I am developing the file transfer application via middle level greedy routing in which file sends to greedy and greedy sends file again to router
but he problem is some time client receives complete file and some time it receive some part of file
Here my code goes
Server Side
IPAddress[] ipAddress = Dns.GetHostAddresses("127.0.0.1");
IPEndPoint ipEnd = new IPEndPoint(ipAddress[0], 5655);
Socket clientSock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IP);
string filePath = "";
fileDes = fileDes.Replace("\\", "/");
while (fileDes.IndexOf("/") > -1)
{
filePath += fileDes.Substring(0, fileDes.IndexOf("/") + 1);
fileDes = fileDes.Substring(fileDes.IndexOf("/") + 1);
}
byte[] fileNameByte = Encoding.ASCII.GetBytes(fileDes);
lblError.Text = "";
lblError.Text = "Buffering ...";
byte[] fileData = File.ReadAllBytes(filePath + fileDes);
byte[] clientData = new byte[4 + fileNameByte.Length + fileData.Length];
byte[] fileNameLen = BitConverter.GetBytes(fileNameByte.Length);
fileNameLen.CopyTo(clientData, 0);
fileNameByte.CopyTo(clientData, 4);
fileData.CopyTo(clientData, 4 + fileNameByte.Length);
lblError.Text = "";
lblError.Text = "Connection to server ...";
clientSock.Connect(ipEnd);
lblError.Text = "";
lblError.Text = "File sending...";
// System.Threading.Thread.Sleep(1000);
clientSock.Send(clientData);
label3.Text = clientData.Length.ToString();
lblError.Text = "";
lblError.Text = "Disconnecting...";
clientSock.Close();
lblError.Text = "";
lblError.Text = "File transferred.";
In client
class DestCode
{
IPEndPoint ipEnd;
Socket sock;
public DestCode()
{
ipEnd = new IPEndPoint(IPAddress.Any, 5656);
sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IP);
sock.Bind(ipEnd);
}
public static string receivedPath;
public static string curMsg = "Stopped";
public static int res;
public void StartServer()
{
try
{
curMsg = "Starting...";
sock.Listen(100);
curMsg = "Running and waiting to receive file.";
Socket clientSock = sock.Accept();
byte[] clientData = new byte[1024 * 5000];
int receivedBytesLen = clientSock.Receive(clientData);
curMsg = "Receiving data...";
int fileNameLen = BitConverter.ToInt32(clientData, 0);
string fileName = Encoding.ASCII.GetString(clientData, 4, fileNameLen);
BinaryWriter bWrite = new BinaryWriter(File.Open(receivedPath +"/"+ fileName, FileMode.Append)); ;
bWrite.Write(clientData,4 + fileNameLen, receivedBytesLen - 4 - fileNameLen);
res = receivedBytesLen;
if (receivedPath == "")
{
MessageBox.Show("No Path was selected to Save the File");
}
curMsg = "Saving file...";
bWrite.Close();
clientSock.Close();
curMsg = "File Received ...";
StartServer();
}
catch (Exception ex)
{
curMsg = "File Receving error.";
}
}
}
In Greedy
class ReceiverCode
{
IPEndPoint ipEnd;
Socket sock;
public ReceiverCode()
{
ipEnd = new IPEndPoint(IPAddress.Any, 5655);
sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IP);
sock.Bind(ipEnd);
}
public static string receivedPath;
public static string curMsg = "Stopped";
public static string Rout = "";
public static int rlength = 0;
public static string MsgStatus = "";
public static byte[] send;
public void StartServer()
{
try
{
curMsg = "Starting...";
sock.Listen(100);
curMsg = "Running and waiting to receive file.";
Socket clientSock = sock.Accept();
byte[] clientData = new byte[1024 * 5000];
int receivedBytesLen = clientSock.Receive(clientData);
System.Threading.Thread.Sleep(5000);
rlength = receivedBytesLen;
curMsg = "Receiving data...";
int receive = clientSock.Receive(clientData);
send = new byte[receivedBytesLen];
Array.Copy(clientData, send, receivedBytesLen);
Rout = "Start";
clientSock.Close();
curMsg = "Reeived & Saved file; Server Stopped.";
StartServer();
}
catch (Exception ex)
{
curMsg = "File Receving error.";
}
}
}
Please somebody help me
The problem is that Socket.Receive does not guarantee that you'll receive all the bytes you asked for. So you write:
int receivedBytesLen = clientSock.Receive(clientData);
The documentation says:
If you are using a connection-oriented Socket, the Receive method will read as much data as is available, up to the size of the buffer.
