Lan chat design - sockets

I'm in the process of trying to write a chat application and I have a few issues
that I trying to work out. The application is basically a chat application that works on a Lan. One client acts as the
host and other clients can connect to the host and publicly chat among themselves. I want also the option of a client starting
a private chat with an already connected client. So what is the best way for this to happen. For example should the request message (which
contains the ip address of client) route through the host and then if the requested client wants to connect , then they initiate the connection
using ip of the requesting client. Should this also be on a separate port number. Does it matter if your application uses a number of ports.
Or, when ever a client connects to a host, the host should send them a list of users with there ip addresses, and then the client can
attempt a connection with the other client for a private chat.
Hope this all makes sense. Any help would be appreciated
Thanks

If you are just interested in a quick-and-dirty chat facility that only needs to work over a LAN, I'd suggest having all clients send and receive broadcast UDP packets on a single well-known port number. Then no server is necessary at all, and thus no discovery is necessary either, and things are a lot simpler.
If you really want to go the client-server route, though, you should have your server (aka host) machine accept TCP connections on a single well-known port, and then have it use select() or poll() to multiplex the incoming TCP connections and forward any data that comes in from each incoming TCP socket to all of the others sockets. Clients can connect via TCP to the server at this well-known port, but the clients will have to have some way of knowing what IP address to connect to... either from having the user type in the IP address of the server, or by some discovery mechanism (broadcast UDP packets could be used to implement that). This way is a lot more work though.

I'm all for creating my own but depending on time constraints sometimes I look for alternatives like this I used it in a company I worked at before. It's really good. But if you decide to make your own you first have to map out a logic, structure, Database and so on before you even think about code..

Related

Can a UDP multicast server send packets outside LAN?

I'm in the process of making a multiplayer game, where the players' movements are sent over the network and their positions are stored in the server. I've been told that UDP would be best since it doesn't rely on constant connection and it won't matter if the client misses a packet. The clients could be on any router, not necessarily within the server's LAN.
Is it possible to set up a server that the clients can connect to that will send all of them periodic updates of the positions of nearby objects/players?
I don't want to have to send packets to each individual client, and I heard multicasting can solve this problem, but every example I've seen only sends packets over a local network. Can I multicast past routers, and if so, how can I do that in Java? (And explain it to me like I have no idea what I'm doing, which is mostly true)
Ex.
Server has IP address 71.10.200.133
Client A has IP address 38.49.339.293
Client B has IP address 37.28.487.388
...
Client Z has IP address 43.38.382.949
Client A sends an update about the player's position to Server
Server sends update to B-Z without iterating a packet to each individual client. How do I accomplish this (if it's possible)?
Multicasts will traverse a router if and only if the router allows it. Unless you're in control of all the routers between you and your clients, the answer to your question is 'no'.
Multicast packets are broadcasts, thus they reach each node on that subnet. For you to send a multicast packet out on the web is not an effecient nor smart way of sending data.
For LAN based traffic:
Multicast is fine
But, for internet traffic I would suggest making a:
UDPClient
or
TCPClient
for internet based traffic and possibly multicast for LAN based (to mix things up a bit).
For internet traffic: Keep in mind, clients will need to initiate the connection first since most routers (household) have a firewall blocking all NEW outside-to-in traffic. So create a socket to listen over a designated port/ports for any incoming connections and from there on use which ever method of packet broadcasting/sending you like
You do also have the option of using Multicast proxies or Layer 2 VPNs if you have the capabilities. L2TP, https://en.wikipedia.org/wiki/Layer_2_Tunneling_Protocol
A layer 2 VPN would relay unicast and multicast packets.
That would basically allow you to control the routers as EJP suggested above.
This questions also 3 year old so you've probably already figured a way to do it by now.

socket design: Handling connection requests TCP/UDP

The challenge: We have a number of clients in distributed outposts that I have to manage with a central server. As some clients are located in DMZ or behind proxies, they should be connecting to the server!
As I only have to deal with one client at a time, the server doesn't necessarily have to be able to handle multiple clients simultaniously, however, I would like to see a list of the clients that are trying to connect to the server. Plus, I would like to see more information about the clients than just the IP address, for example the geographic location and some information, if the client has some files in a specific directory that the central server is interested in. My question is, how I best do smth like that.
Sure, I could simply show every client trying to connect in a listbox and accept only the one that I want to connect with, but is that really the way to go? I doubt I can get more information about the client than it's IP address?
I was wondering, if this calls for UDP. The clients send UDP datagrams that just inform the server that they are alive and that they want to connect. On the server, I see all these clients listed with the data they sent. I can then select one client, send an answer/"connection request" with UDP so that this particular client will connect via TCP to the server?
Is that possible?
This sounds like using a hammer to crack a nut. Just have them all connect via TCP. Then you get their presence, their IP address, anything else they care to send you. Deal with them all at once. It's not hard.

