udpclient

How to set the source port in the UDP socket in c?

≡放荡痞女 提交于 2019-12-05 16:22:58
问题 Can any one tell me how to set the Source port address in the UDP socket ?. My client application needs to send the Packets from the 57002 port to the server port 58007 . 回答1: #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> #include <arpa/inet.h> #include <string.h> #include <stdio.h> #include <stdlib.h> #include <unistd.h> #define DST_PORT 58007 #define SRC_PORT 57002 #define IP "127.0.0.1" int main(int argc, char *argv[]) { struct sockaddr_in addr, srcaddr; int fd;

How do I know if UdpClient has been closed/disposed?

混江龙づ霸主 提交于 2019-12-05 13:13:10
I am receiving data from UdpClient via the usual async callback: private void OnUdpData(IAsyncResult result) { byte[] data = _udpReceive.EndReceive(result, ref _receiveEndPoint); //Snip doing stuff with data _udpReceive.BeginReceive(OnUdpData, null); } When I Close() the UdpClient in the main thread, the callback fires as I would expect, but at this point _udpReceive is already disposed and I get an ObjectDisposedException when I try and call EndReceive() . I was expecting to just get an empty buffer. What is the correct way to handle this? Is there some member of UdpClient I can check before

UDPClient Multicast receive fails on computer with multiple NICs

蹲街弑〆低调 提交于 2019-12-05 10:51:37
I've got a computer with multiple NICs - and UDPClient's send method continually fails. Here's the code: private static void receiveData() { recvSock = new UdpClient(PORT); //recvSock.Client.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.MulticastInterface, mainInterface); recvSock.JoinMulticastGroup(IPAddress.Parse(IP), 50); IPEndPoint iep = new IPEndPoint(IPAddress.Any, 0); while (true) { byte[] data = recvSock.Receive(ref iep); // Do not include messages from us if (myIPs.Contains(iep.Address)) continue; string stringData = Encoding.ASCII.GetString(data, 0, data.Length); Console

UDP - Can I send two datagram parts, and make the receiving end combine them into one?

♀尐吖头ヾ 提交于 2019-12-05 10:24:28
This is maybe a stupid question, but since I am relatively new to UDP here it goes... If I am having two separate byte arrays that I need the receiving side to get as one big array, for example: byte[] Array1 = {1,1,1} byte[] Array2 = {2,2,2} Can I avoid having to create a buffer and copy each array into it, and then send that buffer, like this: byte[] Buffer= new byte[Array1.Length + Array2.Length]; Buffer.BlockCopy(Array1, 0, Buffer, 0, Array1.Length); Buffer.BlockCopy(Array2, 0, Buffer, Array1.Length, Array2.Length); udpClient.Send(Buffer, Buffer.Length); Because if the two are big, and

Get client IP from UDP packages received with UdpClient

◇◆丶佛笑我妖孽 提交于 2019-12-05 00:43:48
问题 I am developing an action multiplayer game with the help of the System.Net.Sockets.UdpClient class. It's for two players, so one should open a server and wait for incoming connections. The other player inputs the host IP and tries to send a "ping", to make sure a connection is possible and there is an open server. The host then responds with a "pong". Once the game is running, both have to send udp messages to each other, so they both need the opponents ip address. Of course the server could

C# UDP Proxy / Pipe

落花浮王杯 提交于 2019-12-04 20:48:29
Any example design code in C# or VB.NET ? Looking for a UDP Pipe example in .NET I downloaded Simple UDP proxy/pipe 0.4.1 by Luigi Auriemma Which is in C++.. it works perfectly.. but I want to make my own implemention in .NET.. so I can sniff packets directly. Fixed it here is the solution if anyone wants to learn how I fixed it.. Please note this is probably the only UDP Proxy on all of google if you stumbled upon this.. that is coded in C#.. easily ported to VB.NET with online .NET converter Be happy this code works ;) Sure it's not efficient because it doesn't use events.. like ReceiveAsync

DatagramSocket cannot receive data from UdpClient

时光总嘲笑我的痴心妄想 提交于 2019-12-04 15:21:52
I am making an Win RT app that connects to a desktop app and they start to communicate in UDP and TCP. I have successfully implemented TCP communication in that I can send from Win RT to Desktop and send from Desktop to Win RT. using StreamSocket on Win RT and TcpListener on desktop. I also made it to send Udp data from Win RT to desktop without any problem. But I can't receive data's sent from desktop to Win RT. I use the following code and I don't see any problem with that but there must something. var g = new DatagramSocket(); g.MessageReceived += g_MessageReceived; g.BindEndpointAsync(new

recvfrom() not filling the from IP address even for UDP messages in first call

谁说胖子不能爱 提交于 2019-12-04 09:17:04
I am using recvfrom() to get the UDP datagram into my buffer and passing non-NULL from_addr structure & len argument expecting it to get the source IP. But for the first call, they are NULL. Subsequent calls are filling the addr structure and len field. Is this expected ? #include <stdio.h> #include <string.h> #include <sys/socket.h> #include <sys/types.h> #include <netinet/in.h> int main() { struct sockaddr_in myaddr, from_addr; char from_ip[1024] = "", myip[2014] = ""; char rmsg[1024 * 1024] = ""; int sock_fd=-1,nbytes=0; int len=0; unsigned short port=0; sock_fd = socket(AF_INET, SOCK_DGRAM

UDPclient rate control in c#

孤街浪徒 提交于 2019-12-04 02:31:49
问题 Im sending multiple udp packets consecutively to a remote pc. the problem is, if the amount of data is too high, some device somewhere between the channel experience buffer overflow. i intent to limit/throttle/control sending rate of the udp packets. can somebody give me some guide on how to find the optimal rate sending interval? By the way, please stop suggesting tcp over udp. the objective is not to send data reliably, but to measure maximum throughput. 回答1: Trial and error. Point. Make up

How do you 'cancel' a UdpClient::BeginReceive?

为君一笑 提交于 2019-12-04 01:28:59
问题 I have a thread which sits around waiting for UDP messages from multiple interfaces using UdpClient::BeginReceive and a callback which calls UdpClient::EndReceive to pick up the data and pass it on. If after 5 seconds I don't get anything, I return from the function which calls UdpClient::BeginReceive so that the process can be cancelled and to issue another broadcast which would trigger external clients to send in UDP responses. If we're not cancelling, I call the UdpClient::BeginReceive