I am making a buzzer app where one Person creates a room and other join it to play the buzzer round
The room creator creates a hotspot and other devices connect to that hotspot.
Now I have one problem here, how does the other people who want to join the room find the room?
How do i get all the ip address of people who are connected to my hotspot?
So that way i can send them the room details.
The language is lua and framework i use is love2d
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I'm making a multiplayer game in flutter and I wanted to know if it was possible to create a server in a flutter app.
Here is what I want to do :
You'll have a home page where you can choose between host a game and join a game. If you choose to host a game, it create a server and shows your IP adress.
If you choose to join a game, you can enter an IP adress and join the game that the other has create.
I'm open to any other solutions to connect two or more phones without extern server. It can be bluetooth connexion, wifi connextion or anything. Can someone help me ?
I am looking for a way to get both the MAC Adress and the SSID of the currently connected WiFi Network in my project. I have used Tony Million's Reachability to decide when the user is on a WiFi network or not and was testing Kenial's NICInfo only to find out that it only provides the iPhone's WiFi MAC Address. Although both projects helped greatly in there own way, they do not get the job done.
I am wondering if there is a public API (for certain Apple App Approval) or some back door to achieve this.
This involves a few different things:
Getting SSID - This is independent of the MAC address issue. For this, check this SO answer: iPhone get SSID without private library. I don't know what the etiquette is regarding re-posting code from other answers so I'll just link.
Getting MAC address - since the majority of networking operates at Layer 3 (which is called, who would have guessed, the Network Layer - http://en.wikipedia.org/wiki/OSI_model) and the MAC address is at Layer 2 (the Data Link layer) you'll first need to get the IP address of the gateway of the WiFi interface. Just a side note - the question should be phrased as 'How do I get the SSID of the currently connected WiFi network and the MAC address of the WiFi router/gateway'. Anywho, to get the gateway address, see this SO answer: How to get the WIFI gateway address on the iPhone?
Once you have that, you need to convert it to a MAC address using ARP (Address Resolution Protocol, which is the protocol that all networks use to convert IP addresses to MAC addresses). Network interfaces don't communicate via IP, they communicate via MAC, so this actually happens everywhere, all the time. It's actually pretty easy to access the ARP table on a PC/Mac. For iOS, I found this SO answer to convert an IP address to a MAC address: Getting ARP table on iPhone/iPad
I want to connect multiple devices through socket without any server implementation.I will use that only for getting the IP addresses of the devices that will register.
There are two major problems to peer-to-peer communications: discovery, and reachability.
First, you need to know the IP address of the other peers to connect to them. Once you're connected to a mesh of peers, they can all keep each other updated on the state of the network, suggesting better peers to each other, passing around notifications of new peers who've joined and left, etc. But you have to design and implement a mechanism for trading that information. More importantly, you need to jumpstart things in some way, because when a new peer starts up, it's in a mesh of just itself, and it has no information to give itself.
One possibility is to have a handful of well-known "superpeers" (that you run) that are always connected, and bake their addresses into the app. Or you can have "introduction servers" instead of peers, serving much the same function. Or you can have some external way of trading addresses (the simplest is that users trade them on a web forum or an IRC channel or in person and type them in manually), which can be automated to various degrees. There are also shortcuts that can help—Bonjour can get other peers onto the mesh as long as one peer on the LAN is already there; GameCenter/GameKit can be used as an automated external trading network; etc.
Once you've solved the discovery problem, you still have the reachability problem. Most iOS devices usually don't have publicly-accessible IP addresses; instead, they're behind routers that do Network Address Translation, whether they be a home WiFi router or a cell carrier's 3G network. This means you need some way to do NAT Hole Punching to get two iPhones talking to each other. Somebody who knows both the public address and the internal address of each device can arrange for them to set up a connection to each other. You can have either normal peers do this (although that makes the jumpstart problem even bigger) or have your superpeers/introduction servers/etc. do it.
If you want to build all of this yourself, you probably want to look at other implementations. BitTorrent (including trackers and DHT) is well-understood and documented at a continuum of levels ranging from "lies-to-children" for curious end users to detailed protocol specs and open source implementations. And then look at some other P2P networks, because BitTorrent is not perfect, and doesn't try to do everything that everyone's come up with.
You can use GameKit. It has the matchmaking api that can help you.
It can be used for non game apps.
I've been working on something similar and it's a giant pain in the ass. There are 3 considerations: 1) Reachability 2) Discovery 3) The connection itself.
1) Don't even consider using 3g/4g, it just won't work well for keeping an open socket connection.
2) I'd use some sort of broker service between the two on the internet to connect the two. For discovery, you can just list what devices are available on the service.
3) For the connection, I find the IOS socket libraries to be rather painful to use, but if you go down to the BSD socket level it's not as bad. I think it'd be very interesting to use zmq sockets; that might simplify writing the broker service.
