How do I connect this chat program to two computers? - chat

So I have been modifying the chat program found here: http://www.dreamincode.net/forums/topic/259777-a-simple-chat-program-with-clientserver-gui-optional/ and I am at the point where I am ready to use it between twp pc's.
The problem is, I do not know enough about server-client relationships to set it up. Is there anything missing in the code for this to work? I just want to link two laptops to chat with one another. Is there any server softare I need to run or something?
I tried openfire but couldn't figure out how to link it, every port number I tried (listed in the admin page) didn't work. This is my first attempt at anything like this and probably beyond my current level of understanding which is why I would greatly appreciate a straightforward solution.
I chose this becaue I needed to do a lot of customization to the code so please use the ones on the page above as a reference. I would post the code here but there are 5 classes and they are neatly displayed on that page already with a explanation of each.
Thanks in advance!

Before you start trying to incorporate external libraries or functions, understand the code. Play around with it a little. See what does what and if you change this setting or that what will happen. Bare in mind that the code is separated into 2 applications:
Client - [ClientUI + Client + ChatMessage]
Server - [ServerUI + Server + ChatMessage]
Check that the application works on a single machine. So keep the server class the same and simply edit the client class so that it points to the current machine.
Run both the server and the client (from the example) on the same machine and when the client asks for the server location input 127.0.0.1 then put the port number you gave for the ServerSocket in Server. This should point to your machine and if this works but not when using 2 separate machines check your firewall settings.

Related

Simple Localhost Server in Xcode/Swift?

I am making a macos app in XCode, and I was wondering if there was a way to make it host a local server that is visible across the network.
I am trying to find a way so that it would host something on the devices's network with it's hostname/ip address, so if someone goes to http://hostname:5000 they would be able to see the response, and the app would be able to see the request, just like how hosting a local python server works. Is there any way to do this in XCode with Swift?
For example: the user presses 'start server' on their screen. The server is hosted across the network. Anytime a request is made to it, they get a notification.
Just to make you concern you may find some sample codes, including local web server inside the app.Few of them I found are:
https://github.com/ooper-shlab/MyWebViewApp-Swift
https://github.com/depoon/SwiftLocalhost
The main thing is it's just a public
, experimental code, so it's not simple, not easy to adopt, not all coding best-recommended, far from readable and may have severe bugs.But you can use it as a working example and take any parts of it into your app.

About server hosting, and how servers are set up

I have been making a game with javascript for a while now, and I am doing the websocketing with node.js and socket.io.
So my question is: Once I get a server, how would setting it up work? Would I send the people who own the server my files, and then would they take care of setting it up? Would I be able to access the computer they loaned me and set things up from there? I'm confused about the whole process... first time doing anything like this.

PJSIP via CLI on Raspberry

I am new to Raspberry and VOIP. I am interested to make a door intercom system using raspberry, as I read most of the post here and those are really helpful,one of the raspberry is acting as server (Asterisk and PBX). I was able to call using sflphonebut that was only for desktop mode and I am interested to call using CLI and for that I installed "PJSIP" as reffered by most of users, but don't have any idea what to do next (I mean how should i start). As it is written after installation I am supposed to try for "pjsua" and "pjsystest" in pjsip-apps/bin, but it doesn't ring any bell for me.
Sorry for my level as beginner but if you don't begin how are you supposed to masters it.
I shall be very thankful.
so i can't explain all of the stuff you need to know, but with this Site you should be able to register to you PBX. It's an documentation to the high level API of PJSUA. If you go further on that site they will lead you through the things you have to do to establish a call.
Although this can be very frustrating because there are many error that can appear. There are some python test application under pjproject/pjsip-apps/src/python/samples, here you should firstly try to establish a call between two clients to be sure you server is well configured.
Just for info, the dest_uri you have to give in the call.py is like so sip:ip:port and you have to change the values in the register.py to your client infos. Then run the register.py in one shell and the call.py in an other shell.
Hopefully i could help you over some barriers, feel free to ask if something was unclear.

