I develop for hololens 2 in unity and now got a problem with socket communication.
I am trying to get TCP client on hololens 2 and if I want to connect to TCP server I got the following error on my glasses (in unity it works):
System.Exception: An attempt was made to access a socket in a way forbidden by its access permissions.
I already checked the permissions in Player Settings: InternetClient, InternetClientServer, PrivateNetworkClientServer
Using:
Unity 2019.4.2f1
Api Compatibility Level .NET 4.x
Scripting Backend: IL2CPP
Target SDK Version: 10.0.18362.0
using: Windows.Networking.Sockets.StreamSocket
any suggests?
I faced the connection issue a long time ago while working on Hololens1. I haven't worked on Hololens2 network protocols. But one of the biggest problem I faced was Hololens UWP C# and Unity C# are different from each other and they create a conflict. You may need to specify the directive for the communication. Check out this link. This guys explained the problem and solution really well.
My suggestion is if you are not sending constant requests and periodically sending the data, try creating a server based application which accepts REST API calls. That will be a much robust solution.
I am using Unity 2019.4.13f1 and tcp connection works fine.
Example code:
public string ServerIp = "192.168.31.12";
private const int PORT = 9999;
private Socket Client;
public void CreateClient()
{
Debug.Log("\r\nCreating Client...");
Thread createClientAndConnect = new Thread(() =>
{
try
{
IPEndPoint serverEP = new IPEndPoint(IPAddress.Parse(ServerIp), PORT);
Client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
Client.Connect(serverEP);
Thread listenToServer = new Thread(Receive);
listenToServer.IsBackground = true;
listenToServer.Start(Client);
}
catch (Exception e)
{
Debug.LogError("Error when creating client");
Debug.LogError(e.Message);
}
});
createClientAndConnect.IsBackground = true;
createClientAndConnect.Start();
Debug.Log("Client is created");
}
Related
I have this binding socket:
Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.IP);
mainSocket.Bind(new IPEndPoint(IPAddress.Parse("127.0.0.1"), 0));
And I need to know when an extern client is connected and disconnected from my servicies( ftp, database server, app server, etc).
thank for advance.
What I have tried:
I tried with these methods but, did not work for me.
mainSocket.BeginConnect(new IPEndPoint(IPAddress.Parse("127.0.0.1"), 0), new AsyncCallback(ClientConnected), null);
mainSocket.BeginDisconnect(true, new AsyncCallback(ClientDisconnected), null);
private void ClientDisconnected(IAsyncResult ar)
{
// here get some client info like Ip
}
private void ClientConnected(IAsyncResult ar)
{
// here get some client info like Ip
}
I need some help please. Thanks.
BeginConnect() and BeginDisconnect() are asynchronous operations. They are not events you can subscribe to.
BeginConnect() is for a client socket to asynchronously open a new connection to a server. BeginDisconnect() asynchronously closes an open socket.
To detect clients connecting to your server, you need to use Accept(), BeginAccept()/EndAccept(), or AcceptAsync() to accept inbound connections coming into your server socket. You will be given a new Socket for each accepted client to use for communicating with them.
There is no event for a client disconnecting from a server. If a client disconnects, pending/subsequent send/receive operations involving that client will fail. You need to handle those failures when they occur. For instance, if a client disconnects gracefully, a read operation from the client will end as successful with 0 bytes reported. But if the client disconnects abnormally, a read operation will end as failed with an error code reported.
I am trying to figure out how to send data over UDP/TCP from my flutter application to my server which has .net applications which listen for UDP and TCP . I searched about it and I found that there is a package named web_socket_channel and I tried that it is working with the testing server ws://echo.websocket.org but when I replace the echo.websocket.org with my server IP address or domain name it doesn't work even i am not getting any errors back so I couldn't figure out what's going on. Is there something wrong? or am i doing something wrong? Can someone help me with my demo code :
WebSocketChannel channel;
String text = "";
void sendSocket() {
String message = "message_text"
if(message.isNotEmpty)
channel.sink.add(message);
}
getStreamData() {
channel.stream.asBroadcastStream().listen((event) {
if (event != null)
print(event);
});
}
#override
void dispose() {
channel.sink.close();
super.dispose();
}
#override
void initState() {
try {
channel = IOWebSocketChannel.connect(
'ws://127.0.0.1:8889');
getStreamData();
super.initState();
} catch (e) {
print(e.toString());
}
}
I appreciate your help. Thanks you so much.
First, make sure that your server is running and available to connect.
