynchronous I/O possible (proposals include selecting over I/O sources and channels at the same time, which would allow waking tasks which are blocked inside an I/O operation via an event over a channel, though it is not clear how this should be implemented on all supported platforms), but there's still a lot to do and there's nothing really usable now, as far as I'm aware.
You can emulate this to some extent with timeouts, however. This is far from the best solution, but it works. It could look like this (simplified example from my code base):
let mut socket = UdpSocket::bind(address).unwrap();
let mut buf = [0u8, ..MAX_BUF_LEN];
loop {
socket.set_read_timeout(Some(5000));
match socket.recv_from(buf) {
Ok((amt, src)) => { /* handle successful read */ }
Err(ref e) if e.kind == TimedOut => {} // continue
Err(e) => fail!("error receiving data: {}", e) // bail out
}
// do other work, check exit flags, for example
}
Here recv_from will return IoError with kind set to TimedOut if there is no data available on the socket during 5 seconds inside recv_from call. You need to reset the timeout before inside each loop iteration since it is more like a "deadline" than a timeout - when it expires, all calls will start to fail with timeout error.
This is definitely not the way it should be done, but Rust currently does not provide anything better. At least it does its work.
Update
There is now an attempt to create an asynchronous event loop and network I/O based on it. It is called mio. It probably can be a good temporary (or even permanent, who knows) solution for asynchronous I/O.

Async sockets in D

Okay this is my first question here on Stack Overflow, so bare over with it if I'm not asking properly.
Basically I'm trying to code some asynchronous sockets using std.socket, but I'm not sure if I've understood the concept correct. I've only ever worked with asynchronous sockets in C# and in D it seem to be on a much lower level. I've researched a lot and looked up a lot of code, documentation etc. both for D and C/C++ to get an understanding, however I'm not sure if I understand the concept correctly and if any of you have some examples. I tried looking at splat, but it's very outdated and vibe seems to be too complex just for a simple asynchronous socket wrapper.
If I understood correctly there is no poll() function in std.socket so you'd have to use SocketSet with a single socket on select() to poll the status of the socket right?
So basically how I'd go about handling the sockets is polling to get the read status of the socket and if it has a success (value > 0) then I can call receive() which will return 0 for disconnection else the received value, but I'd have to keep doing this until the expected bytes are received.
Of course the socket is set to nonblocked!
Is that correct?
Here is the code I've made up so far.
void HANDLE_READ()
{
while (true)
{
synchronized
{
auto events = cast(AsyncObject[int])ASYNC_EVENTS_READ;
foreach (asyncObject; events)
{
int poll = pollRecv(asyncObject.socket.m_socket);
switch (poll)
{
case 0:
{
throw new SocketException("The socket had a time out!");
continue;
}
default:
{
if (poll <= -1)
{
throw new SocketException("The socket was interrupted!");
continue;
}
int recvGetSize = (asyncObject.socket.m_readBuffer.length - asyncObject.socket.readSize);
ubyte[] recvBuffer = new ubyte[recvGetSize];
int recv = asyncObject.socket.m_socket.receive(recvBuffer);
if (recv == 0)
{
removeAsyncObject(asyncObject.event_id, true);
asyncObject.socket.disconnect();
continue;
}
asyncObject.socket.m_readBuffer ~= recvBuffer;
asyncObject.socket.readSize += recv;
if (asyncObject.socket.readSize == asyncObject.socket.expectedReadSize)
{
removeAsyncObject(asyncObject.event_id, true);
asyncObject.event(asyncObject.socket);
}
break;
}
}
}
}
}
}
So basically how I'd go about handling the sockets is polling to get the read status of the socket
Not quite right. Usually, the idea is to build an event loop around select, so that your application is idle as long as there are no network or timer events that need to be handled. With polling, you'd have to check for new events continuously or on a timer, which leads to wasted CPU cycles, and events getting handled a bit later than they occur.
In the event loop, you populate the SocketSets with sockets whose events you are interested in. If you want to be notified of new received data on a socket, it goes to the "readable" set. If you have data to send, the socket should be in the "writable" set. And all sockets should be on the "error" set.
select will then block (sleep) until an event comes in, and fill the SocketSets with the sockets which have actionable events. Your application can then respond to them appropriately: receive data for readable sockets, send queued data for writable sockets, and perform cleanup for errored sockets.
Here's my D implementation of non-fiber event-based networking: ae.net.asockets.