AIR server connections

I am wanting to give back to a small gaming community. The idea is to make an app that acts like a chat client to connect to the game servers. I am trying to grasp the concepts on how connections work through examples I've found on the web, since I am self taught by seeing examples.
So far the examples I found are for connections on the same network. What I need is some kind of example that will allow me to connect from different networks or at least an explanation on what I need to do. Also I need to be able to get around a router without with setting port forwarding on the router.
In the end the app will be connecting to the game developer's server but I need a working app before I get his permission to connect to his servers.
Any help will be most appreciated. If any additional information is needed to help just ask and I'll do my best to fill in the gaps.
That is a very broad question, but I try to give you as much information as possible from by point of view. As I'm not yet sure if you want to have a P2P Connection (game-application to game-application) or a standard server model, I will just mentioned different approaches to this problem.
Adobe has support for P2P since a long time. Read some FAQ, esspecially "How does RTMFP differ from RTMP?" (I try to choose Sources with infographics, as that helped me to understand it).
What you really should start playing with and making first steps in, should be NetConnection. This is the very basic Function that will allow you to communicate to a Server running e.g. PHP or connecting to a Flash Media Server (FMS). FMS is inpartcular interresting for you, as it really boosts the ideas what you game could do, but setting up a FMS is not that easy,to host a own instance is even more complex. So if you come to the conclusion that you want to travel the road of using a FMS, I can suggest you Onyx Server. They mainly marketing theirself as a Streaming service, but in reality you will get access to a FMS for a ok'ish price (FMS instances on Amazon were way worst the last time I checked).
The FMS basicly only a Flash AS2 File with some extra Commands. Your FMS can handle real-time (!) persistent connections (!) with any client that connects to it. Everyone is able to connect to the server at first, and you can then choose in your FMS Script what a client have to bring to the table to stay on the server or is rejected. After that, you have a very string tool for a Game. For example, you could have a game instance connect to it, tell the server that an enemy was hit and the server near-instantly (the speed is really amazing, there is no feeled delay, it really is instant. Its called SharedObjects) pass this information down to the enemy game instance. I used FMS only for one project and it was a very long ride to understand it and work with it, but it was a really nice experience, as you code the Server in the "same" language like the game itself (AS2, AS3 = ECMA).
If you dont want to spend money at this stage, you can use the Adobe RTMFP Instance at p2p.rtmfp.net. It is, as far as I know, only for testing and you will be rejected if you misuse the service for a real project, but for starting and testing it will do. If you use the Cirrus Engine, you can even follow this Tutorial. You will find sample code in there:
// Cirrus connect info
private const SERVER:String = "rtmfp://p2p.rtmfp.net/";
private const DEVKEY:String = "{YOUR_DEVELOPER_KEY}";
// Used to connect to the Cirrus service
private var _netConnection:NetConnection;
_netConnection = new NetConnection();
// Listen for status info
_netConnection.addEventListener( NetStatusEvent.NET_STATUS, onNetStatus );
// Connect to Cirrus using our unique URI
_netConnection.connect( SERVER + DEVKEY );
My adive for you would be: Try getting comfortable with NetConnection. It is really straight forward. When I first started using it, I had a couple of days struggeling and reading a lot on the web, but I learned a lot doing so. You should too. Use NetConnection and try to create two simple AS3/FLA instances of your code that both connect to the same domain (use the adobe rtmfp domain for now) and try to exchange some simple String-Data between these instances.
To take some of the pain of your shoulders, add the minimum amount of listeners to your NetConnection like so:
//Main NetConnector
nc = new NetConnection();
//Troubleshooting Listener
nc.addEventListener(SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler);
nc.addEventListener(NetStatusEvent.NET_STATUS, status_handler);
//nc.objectEncoding = ObjectEncoding.AMF0; //Default
nc.client = this;
nc.connect("https://some-domain");
////////////////////////////////////////////////////////////////////////////////
/// CALL ERROR LISTENER
////////////////////////////////////////////////////////////////////////////////
private function status_handler(e:NetStatusEvent):void {
//trace("NetStatusEvent");
dispatchEvent(new CallEvent(CallEvent.CALL_NATIVE_NET_STATUS, e, true ));
}
private function securityErrorHandler(e:SecurityErrorEvent):void {
//trace("SecurityErrorEvent");
dispatchEvent(new CallEvent(CallEvent.CALL_NATIVE_SECURITY_ERROR, e, true ));
}
You will get alot of errors and netStatus and NetSecuriy Events. Flash will often run into Sandbox-Violation errors when you now know what you are doing. That can be frustrating but if you keep it up, google every error and compare you implementations with the implementation of others, you will wrap your head around this and can do really neat stuff with it.
I recommend you google sources and tutorials for NetConnection and stick to one that is on your level of knowledge.
Good Luck.

How should I determine what is issuing a flush_all command

We have a memcached server that is shared by about two dozen apps. One of the web apps (or perhaps one of our utility apps) is issuing a flush_all command periodically. The frequency seems random, or at least we haven't seen a pattern yet. It happens about 10 times an hour.
Here's the rub. I can't figure out a good way to figure out which app is doing this. The memcacehd logs are not helpful at all. Here's what I've done so far:
* grep all source code - Other than memcached libraries I can't see anywhere where we issue this command.
* Enable verbose logging (-vv) in memcached - I see the commands get issued, but the log doesn't show any information about where the command is being issued from.
* Research how to administratively disable this; without an unapproved source patch to memcached I can't figure out a good way to do it.
Has anyone else had this problem? I'm assuming that this is coming from one of our web apps, but its possible its from somewhere else too. Any suggestions?
My next step is to setup a second memcached server and move applications one by one (which will be slow and time consuming). There must be a better way.
A little late, but in case anyone else hits this...
I'd suggest you set up multiple memcache proxies and configure each application to use a different one. The first proxy I found was twemproxy, no idea how good it is.
After that you can use the logs for the proxy to identify which application is issuing the commands.