I'd like to use iOS device as a TCP client, but I can't find an understandable API/guide/sample of how to do that. I tried SimpleNetworkStreams and PictureSharing, but they are both using Bonjour. I can make UDP connections easily, learned via UDPEcho, but I can't find as good sample as UDPEcho for TCP. I want a simple example of connecting to a server, and print in the screen all the incoming messages from the server - that's it.
Thanks!
Have you looked at the AsyncSocket project?
http://code.google.com/p/cocoaasyncsocket/
It supports TCP and UDP. To find it, I googled "cocoa tcp socket class".
Note:
The project was moved to https://github.com/robbiehanson/CocoaAsyncSocket
Bonjour is just a way to announce services — not a replacement for tcp/udp.
The services still use tcp or udp.
ASIHTTPRequest makes your life easier.
edit
As I mentioned above: tcp is a basic protocol for services, while Bonjour can announce services. So see this tutorial and dont care about the Bonjour stuff.
May google be with you!
Related
I was looking all over the internet to find a way to capture incoming packets from a certain network interface, then I came across PCAP, TCPDUMP, I believe the most commonly used networking library out there is Boost/Asio, so I wanted to use this library in order to capture traffic, but apparently there is no example for using Raw sockets or other classes to listen for incoming packets to a certain NI, I would appreciate any help or examples on this.
We eventually found out the best option for sniffing incoming packets was Libtins.
libtins is a high-level, multiplatform C++ network packet sniffing and crafting library.
Its main purpose is to provide the C++ developer an easy, efficient,
platform and endianness-independent way to create tools which need to
send, receive and manipulate network packets.
It uses a BSD-2 license and it's hosted at github.
I've got WebRTC peer to peer working but when I want to broadcast a single camera to multiple clients obviously peer to peer isn't suitable.
I've found solutions like
http://lynckia.com
and
http://www.medooze.com/products/mcu/webrtc-support.aspx
But the first I can't get setup (and it seems to have cross browser issues)
the second just feels like we're hitting a nail with a nuclear missile.
All I need is a relay, I don't need to decode / recode streams.
I just need
The Broadcaster to connect to the server (peer to peer)
The clients to connect to the server (peer to peer)
The server to relay the stream from the broadcaster to the clients.
Is there any software out there that offers this solution that I've missed? is there an alternative working and scalable alternative?
Thanks
Jitsi Video Bridge works pretty much exactly how you describe.
On your server you can run Janus, to which your broadcaster can provide a stream via RTP.
Have a look at an example configuration file.
After writing a configuration file which defines how the server receives stream from the broadcaster, you should be able to launch janus in the background via a command line interface tool:
$ janus --daemon --config=config_file.conf
Also, see streaming test demo.
Note: I have not tested this thoroughly.
Have a look at this github-repo inspired from muaz khan's WebRTC p2p scalable broadcast. This can work great on LAN. On internet, I am not sure how well it can work as of now though we are improving it on the go.
If you just want to broadcast from a peer to a set of peers, if they don't care about the latency, the best solution is to covert WebRTC to live streaming, without transcoding just muxing:
Peer(Publisher) ---WebRTC--> Server --RTMP/HLS/DASH--> Peers/Players
If this works good for you, SRS is able to covert WebRTC to live streaming.
Because live streaming allows you to use CDN or TCP to deliver the streams, and the latency is about 3~5s, so this solution is only available when Peers/Players never need to communicate to the Peer(Publisher).
If you want all those peers to talk to each other, it's very complex and need a WebRTC SFU cluster to do this, there will be a huge number of streams. For example, if allows 100 peers to talk to each other, there will be 100x100 = 10k streams.
It's too complicated, so I don't think there is good open-source solution right now(at 2022.02).