You can't. If the device is all online with wifi, it maybe possible and rely on the router setting just like pc connect. If some device is connected with 3g or gprs protocal , they may have no ip address at all.
Im developing an app where one iOS device act as "server", and other devices are acting like clients.
Im getting hard time with understanding if I can make this using Bonjour
If I make an example:
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All devices have same app installed. All users are connected to the same WIFI.
User must login into app, and when it does, chat rooms are populated from CMS (web server) from internet.
All of them see e.g. all "chat rooms". But at the beginning chat rooms are all read only. Anyone can browse these, but nobody can write into them.
When administrator (user with admin privileges) opens one of the chat rooms; all clients are now able to write into "open" chat rooms.
Of course when one user writes something down, the other users see the newest comment from him.
Administrator should see all clients in chat room but clients cannot see each other.
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All samples which I have found (WiTap, videos from WWDC,...) are using two devices only. I've installed WiTap on 4 devices. And I can establish connection and working "sample" game with two devices.
Can Bonjour service be used in such way that multiple cients are connected to one "server"?
Any hints are very welcome!
Yes, Bonjour can be used like that: for example Apache on Mac OS X has mod_bonjour so that web browsers can find a web server on the local network. That can mean having one server but multiple browsers: exactly the situation you describe.
One limitation is that the way Bonjour is configured in iOS means that the server and clients need to be on the same local network. It doesn't sound like the situation you describe is compatible with using Bonjour in that way, but then I also don't think you need to. You can use the DNS name of your chat server in the app, so any app can discover the server. The server can also be responsible for discovering which clients are connected and allowing people to find each other (indeed, I guess that's what the chat rooms are for).
This is a good place to start. http://mobileorchard.com/tutorial-networking-and-bonjour-on-iphone/ I have build the same Server and client with the help of chatty. But you will face one problem in iOS5 only, when the iphone will go to sleep mode, the socket connection lost. I am not able to solve this problem. So, looking for help. :)
Is it possible to connect a socket between two mobile devices (iPhones) over the internet?
I am trying to discover the IP of each device and connect directly. I know it can be done with Bonjour but that only works on local networks. I need a high speed connection between two devices over the internet.
Thanks.
If you had both the IP's and they were both routable, it should be possible. I'm not sure though if the IP's given out by the 3G network are routable. If you are using WIFI, the IP you get is almost certainly not routable. Assuming you have a routable IP though, it should be possible.
The trick is just discovering the IP of the other device. The best way to do that would probably be to have each device register its IP with a web service when your app starts up, then query that service to find the IPs of other devices.
It might get a bit tricky managing "unregistering" IPs when the app is closed or when an IP changes though, but it should be doable.
ETA:
If you have a server that they can both connect to, you should be able to implement a solution using that server (i.e. without the phones actually directly connecting to each other). This would avoid the issue of having routable IPs for the phones.
As for how to bridge the sockets together - your server program would basicly work like an old-school phone switchboard operator. You'd have some kind of registration & discovery protocol built into the server software that would allow a phone to register itself with the server, query a list of the other phones currently connected to the server, indicate which phone it wants to talk to, and accept connections from other phones.
Once it knows who wants to talk to whom, your server software would connect the two together by reading from one phone's socket and writing that data to the other phone's socket.
Only a suggestion, but if you can get each of them to connect to a third site, you'll then know the address of each. Send the address of phone A to phone B (and/or phone B to phone A) and then have them connect as you see fit.
Have you looked through all the 3.0 features? Specifically peer networking (the existence of which is public).
WiFi routers often have a feature called "Port Triggering" which allows internal hosts (in this case an iPhone) to inform the router that they would like to have a connections on particular port forwarded to them. I have no idea if the iPhone supports this protocol.
For IP lookup you may consider using DynamicDNS if the two hosts are known ahead of time OR as stated above a custom web service if they are not (i.e. friends exchanging hostnames vs. strangers discovering each other)
This is an old thread, but I just came across it. You could use a STUN server (or NAT-PMP) to get the public IP address/port combo and then SMS it over to the other phone. So long as you open a listening port on the first device, then your second device can just connect directly using the publi IP address/port you sent to it in the SMS (SMS push registry can automatically wake up your app on the second device to do this)
I have run into this issue with an app I was developing. I was trying to connect to a PC cell card from an iPhone. The problem is that AT&T doesn't enable mobile termination for iPhones so it is physically impossible for two phones on an AT&T network to connect to one another. This is straight from an AT&T antenna engineer.
I was able to get this to work by having the iPhone VPN into a server and then connect to the PC cell card but other than that, it wouldn't work.
I have a very strong feeling (but no evidence) that the iPhone address is going to be non-routable. Of course it actually depends on the operator but AT&T give out 10.x.x.x addresses.
Apple have sample (desktop) code that uses Bonjour to implement portmapping on a WiFi router that supports UnPnP.