The call to Receive is getting all of the bytes that are currently available. It could be that the sender hasn't yet sent all of the bytes, or that your network stack hasn't received them and made them available.
To reliably send and receive data, the receiver has to know one of two things: either how many bytes it's expecting, or that there is some sentinel value that says, "that's all, folks." You can't count on a single Receive call to get everything.
When transferring files, the sender typically includes the size of the file as the first four bytes of the data being sent. Your code then reads the first four bytes (making sure that you get all four bytes) to determine the size, and then spins a loop, reading data from the socket until all of the expected bytes are received.
Something like:
const int MaximumSize = 1000000;
// read the first four bytes
var sizeBytes = ReadBytesFromSocket(socket, 4);
int size = BitConverter.ToInt32(sizeBytes);
var dataBuffer = ReadBytesFromSocket(socket, size);
// you now have your data
byte[] ReadBytesFromSocket(Socket socket, int size)
{
var buff = new byte[size];
int totalBytesRead = 0;
while (totalBytesRead < size)
{
int bytesRead = socket.Receive(buff, totalBytesRead, size-totalBytesRead, SocketFlags.None);
if (bytesRead == 0)
{
// nothing received. The socket has been closed.
// maybe an error.
break;
}
totalBytesRead += bytesRead
}
return buff;
}
See my blog post on reading streams (and the linked parts 1 and 2) for more information. The blog posts talk about streams, but the concepts are the same with sockets.
Related
When i run Server and Client, type a string form Client to Server, Server response that string and "square" char.
I have consulted many codes but the result is still the same........................................................................................................................................................................................................................................................................................................
My Server :
public class serverUDP {
public static void main(String args[]) throws Exception {
DatagramSocket serverSocket = new DatagramSocket(9876);
while(true) {
byte[] receiveData = new byte[1024];
byte[] sendData = new byte[2048];
// receive packet
DatagramPacket receivePacket =
new DatagramPacket(receiveData, receiveData.length);
serverSocket.receive(receivePacket);
String sentence = new String(receivePacket.getData());
InetAddress IPAddress = receivePacket.getAddress();
int port = receivePacket.getPort();
String sentence_to_client = sentence+ " (server accpeted!)";
// send packet
sendData = sentence_to_client.getBytes();
DatagramPacket sendPacket = new DatagramPacket(sendData, sendData.length, IPAddress, port);
serverSocket.send(sendPacket);
}
}
}
My Client :
public class clientUDP {
public static void main(String args[]) throws Exception {
DatagramSocket clientSocket = new DatagramSocket(6789);
InetAddress IPAddress = InetAddress.getByName("localhost");
while(true){
byte[] sendData = new byte[1024];
byte[] receiveData = new byte[2048];
// input
BufferedReader inFromUser =
new BufferedReader(new InputStreamReader(System.in));
String sentence = inFromUser.readLine();
// send packet
sendData = sentence.getBytes();
DatagramPacket sendPacket =
new DatagramPacket(sendData, sendData.length, IPAddress, 9876);
clientSocket.send(sendPacket);
// receive packet
DatagramPacket receivePacket =
new DatagramPacket(receiveData, receiveData.length);
clientSocket.receive(receivePacket);
String modified_Sentence = new String(receivePacket.getData());
System.out.println("FROM SERVER:" + modified_Sentence);
if(sentence.compareTo("quit") == 0)
break;
}
clientSocket.close();
}
}
Result: String + "square" char
A former employees used TCP Client & TCP Listener, Thread, and NetworkStream to create a payment server with Unity 32-bit for Unity 32-bit games and payment connections.
(I don't know what I'm talking about either)
BUT Only the first payment is successful, and the second payment cannot be 'Read' even if it is 'Write'.
(Or maybe client server listener(?) is dumb.... ;( )
So I tried debugging, but this comment came up.
'SocketException System.Net.Sockets.SocketException: Blocking operation aborted by calling WSACanceBlockingCall.'
I can't even connect to the clientServer.
It's fatal to the company that only one payment is made.
This is because after the payment, the game proceeds and when the GameLife is exhausted, you have to return to the lobby and pay again.
But "Write" works, but why doesn't it go on after that?
If you are disconnected from the game and payment server, you will be warned that you are disconnected from the server.
I'm so confused. I'm a client developer and I don't understand anything because I think I'm developing a server.
I'm just a three-month-old junior developer...