I am attempting to build a client/server game architecture and would like to begin testing the game using my local Mac as the server. I have found several articles on Bonjour, but that is for local network traffic only. My goal is to make this application work over the Internet, connecting to a hosted application on a static address to facilitate turn data. However, I'm at a loss as to which Cocoa APIs to use for this purpose. Should I use NSConnection, NSStream subclasses, or good 'ol C sockets and whatnot. The game state is already built in Objective-C and is ready to be set in motion once I have the server facilities ready. Any insight?
NSConnection, NSStrean and C sockets are build for different needs. You need to specify the needs of your game and the kind of service in order to get more help. If you want to develop a client-server application that relies on the Internet and not on the local network, Bonjour will not be able to help.
C sockets, and Cocoa APIs that wrap around them are intended to operate on an open network stream between the client and the server. The advantage of having an open stream is that you can have the server send data to the client without the client having requested for it. NSURLConnection in Cocoa works differently. With it, you can perform HTTP requests and receive formatted responses from a server.
If your application is based on HTTP requests, I recommend you take a look an NSURLConnection, or AFNetworking, as a 3rd party alternative. If your application relies on open streams, I recommend you take a look at CFNetwork from Apple (C wrapper around BSD sockets that originates from the days Macs had Carbon, with great performance, stability and versatility) and GCDAsyncSocket, a 3rd party library wrapped around BSD Sockets, supports Crand Central Dispatch, is Objective-C ready, and does the job wonderfully.
I hope I helped.
I suggest you to use sockets, since they're not hard to use and are a standard way. I've even written an asynchronous wrapper class around BSD sockets: https://github.com/H2CO3/TCPHelper
This is for simple, one-to-one TCP protocol connections, supporting both IPv4 and IPv6. You can send and receive raw NSData and possibly build a protocol around it.
Foundation classes such as NSURLConnection are not particularily for this purpose; rather than to interact with standard HTTP servers (I suppose you don't want to implement a full HTTP server for a game).
NSNetServices may suit you just like CFNetwork, but the latter is a bit harder to use. If you'd like to use Foundation classes, I'd recommend NSNetServices.
Hope it helps.
There are many different ways to accomplish this. It really depends on how you'll be passing the data and what it will be used for.
First, I would setup a hostname that you can use for development purposes with your game. You can use anything like http://dyn.com/dns/ to setup this for your Mac. Then you can enable a compiler setting to switch out the development / production URL's.
Next, I would recommend using TCP sockets for your game (using CocoaAsyncSocket - https://github.com/robbiehanson/CocoaAsyncSocket). This method should work fine your your use case. Since you are doing turn-based data (and since all of that data is vital) I would not recommend using UDP sockets (but those would work if you were solely passing position, video, or audio data where a dropped packet might not matter).
I am creating an iPad app, which has to communicate with a WiFi enable device using TCP/IP protocol. I have the API sets of the device for communication. Now what i want is i would like to see whether the device is responding to the requests send via TCP/IP. Please suggest a good tool for MAC OS, where i can simulate the WiFi communication and get the response messages from the device.
Thanking you guys in advance
I have just started to use MAC OSX recently and I also have the same question as yours.
Luckily I have found a good tool that you can try:
https://packetsender.com/
It's multiplatform, support both TCP and UDP client/server.
If I get your question you may use telnet. With telnet you can establish a TCP connection with the device and communicate with it, sending and receiving messages.
How would I send a message to an App on my mac (which I develop) from my iPhone via WiFi?
This message would then make something happen in the Mac App.
This is just a fun app for myself so it doesn't need any security like SSL.
I'd recommend looking into a tutorial on Bonjour.
http://www.mobileorchard.com/tutorial-networking-and-bonjour-on-iphone/
http://www.macresearch.org/cocoa-scientists-part-xxviii-bonjour-and-how-do-you-do
Use TCP to create a connection. Here's a tutorial: http://dev.im.ethz.ch/wiki/Socket_communication_on_the_iPhone
But TCP is extremely common protocol, so on the Mac side you can probably just read up on TCP sockets and be fine.