For this problem go through all steps mentioned below:
1. Check your server is running and the app is listening to a specific port on which you are sending data
2. Check the server IP address and Port number
3. Make ping from the command prompt using "ping serverName/IP"
4. Make sure you can connect using telnet from command prompt "telnet serverName/IP portNumber"
(if telnet command doesn't work means your telnet client is not installed/enabled then
check how to enable telnetClient)
1st Solution
if everything works well then try this plugin flutter_socket_plugin or you can write your own code for socket like #Richard Heap suggested.
2nd Solution
Excellent blog on Network Socket Programming for dart: Reference Link
You can also use RawDataGramSocket for the UDP sockets refer to this thread
Socket API for TCP sockets visit this thread
I'm working on a Unity project that is reliyng on fetching data from a web API I set up on a public webserver. The server is currently set to self-signed ssl and requires the client to send certification to be able to read the data, if the client fails to send the cert the website returns with "403 forbidden".
I've tested this in the browser and postman and everything works fine.
I've also tested the exact same function in a pure visual studio project and it worked like a charm.
However, when I try this function in Unity I am met with the WebException "The request timed out
".
The way I'm currently doing it is via a WebClient, with an overrided method of WebRequest:
private void Connect()
{
ServicePointManager.CheckCertificateRevocationList = false;
ServicePointManager.SecurityProtocol = SecurityProtocolType.Tls;
ServicePointManager.ServerCertificateValidationCallback += ignoreCertCallback;
ServicePointManager.Expect100Continue = true;
using (var wc = new CertificateWebClient())
{
try
{
var responseBytes = wc.DownloadString(url);
Debug.Log(responseBytes);
Debug.Log(wc.ResponseHeaders);
}
catch (WebException e)
{
Debug.Log(e.ToString());
}
}
}
Override of WebRequest:
protected override WebRequest GetWebRequest(Uri address)
{
HttpWebRequest request = (HttpWebRequest)base.GetWebRequest(address);
X509Certificate2 certificate = new X509Certificate2(#"C:\temp\ClientCert.pfx", "password");
request.ServerCertificateValidationCallback = delegate (System.Object obj, X509Certificate X509certificate, X509Chain chain, System.Net.Security.SslPolicyErrors errors)
{
return true;
};
Debug.Log(request.RequestUri);
(request as HttpWebRequest).ClientCertificates.Add(certificate);
request.Timeout = 2000;
return request;
}
Important to note is that I've tried the exact same functions inside of Unity with the "client.badssl.com" and their cert, and that also worked like a charm, returning the correct error codes when no cert is sent and everything and If I turn off client certification on my website, everything also works like charm...
From What I understand, It might be Mono that might be the problem as the certification is self-signed and not from a verified CA... But i've not been able to find a workaround... so any help would be great
What are your BG settings? I mean: is it on AWS? Express/NodeJS? WebGL? I am facing the same issue but when testing locally it works like a charm
I would suggest: to check if it is an infrastructure problem you might want to create a certificate for your domain (eg 'goodboy.mytest.io") that is certified from some free SSL providers (I can say LetsEncrypt just for testing) and launch a local server that's using that certificate, then go in your "hosts" file (depending on OS that you are currently running) and mock your localhost as "goodboy.mytest.io", so you can check if connecting to that domain everything goes fine without additional layers (usually placed between connection "bouncing" on web)
I'm following up this too
I am developing an application in which i am using socket for the communication between server application and client application(web and desktop both). My server application continuously listening the request of the client application and accept the request whenever comes.
Server code :
TcpListener listener = new TcpListener(IPAddress.Parse(ipAddStr), portNum);
listener.Start();
while (listen)
{
TcpClient handler = listener.AcceptTcpClient();
// doing some stuff
// for every client handler i am creating a new thread and start listening for the next request
}
and for web client i am using WebSocket, as for establishing the connection with WebSocket client we have to follow some handshaking process. and for that I am using the following code (which is working fine) :
static private string guid = "258EAFA5-E914-47DA-95CA-C5AB0DC85B11";
private static string AcceptKey(ref string key)
{
string longKey = key + guid;
SHA1 sha1 = SHA1CryptoServiceProvider.Create();
byte[] hashBytes = sha1.ComputeHash(System.Text.Encoding.ASCII.GetBytes(longKey));
return Convert.ToBase64String(hashBytes);
}
generating and sending response for handshaking with websocket client:
// generate accept key fromm client header request
var key = headerRequest.Replace("ey:", "`")
.Split('`')[1]
.Replace("\r", "").Split('\n')[0]
.Trim();
var responseKey = AcceptKey(ref key);
//create the response for the webclient
var newLine = "\r\n";
var response = "HTTP/1.1 101 Switching Protocols" + newLine
+ "Upgrade: websocket" + newLine
+ "Connection: Upgrade" + newLine
+ "Sec-WebSocket-Accept: " + responseKey + newLine + newLine;
//send respose to the webclient
Byte[] sendBytes = Encoding.ASCII.GetBytes(response);
networkStream.Write(sendBytes, 0, sendBytes.Length);
networkStream.Flush();
I have also TcpClient socket used for desktop application, so the problem is how to identify that the request is from WebSocket or from TcpClient ?