This is my client Write Code
public void SendMessage()
{
if (socketConnection == null)
{
return;
}
try
{
// Get a stream object for writing.
NetworkStream stream = socketConnection.GetStream();
if (stream.CanWrite)
{
//string clientMessage = "This is a message from one of your clients.";
string clientMessage = string.Format("Charge,{0}",DataManager.instance.payData._Money);
// Convert string message to byte array.
//byte[] clientMessageAsByteArray = Encoding.ASCII.GetBytes(clientMessage);
byte[] clientMessageAsByteArray = Encoding.UTF8.GetBytes(clientMessage);
// Write byte array to socketConnection stream.
stream.Write(clientMessageAsByteArray, 0, clientMessageAsByteArray.Length);
Debug.Log("Client sent his message - should be received by server");
}
}
catch (SocketException socketException)
{
serverState = ServerState.Disconnect;
Debug.Log("Socket exception: " + socketException);
}
}
This is Server Read Code
private void ListenForIncomingRequests()
{
try
{
// Get Local IPv4 Address
IPHostEntry host = Dns.GetHostEntry(Dns.GetHostName());
foreach (var ip in host.AddressList)
{
if (ip.AddressFamily == AddressFamily.InterNetwork)
{
address = ip.ToString();
}
}
Debug.Log("address : "+ address);
// Create listener on localhost port 8052.
tcpListener = new TcpListener(IPAddress.Parse(address), 50001);
tcpListener.Start();
Debug.Log("Server is listening");
Byte[] bytes = new Byte[1024];
while (true)
{
using (connectedTcpClient = tcpListener.AcceptTcpClient())
{
Debug.Log(connectedTcpClient.ToString());
// Get a stream object for reading
using (NetworkStream stream = connectedTcpClient.GetStream())
{
int length;
// Read incoming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var incomingData = new byte[length];
Array.Copy(bytes, 0, incomingData, 0, length);
// Convert byte array to string message.
//string clientMessage = Encoding.ASCII.GetString(incomingData);
string[] message = Encoding.UTF8.GetString(incomingData).Split(',');
string clientMessage = message[0];
string value = message[1];
if (string.IsNullOrEmpty(_clientMessage))
{
_clientMessage = clientMessage;
if (_clientMessage.Equals("Charge"))
{
_clientMessage = string.Empty;
pay.PayEvent(int.Parse(value));
}
}
Debug.Log("client message received as: " + clientMessage);
Debug.Log("_client message received as: " + _clientMessage);
Debug.Log(length);
}
}
}
}
}
catch (SocketException socketException)
{
Debug.Log("SocketException " + socketException.ToString());
}
}
We have a project that we should send message to a huge number of sim cards (more than 1 Million) and receive and handle answers.
For testing this, I am using Selenium SMPPSim to simulate sending a message.
this is work fine for sending messages. and with enabling callback server I can receive messages that I send on another port.
But my question is how can I send back a message to SMPP server?
I am using EasySMPP library for connecting to smpp server
My SMPP Server Code:
private SMPPClient _client;
private readonly object _lockObject = new object();
public SMPPClient GetClient()
{
if (_client != null)
{
return _client;
}
lock (_lockObject)
{
_client = new SMPPClient();
var smsc = new SMSC
{
Host = "127.0.0.1",
Port = 2775,
SystemId = "smppclient1",
Password = "password",
SourceTon = 5,
SourceNpi = 1,
AddrTon = 1,
AddrNpi = 1,
SystemType = "8945",
};
_client.OnDeliverSm += Client_OnDeliverSm;
Console.WriteLine("Client_OnDeliverSm added");
_client.OnSubmitSmResp += Client_OnSubmitSmResp;
Console.WriteLine("OnSubmitSmResp added");
_client.AddSMSC(smsc);
if (!_client.Connect())
throw new Exception($"Can not connect to smpp link: {smsc.Host} : {smsc.Port}");
return _client;
}
}
public void SendByCampaignItemId()
{
var smppClient = GetClient();
lock (smppClient)
{
var msgId = smppClient.SubmitSM(1, 1, "339123456789", 1, 1, "339632587436",
0x40, // EsmClass.UdhIndicator
0x7f, // protocol identifier
0, // priority flag level 0
DateTime.MinValue,
DateTime.MinValue,
// DateTime.Now.AddMinutes(10),
//DateTime.Now.AddHours(3),
(byte)DeliveryReportType.AlwaysSendDeliveryReport,
0x00, //replace if present
0xf6, // data coding
0, // default msg id
new byte[] { 0x02,0x70,0x00,0x34,0x77,0x88,0x99,0xAA,0xBB,0xCC,0xDD,0xEE,0xFF});
}
}
private void Client_OnSubmitSmResp(SubmitSmRespEventArgs e)
{
Console.WriteLine("Submit Received");
}
private void Client_OnDeliverSm(DeliverSmEventArgs e)
{
Console.WriteLine("Deliver Received");
}
And here is my code which listens to port 3333:
static void Main(string[] args)
{
TcpListener server = null;
try
{
Int32 port = 3333;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
server = new TcpListener(localAddr, port);
server.Start();
// Buffer for reading data
Byte[] bytes = new Byte[256];
String data = null;
while (true)
{
Console.Write("Waiting for a connection... ");
TcpClient client = server.AcceptTcpClient();
Console.WriteLine("Connected!");
data = null;
NetworkStream stream = client.GetStream();
int i;
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Console.WriteLine("Received: {0}", data);
data = data.ToUpper();
byte[] msg = System.Text.Encoding.ASCII.GetBytes(data);
stream.Write(msg, 0, msg.Length);
//WHAT SHOULD I DO HERE SO THAT I CAN SEND BACK A MESSAGE (DELIVER SM) TO SMPP SIM??!!!