iPhone - Peer to Peer connection over the internet

I am building an app that uses a async socket connection with a web server.
For sending large amounts of data I would like to connect two iPhones into a Peer to Peer connection using an async socket. I am more familiar with GCDAsyncSocket than to the iOS SDK socket API.
I have done something similar, but only within a local network were I would user NSNetService to publish a presence and get the addresses needed from the p2p connection.
Can you give me a hint on how to connect two iPhone over the internet using a p2p socket connection?
I do not know much about NSNetService but it seems that it only works in a local network. If you want to establish a p2p connection from an iphone to another you will always have the problem of several NATs (Network address translators) in your route. How to find the address and route to the peer? And how to get trough all the firewalls and NATs?
I am working on an app that needs to deal with the same problem and I have answered a similar question before which I will cite here:
Actually, it IS possible. You may want to google for something called
"UDP hole punching" or "TCP hole punching".
The main approach in short: Assuming you got something like a relay
server, that is some server in the internet that is publicly
addressable from every private LAN that is connected to the www. No
you have your two clients A and B in (different) private LANs, with
some Network address translation (NAT) going on, that want to
establish a peer to peer connection.
First of all both will tell the server their IP address and the port
they have in their own LAN. In the UDP or TCP packet, the server will
find the public address and port of the device (or the NAT (router)).
So the server knows the private and the public IP address as well as
the ports.
If now A wants to communicate with B, it asks the server for help. The
server will send a message to B that A wants to communicate with her
telling her A's public and private IP and port. A gets back B's public
and private information and port.
Now here is where the magic happens. Both clients now send packets out
to establish a connection simultaneously to the private and public
addresses of the other party and thus punching a whole in their NATs
such that incoming connections will not be blocked. Even if one
party's connection establishing packets will arrive before this whole
is created, the other's packets will get through to such that a
connection can be created.
Beware of some NATs that scan the data for IP addresses and translate
them as well, but if you encrypt your data or change the appearance of
the address (complement, ...) you will be fine.
Now the master question, how can the server communicate with one of
the clients without an active connection. Well in this case you can
use "connection reversal" and apple's "push notifications". Use the
"push notifications" (pn) to tell a client behind a NAT that there is
something of interest going on and that it should contact the server.
Once it has done that the connection is active and can be used in the
previous described fashion.
I hope this helps some people that get to this problem although the
post is quite old!
Now if you find this solution helpful and you try to implement it, please tell me if you are successful in getting the public ip and port of the server-client connection on the server side. You can also answer my question about this on stackoverflow.
Please be specific, u may use GCDAsyncSocket to connect 2 phones, u may use sample code from Github.

How do I design a peer-to-peer app that avoids using listening sockets?

I've noticed that if you want to write an application that utilizes listening sockets, you need to create port forwarding rules on your router. If I want to connect two computers without either one of the the computers messing about with router settings, is there a way that I can get the two clients to connect to each other without either of them using listening sockets? There would need to be another server somewhere else telling them to connect but is it possible?
Some clarifications, and an answer:
Routers don't care about, or handle ports, that is the role of a firewall, which do port forwarding. The router/firewall combined device most of us have at home adds to the common misunderstanding.
Can you connect two computers without ServerSocket? No. You can use UDP (a stateless, connectionless communication protocol), but the role of a ServerSocket is to "listen" for incoming connection requests, and generate a Socket from those requests, which creates a communications channel between two endpoints. A Socket has both an InputStream and an OutputStream, so it can both read at write at either end. At that point (once the connection is made), the distinction between client/server is arbitrary, since a Socket is a two-way connection object, which allows both sides to send/receive.
What about proxying? Doesn't that allow connections between two computers without a ServerSocket? Well, no, because the server that's doing the proxying still has to be using a ServerSocket. Depending on what application you're trying to implement, this might be the way to go, or or might just add overhead. Even if there were "another server somewhere else telling them to connect", somebody has to listen for a connection request, which is the job of the ServerSocket.
If connections are happening over already open ports (most publicly accessible servers have ports <1024 not blocked by firewalls, but exceptions exist), then you shouldn't need to change firewall settings to get the connection to work.
So, to reiterate, the ONLY role of a ServerSocket (as far as your question is concerned) is to listen for incoming connection requests, and from those requests, create a Socket, which is a two-way communications channel between the two end points.
To answer the question, "How do I design a peer-to-peer app that avoids using listening sockets?", you don't. In the case of something like Vuze, the software acts as both client and server simultaneously, hence the term "peer", vs. "client" or "server" alone. In Vuze every client is a server, and every server (except for the tracker) is a client.
If you need a TCP connection between the 2 computers and both of them are behind routers (and you don't want to set up port forwarding) I think the only other possibility you have is having a third server somewhere that isn't behind a firewall running a ServerSocket and accepting connections between your 2 other computers and proxying communications between the 2. You can't establish a TCP Connection between the 2 without one listening to a socket and the other connecting to it.
Q: If I want to connect two computers without either one of the the
computers messing about with router settings, is there a way that I
can get the two clients to connect to each other
Yes: have the server listen on an open port :)