Arduino: turn on and off ethernet server availability

I need to setup an ethernet (web) server that have to be turned on and off depending on some conditions on the Arduino UNO.
I read the docs of the Server class in the Ethernet library and it seems there is no chance to stop the server once you started, i.e. there is no EthernetServer.begin() counterpart.
I thought then to setup the server in the setup section and serve incoming connections depending on when the given condition:
EthernetServer server = EthernetServer(80);
void setup() {
Ethernet.begin(mac, ip);
server.begin();
}
void loop() {
if (condition) {
EthernetClient client = server.available();
if (client == true) {
// serve the client...
}
} else {
// do something else
}
}
This indeed works, but the client is not properly rejected: it is just leaved pending. In the browser one can see the web page loading idefinitely, and if the condition turns to true the client will eventually be served for the request issued when the condition was false.
I see no methods for rejecting the request (there is no counterpart of EthernetServer.available()). The only thing that comes to my mind is to perform a
server.available().stop();
in the beginning of the else block. This prevent to serve requests issued while the condition was false, but doesn't prevent the connection between the client and the server to take place (it's like opening a connection and shut it down immediately).
How could I avoid to establish connections at all while the condition is false?
I'm guessing here since I don't have my Arduino collection handy, but from memory and reading the reference you could try something like
void loop()
{
EthernetClient client = server.available();
if ( !condition )
{
client.stop(); // break connection and do something else
}
else
{
// serve the client...
}
}
Hope that may at least help you in the right direction.
Cheers,
Could you just return a 404 header when you want the server disabled?
if(!condition)
{
client.println("HTTP/1.1 404 OK");
client.println("Content-Type: text/html");
client.println("Connnection: close");
client.println();
client.println("<!DOCTYPE HTML>");
client.println("<html><body>404</body></html>");
}
else
{
// serve client
}
I am writing this answer here as it is the only post still active or that hasn't been closed regarding this topic. Despite countless researches regarding being able to switch the EthernetServer on or off at will, this is not possible. The only thing you can do is use some functions defined "public" in the classes of the Ethernet/W5100/W5200/W5500 libraries.
The features I've noticed that actually impact the reliability of the network card are:
#include <Ethernet.h>
#include <utility/w5100.h>
W5100.setRetransmissionTime(milliseconds);
W5100.setRetransmissionCount(number);
(helps to shorten waiting times in case of Wiznet W5100/W5200/W5500 network card timeout)
EthernetClient::setConnectionTimeout(CONNECTION_TIMEOUT);
EthernetClient::setTimeout(CONNECTION_INPUT_STREAMING_TIMEOUT);
(they help to shorten waiting times in case of timeout of the client connected to the EthernetServer)
More tips:
when EthernetServer::available() returns false consider using EthernetServer::flush() to flush server buffers;
when using EthernetClient::write() also use EthernetClient::flush() to ensure that all data has been sent;
use EthernetClient::close() on dead/useless clients to free sockets easely.
Consider implementing a function to force-close network sockets, using the following code:
#include <SPI.h>
#include <utility/w5100.h>
void closeAllSockets()
{
for (int i = 0; i < MAX_SOCK_NUM; i++)
{
SPI.beginTransaction(SPI_ETHERNET_SETTINGS);
W5100.execCmdSn(i, Sock_CLOSE);
SPI.endTransaction();
}
}
void printAllSockets()
{
for (int i = 0; i < MAX_SOCK_NUM; i++)
{
Serial.print(F("Socket #"));
Serial.print(i);
uint8_ts = W5100.readSnSR(i);
Serial.print(F(": 0x"));
Serial.print(s, 16);
Serial.print(F(" "));
Serial.print(W5100.readSnPORT(i));
Serial.print(F(" D:"));
uint8_t dip[4];
W5100.readSnDIPR(i, dip);
for (int j = 0; j < 4; j++)
{
Serial.print(dip[j], 10);
if (j < 3)
Serial.print(".");
}
Serial.print(F("("));
Serial.print(W5100.readSnDPORT(i));
Serial.println(F(")"));
}
}
MAX_SOCK_NUM changes according to the network card, the Wiznet W5100 has a maximum of 4 sockets, the W5200 and W5500 has a maximum of 8 sockets.
Hope this helps someone.