Console.WriteLine("Sent: {0}", data);
}
client.Close();
}
}
catch (SocketException e)
{
Console.WriteLine("SocketException: {0}", e);
}
finally
{
server.Stop();
}
Console.WriteLine("\nHit enter to continue...");
Console.Read();
}
And my SMPPSIM Config file :
SMPP_PORT=2775
SMPP_CONNECTION_HANDLERS=10
CONNECTION_HANDLER_CLASS=com.seleniumsoftware.SMPPSim.StandardConnectionHandler
PROTOCOL_HANDLER_CLASS=com.seleniumsoftware.SMPPSim.StandardProtocolHandler
LIFE_CYCLE_MANAGER=com.seleniumsoftware.SMPPSim.LifeCycleManager
MESSAGE_STATE_CHECK_FREQUENCY=5000
MAX_TIME_ENROUTE=10000
DELAY_DELIVERY_RECEIPTS_BY=0
PERCENTAGE_THAT_TRANSITION=75
PERCENTAGE_DELIVERED=90
PERCENTAGE_UNDELIVERABLE=6
PERCENTAGE_ACCEPTED=2
PERCENTAGE_REJECTED=2
DISCARD_FROM_QUEUE_AFTER=60000
HTTP_PORT=88
HTTP_THREADS=1
DOCROOT=www
AUTHORISED_FILES=/css/style.css,/index.htm,/inject_mo.htm,/favicon.ico,/images/logo.gif,/images/dots.gif,/user-guide.htm,/images/homepage.gif,/images/inject_mo.gif
INJECT_MO_PAGE=/inject_mo.htm
SYSTEM_IDS=smppclient1,smppclient2
PASSWORDS=password,password
OUTBIND_ENABLED=false
OUTBIND_ESME_IP_ADDRESS=127.0.0.1
OUTBIND_ESME_PORT=2776
OUTBIND_ESME_SYSTEMID=smppclient1
OUTBIND_ESME_PASSWORD=password
DELIVERY_MESSAGES_PER_MINUTE=0
DELIVER_MESSAGES_FILE=deliver_messages.csv
LOOPBACK=TRUE
ESME_TO_ESME=false
OUTBOUND_QUEUE_MAX_SIZE=1000
INBOUND_QUEUE_MAX_SIZE=1000
DELAYED_INBOUND_QUEUE_PROCESSING_PERIOD=60
DELAYED_INBOUND_QUEUE_MAX_ATTEMPTS=100
DECODE_PDUS_IN_LOG=true
CAPTURE_SME_BINARY=false
CAPTURE_SME_BINARY_TO_FILE=sme_binary.capture
CAPTURE_SMPPSIM_BINARY=false
CAPTURE_SMPPSIM_BINARY_TO_FILE=smppsim_binary.capture
CAPTURE_SME_DECODED=false
CAPTURE_SME_DECODED_TO_FILE=sme_decoded.capture
CAPTURE_SMPPSIM_DECODED=false
CAPTURE_SMPPSIM_DECODED_TO_FILE=smppsim_decoded.capture
CALLBACK=true
CALLBACK_ID=SIM1
CALLBACK_TARGET_HOST=localhost
CALLBACK_PORT=3333
DELIVER_SM_INCLUDES_USSD_SERVICE_OP=false
DELIVERY_RECEIPT_OPTIONAL_PARAMS=true
DELIVERY_RECEIPT_TLV=1403/0A/34343132333435363738
SMSCID=SMPPSim
SIMULATE_VARIABLE_SUBMIT_SM_RESPONSE_TIMES=false
And another question:
If SMPPSim is not a good choice for my work, what else can i use?
