udpclient

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

烈酒焚心 提交于 2019-12-04 00:24:02
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 . #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; char message[] = "Hello, World!"; if ((fd = socket(AF_INET, SOCK_DGRAM, 0)) < 0) { perror("socket"); exit(1);

Get client IP from UDP packages received with UdpClient

我只是一个虾纸丫 提交于 2019-12-03 16:12:20
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 also input the clients IP, but that seems unneccessary to me. How can I get the clients IP from the udp

Error receiving in UDP: Connection refused

岁酱吖の 提交于 2019-12-03 11:22:49
I am trying to send a string HI to a server over UDP in a particular port and then to receive a response. However, after I try to get the response using recvfrom() I was stuck in blocking state. I tried using connected UDP but I got: Error receiving in UDP: Connection refused What could be the reasons for this? The server is not under my control, but I do know its working fine. I have added the code int sockfdudp; char bufudp[MAXDATASIZE], port[6]; struct addrinfo hints, *servinfo, *p; struct sockaddr_storage addr; int rv; char s[INET6_ADDRSTRLEN]; int bytes_recv, bytes_sent; socklen_t len;

UdpClient, Receive() right after Send() does not work?

那年仲夏 提交于 2019-12-01 17:49:40
问题 Consider the following code: client.Send(data, data.Length, endpoint); byte[] response = client.Receive(ref endpoint); While, according to WireShark (network sniffer), the remote host does reply with data, the application here just waits for data forever... it does not receive the answer from the remote host for some reason. Any ideas? 回答1: You probably want to setup two UdpClients: one for listening, one for sending. For the receiving UdpClient, use the constructor that takes a port. 回答2:

UdpClient, Receive() right after Send() does not work?

前提是你 提交于 2019-12-01 17:47:47
Consider the following code: client.Send(data, data.Length, endpoint); byte[] response = client.Receive(ref endpoint); While, according to WireShark (network sniffer), the remote host does reply with data, the application here just waits for data forever... it does not receive the answer from the remote host for some reason. Any ideas? You probably want to setup two UdpClients: one for listening, one for sending. For the receiving UdpClient, use the constructor that takes a port. Mostafa probably the remote host has firewall then couldn't response to request, before send request set the client

UDPclient rate control in c#

空扰寡人 提交于 2019-12-01 14:31:59
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. Trial and error. Point. Make up a secnod connection (UDP or TCP based) that you use ONLY to send control commands. Send stats there about

How to use asynchronous Receive for UdpClient in a loop?

て烟熏妆下的殇ゞ 提交于 2019-12-01 13:27:59
I am building a multi-threaded application. One of the threads is responsible for processing UDP messages that come from an external piece of hardware. I am currently using the UdpClient.Receive method in a loop. I believe that the Receive method blocks the thread while waiting for the next message. I have a shared variable (_isCancelled) that I use if I want to shut down all of the threads and gracefully stop the application. However because this Receive method blocks I can't gracefully shut down the application if communication has been lost to the external piece of hardware. Here is the

Is there a way cast an object back to it original type without specifing every case?

百般思念 提交于 2019-12-01 11:35:12
I have an array of different type objects and I use a BinaryWriter to convert each item to its binary equivalent so I can send the structure over the network. I currently do something like for ( i=0;i<tmpArrayList.Count;i++) { object x=tmpArrayList[i]; if (x.GetType() == typeof(byte)) { wrt.Write((byte)x); } ........ The problem is that if miss a type them my code might break in the future. I would like to do something like. object x=tmpArrayList[i]; wrt.Write(x); but it doesn't work unless I do each cast. Edit: After consulting the answers this is what I came up with for the function. For

How to use asynchronous Receive for UdpClient in a loop?

无人久伴 提交于 2019-12-01 10:47:41
问题 I am building a multi-threaded application. One of the threads is responsible for processing UDP messages that come from an external piece of hardware. I am currently using the UdpClient.Receive method in a loop. I believe that the Receive method blocks the thread while waiting for the next message. I have a shared variable (_isCancelled) that I use if I want to shut down all of the threads and gracefully stop the application. However because this Receive method blocks I can't gracefully shut

use .Net UdpClient in a multithreaded environment

空扰寡人 提交于 2019-12-01 08:52:24
I have an instance of a class (lets call it A) which serves some threads, this instance only sends UDP packets via the UdpClient class. It initialize the the UdpClient in its constructor and only serves to send the packets. It looks something like: public class A{ private UdpClient m_Client; public class A(string host, int port){ m_Client = new UdpClient(host, port); } public void Send(string dataToSend){ var data= encoding.GetBytes(dataToSend); client.BeginSend(data, data.Length, null, null); } } My questions is: I know that UdpClient isn't thread-safe (according to MSDN documentation), what