UDP for multiplayer game

I have no experience with sockets nor multiplayer programming.
I need to code a multiplayer mode for a game I made in c++. It's a puzzle game but the game mode will not be turn-based, it's more like cooperative.
I decided to use UDP, so I've read some tutorials, and all the samples I find decribes how to create a client that sends data and a server that receives it.
My game will be played by two players, and both will send and receive data to/from the other.
Do I need to code a client and a server?
Should I use the same socket to send and receive?
Should I send and receive data in the same port?
Thanks, I'm kind of lost.
Read how the masters did it:
http://www.bluesnews.com/abrash/chap70.shtml
Read the code:
git clone git://quake.git.sourceforge.net/gitroot/quake/quake
Open one UDP socket and use sendto and recvfrom. The following file contains the functions for the network client.
quake/libs/net/nc/net_udp.c
UDP_OpenSocket calls socket (PF_INET, SOCK_DGRAM, IPPROTO_UDP)
NET_SendPacket calls sendto
NET_GetPacket calls recvfrom
Do I need to code a client and a server?
It depends. For a two player game, with both computers on the same LAN, or both on the open Internet, you could simply have the two computers send packets to each other directly.
On the other hand, if you want your game to work across the Internet, when one or both players are behind a NAT and/or firewall, then you have the problem that the NAT and/or firewall will probably filter out the other player's incoming UDP packets, unless the local player goes to the trouble of setting up port-forwarding in their firewall... something that many users are not willing (or able) to do. In that case, you might be better off running a public server that both clients can connect to, which forwards data from one client to another. (You might also consider using TCP instead of UDP in that case, at least as a fallback, since TCP streams are in general likely to have fewer issues with firewalls than UDP packets)
Should I use the same socket to send and receive?
Should I send and receive data in the same port?
You don't have to, but you might as well -- there's no downside to using just a single socket and a single port, and it will simplify your code a bit.
Note that this answer is all about using UDP sockets. If you change your mind to use TCP sockets, it will almost all be irrelevant.
Do I need to code a client and a server?
Since you've chosen to to use UDP (a fair choice if your data isn't really important and benefits more from lower latency than reliable communication), you don't have much of a choice here: a "server" is a piece of code for receiving packets from the network, and your "client" is for sending packets into the network. UDP doesn't provide any mechanism for the server to communicate to the client (unlike TCP which establishes a 2 way socket). In this case, if you want to have two way communication between your two hosts, they'll each need server and client code.
Now, you could choose to use UDP broadcasts, where both clients listen and send on the broadcast address (usually 192.168.1.255 for home networks, but it can be anything and is configurable). This is slightly more complex to code for, but it would eliminate the need for client/server configuration and may be seen as more plug 'n play for your users. However, note that this will not work over the Internet.
Alternatively, you can create a hybrid method where hosts are discovered by broadcasting and listening for broadcasts, but then once the hosts are chosen you use host to host unicast sockets. You could provide fallback to manually specify network settings (remote host/port for each) so that it can work over the Internet.
Finally, you could provide a true "server" role that all clients connect to. The server would then know which clients connected to it and would in turn try to connect back to them. This is a server at a higher level, not at the socket level. Both hosts still need to have packet sending (client) and receiving (server) code.
Should I use the same socket to send and receive?
Well, since you're using UDP, you don't really have a choice. UDP doesn't establish any kind of persistent connection that they can communicate back and forth over. See the above point for more details.
Should I send and receive data in the same port?
In light of the above question, your question may be better phrased "should each host listen on the same port?". I think that would certainly make your coding easier, but it doesn't have to. If you don't and you opt for the 3rd option of the first point, you'll need a "connect back to me on this port" datafield in the "client's" first message to the server.