UPDATE 1:
I look a little more and I think I find a simpler question.
assume that i have to SMPPSims.
How can I send message from a SMPPSim to another one?
I have two win socket apps, server and client. The server app is at my virtual and client at host machine and the communication is OK. I am sending a ISO file (700MB) through that socket and I came across the error that received bytes are corrupt. When my file come to virtual machine, it has the original size, but the content is not OK. At the client side, I am using this code:
public class ProgramClient
{
public static void StartClient()
{
// Data buffer for incoming data.
byte[] msg;
try
{
IPAddress ipAd = IPAddress.Parse("192.168.137.71");
IPEndPoint remoteEP = new IPEndPoint(ipAd, 1234);
Socket sender = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
sender.Connect(remoteEP);
Console.WriteLine("Client connected to {0}", sender.RemoteEndPoint.ToString());
Console.WriteLine("Sending file...");
msg = GetBinaryFile(#"C:\TCPIP\test_big.iso");
byte[] msgLengthBytes = BitConverter.GetBytes(msg.Length-3);
int msgLength = BitConverter.ToInt32(msgLengthBytes, 0);
Console.WriteLine("int: {0}", msgLength);
Console.WriteLine("msgL size: {0}", msgLengthBytes.Length);
//join arrays, file size info, TCP header
byte[] result = new byte[msgLengthBytes.Length + msgLength];
Buffer.BlockCopy(msgLengthBytes, 0, result, 0, msgLengthBytes.Length);
Buffer.BlockCopy(msg, 3, result, msgLengthBytes.Length, msgLength);
//file extension info, TCP Header
byte extension = 2; //file extension code
byte[] newArray = new byte[result.Length + 1];
result.CopyTo(newArray, 1);
newArray[0] = extension;
result = newArray;
int bytesSent = sender.Send(result);
Console.WriteLine("result size: {0}", result.Length);
sender.Shutdown(SocketShutdown.Both);
sender.Close();
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
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());
}
}
private static byte[] GetBinaryFile(string filename)
{
byte[] bytes;
using (FileStream file = new FileStream(filename, FileMode.Open, FileAccess.Read))
{
bytes = new byte[file.Length];
file.Read(bytes, 0, (int)file.Length);
}
return bytes;
}
public static void Main(String[] args)
{
StartClient();
}
}
At the server side I have the following code:
class ProgramServer
{
public static void Main(String[] args)
{
try
{
StartListening();
}
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());
}
}
public static void StartListening()
{
byte[] bytes = new Byte[1024];
while (true)
{
string outputPath = string.Empty;
outputPath = #"C:\output\output";
Console.WriteLine("Waiting for a connection...");
Socket handler = SocketInstance().Accept();
data = null;
//for the TCP header, get file extension
bytes = new byte[1];
int bytesReceivedExtension = handler.Receive(bytes);
string extension = GetExtension(bytes[0]);
outputPath = outputPath + extension;
//for the TCP header, get file size information
bytes = new byte[4];
int bytesReceived = handler.Receive(bytes);
int Lenght = BitConverter.ToInt32(bytes, 0);
Console.WriteLine("msg length: " + Lenght);
int TotalReceivedBytes = 0;
while (TotalReceivedBytes < Lenght)
{
bytes = new byte[1024];
int bytesRec = handler.Receive(bytes);
TotalReceivedBytes = TotalReceivedBytes + bytesRec;
AppendAllBytes(outputPath, bytes);
}
Console.WriteLine("Bytes received total: " + TotalReceivedBytes);
Console.WriteLine(File.Exists(outputPath) ? "File received." : "File not received.");
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
private static Socket SocketInstance()
{
IPAddress ipAd = IPAddress.Parse("192.168.137.71");
IPEndPoint localEndPoint = new IPEndPoint(ipAd, 1234);
Socket listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
listener.Bind(localEndPoint);
listener.Listen(10);
return listener;
}
public static void AppendAllBytes(string path, byte[] bytes)
{
using (var stream = new FileStream(path, FileMode.Append))
{
stream.Write(bytes, 0, bytes.Length);
}
}
public static string GetExtension(byte extOfFile)
{
switch (extOfFile)
{
case 0:
return ".txt";
case 1:
return ".png";
case 2:
return ".iso";
default:
return "";
}
}
}
So, how can I be sure that my byte[] is OK? Because when I open that ISO file at the received side, its content is not OK. IS there some alternative for any type of file to binary conversion?