The easiest way would be to have a websocket listener and the vanilla TCP listener listen to different port numbers. You should do that anyway, because it is customary for websocket applications to run on the standard http port 80 (or standard https port 443 when you use websockets with TLS), while a custom protocol based on TCP should run on one of the ports from the "registered" range between 1024 to 49151. You are well-advised to follow this, because a well-secured client environment which allows web access but not much else might not allow the user to connect to other ports than 80 and 443, while any non-http traffic on these ports might trigger an intrusion detection system.
When you still want to handle both protocols on the same port for some reason, it will be a bit difficult. Websocket is a protocol based on TCP which looks like a vanilla HTTP GET request at first, until you receive the headers Connection: Upgrade and Upgrade: websocket.
That means connection requests for either protocol need to be accepted by the same listener at first. Only after the client sent enough data to identify its connection attempt as either your custom protocol or websocket (or something completely different which accidentally connected to your port - you will encounter that a lot when you deploy your application facing the internet) and then delegate the communication with the client to the appropriate handler class.
A TcpClient is a Socket wrapper.
WebSocket is a protocol that can run over a TcpClient. WebSocket protocol defines the handshake and how to frame data.
The best way of differentiate simple TCP connections and WebSocket connections is to have them listening in different ports, since you are going to use different protocols. It would be bad if you have them in the same port, it will become a mess.
I am trying to connect to gmail using SMACK API through XMPP server. but getting the
error : SASL authentication failed using mechanism PLAIN
you can check a glimpse of code. I got it from net only
ConnectionConfiguration connConfig = new ConnectionConfiguration("talk.google.com", 5222, "gmail.com");
connection = new XMPPConnection(connConfig);
connection.connect();
SASLAuthentication.supportSASLMechanism("PLAIN", 0);
I checked in the smack debug window. it says in XML :
< invalid-authzid />
I am already having account on gmail and my gtalk is also running.
You need to set the authentication before you connect viz
SASLAuthentication.supportSASLMechanism("PLAIN", 0);
must appear before connection.connect().
See my blog.
ConnectionConfiguration cc = new ConnectionConfiguration(
"vietnam.agilemobile.com", 5222, vietnam.agilemobile.com");
XMPPConnection connection = new XMPPConnection(cc);
try {
SASLAuthentication.supportSASLMechanism("PLAIN", 0);
connection.connect();
Log.e("LOGIN", "" + 111);
// You have to put this code before you login
Log.e("LOGIN", "" + 222);
// You have to specify your gmail addres WITH #gmail.com at the end
connection.login("nemodo", "123456", "resource");
Log.e("LOGIN", "" + 333);
// See if you are authenticated
System.out.println(connection.isAuthenticated());
} catch (XMPPException e1) {
e1.printStackTrace();
}
I also get this mistake, but i can not work.
For anyone looking for possible solutions to this many years after this was originally asked and answered, I recently was able to get past this authentication error by explicitly setting the authzid value on the XMPPTCPConnectionConfiguration.
I was running into an issue where my connection configuration worked fine for some client XMPP servers, but not for others, even though they were all using SASL PLAIN authentication. After some troubleshooting, I learned that the ones that were failing were expecting an authzid value. After adjusting my code to set this, it works in both the environments that were working before, as well as the environments that were failing.
Here is how I am building my connection configuration:
XMPPTCPConnectionConfiguration.builder()
.setHost(XMPP_DOMAIN)
.setXmppDomain(XMPP_DOMAIN)
.setPort(XMPP_PORT)
.setCompressionEnabled(true) // optional, not all servers will support this
.setUsernameAndPassword(XMPP_USER, XMPP_PASSWORD)
.setResource(XMPP_RESOURCE)
.setAuthzid(JidCreate.entityBareFrom(String.format("%s#%s", XMPP_USER, XMPP_DOMAIN))) // <-- this was the change I needed
.build();
Specifically I needed to add this line:
.setAuthzid(JidCreate.entityBareFrom(String.format("%s#%s", XMPP_USER, XMPP_DOMAIN)))