Thanks.
The framing protocol you made up seems to work like this:
0 1 2 3 4 ... N
[L][L][L][L][D][...][D]
Where L represents an 32-bit integer (in which endianness?) indicating the lenght of the Data.
First, you're sending the wrong file length:
byte[] msgLengthBytes = BitConverter.GetBytes(msg.Length-3);
Why do you subtract 3? You shouldn't. This causes the last 3 bytes to be chopped off the file.
Then when filling the message buffer, you start writing at byte 3, or the last byte of L:
Buffer.BlockCopy(msg, 3, result, msgLengthBytes.Length, msgLength);
This will cause the reader to interpret an incorrect data length. You should start at byte 4.
Third, when writing the file, you shouldn't append the entire buffer, but only the bytes that Receive() actually wrote in the buffer:
bytes = new byte[1024];
int bytesRec = handler.Receive(bytes);
TotalReceivedBytes = TotalReceivedBytes + bytesRec;
AppendAllBytes(outputPath, bytes, bytesRec);
Then in that method:
public static void AppendAllBytes(string path, byte[] bytes, int bufferLength)
{
using (var stream = new FileStream(path, FileMode.Append))
{
stream.Write(bytes, 0, bufferLength);
}
}
And this is why you shouldn't write your own protocol and socket code if you don't know very well what you're doing. Leverage existing protocols and libraries instead.
I am working on iphone push notification. I can able to get my device token. I am using .net for pushing json data. But the issue is i cant get the notification. I just want to know whether .net has to push json data over in hosted machine?
Regards,
sathish
I believe that is related to:
Add iPhone push notification using ASP.NET server
Read through the linked project in there. It is pretty comprehensive. You can actually just use that library... it is pretty good.
Unless I misunderstood the question?
Use following snippet to send Push Notification
public void PendingNotification(string DeviceToken,string message)
{
try
{
int port = 2195;
//Developer
String hostname = "gateway.sandbox.push.apple.com";
//Production
//String hostname = "gateway.push.apple.com";
String certificatePassword = "XXXXXXX";
string certificatePath = Server.MapPath("~/cer.p12");
TcpClient client = new TcpClient(hostname, port);
X509Certificate2 clientCertificate = new X509Certificate2(System.IO.File.ReadAllBytes(certificatePath), certificatePassword);
X509Certificate2Collection certificatesCollection = new X509Certificate2Collection(clientCertificate);
SslStream sslStream = new SslStream(client.GetStream(), false, new RemoteCertificateValidationCallback(ValidateServerCertificate), null);
sslStream.AuthenticateAsClient(hostname, certificatesCollection, SslProtocols.Tls, false);
//String DeviceToken = "XXXXXXXXXXXX";
String LoginName = "Name";
int Counter = 1; //Badge Count;
String Message = message;
String UID = "your choice UID";
string payload = "{\"aps\":{\"alert\":\"" + Message + "\",\"badge\":" + Counter + ",\"sound\":\"default\"},\"UID\":\"" + UID + "\",\"LoginName\":\"" + LoginName + "\"}";
MemoryStream memoryStream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(memoryStream);
writer.Write((byte)0);
writer.Write((byte)0);
writer.Write((byte)32);
writer.Write(HexStringToByteArray(DeviceToken.ToUpper()));
writer.Write((byte)0);
writer.Write((byte)payload.Length);
byte[] b1 = System.Text.Encoding.UTF8.GetBytes(payload);
writer.Write(b1);
writer.Flush();
byte[] array = memoryStream.ToArray();
sslStream.Write(array);
}
catch (Exception ex)
{
//Response.Write(ex.Message);
}
}
public static byte[] HexStringToByteArray(string hex)
{
return Enumerable.Range(0, hex.Length)
.Where(x => x % 2 == 0)
.Select(x => Convert.ToByte(hex.Substring(x, 2), 16))
.ToArray();
}
public static bool ValidateServerCertificate(object sender, X509Certificate certificate, X509Chain chain, SslPolicyErrors sslPolicyErrors)
{
if (sslPolicyErrors == SslPolicyErrors.None)
return true;
Console.WriteLine("Certificate error: {0}", sslPolicyErrors);
return false;
}