Creating an iOS app that communicates with Windows - ios

I'm looking to create an iOS app that communicates with a Windows app (also made by me). I've created some basic iOS apps in the past but I'm looking for assistance on the specifics of communicating with a Windows device.
Much like how a "remote mouse" application would work (where you install an iOS app and download the partnered Windows installer, which then talk together) I am looking to have my app search and then communicate with a program installed on a local network.
Is there a framework or recommended path to take when designing an app of this kind? The app itself will simply relay information available to the program installed in Windows as a proof of concept and then extra functionality will be added later. I'm primarily focusing on creating a working foundation where the iOS app and Windows program speak over the LAN.

I have implemented something similar to what you are describing using TCP sockets. Socket is a stream of raw bytes, after establishing a connection successfully between two ends, a socket may send or receive some bytes, there is no specific logical rules to define what you are sending or receiving, these bytes could represent anything, that is, you must define your protocol or structure of messages you are sending and receiving within your code logic to have meaningful messages at the end.
For example of a simple protocol, if you want to send a message (that message could be string, integer or anything) you send four bytes that represents an integer which specify the size of actual message (which has been serialized to bytes), then you send the actual message bytes, at the other end you read four bytes, which you know that they are representing the actual message size, now you know that you are expecting a specific number of bytes which represents a full message, so you keep reading bytes until you get all of these bytes to have a valid message. After receiving a message, you wait for another four bytes which represents new message size, and so on.
The message itself could be any serializable data type. Most programming languages supports serializing primitive types by default, if you want to serialize custom data type, one option is to encode your message (which, for example, is an instance of a struct that conforms to Codable protocol) using Swift JSONEncoder, so at the other end you expect a JSON bytes, which you can then decode them back to the original object. Another good option to serialize structured data is protobuf.
You may have a look at this class written in C#, it is a similar implementation of what I have described here, it is a bit different, but you will get the idea.
Note: default bytes order (endianness) may differ depending on the platform and programming language, it could be little-endian or big-endian.
CocoaAsyncSocket is a good library for dealing with sockets in iOS.

Related

How does error handling work in SCTP Sockets API Extensions?

I have been trying to implement a wrapper library for the Linux interface to SCTP sockets, and I am not sure how to integrate the asynchronous style of errors (where they are delivered via events). All example code I have seen, if it deals with the errors at all, simply prints out the information related to the error when it is received, but inserting error-handling code there seems like it would be ineffective, because by that point all of the context related to the original message which was sent has been lost and only a 32-bit integer sinfo_context remains. It also seems that there is no way to directly tell when a given message has been acknowledged successfully by the remote peer, which would make it impossible to implement an approach which listens for errors after sending a message, because the context information for successfully-delivered messages could never be freed.
Is there a way to handle the errors related to a given sending operation as part of the call to a send function, or is there a different way to approach error handling for SCTP which does not lose the context of the error?
One solution which I have considered is using the SCTP_SENDER_DRY notification to tell when packets have been sent, however this requires sending only one packet at a time. Another idea is to use the peer's receiver window size together with the sinfo_cumtsn field of sctp_sndrcvinfo to calculate how much data has been acknowledged as fully received using the cumulative TSN, however there are a couple of disadvantages to this: first, it requires bookkeeping overhead to calculate a number of bytes received by the peer based on the cumulative TSN (especially if the peer's window size may change); second, it requires waiting until all earlier packets were received before reporting success, which seems to defeat the purpose of SCTP's multistreaming; and third, it seems like it would not work for unordered packets.

Sending events (async data) in CANopen with more than 8 bytes of data

We are developing a typical CANbus networked system with what you could call a controller organizing a number of devices.
The devices needs configuration, which the controller writes (and might also read back) using regular object dictionary items (currently in the manufacturer specific range).
The devices also perform actions (commands) with more than 8 bytes of data and this we solve by having write only items in the device object dictionary and relying on the regular segmentation/de-segmentation of SDO's. (I don't know if this is the CANopen way of doing things, but it seems reasonable).
However, the device also produces events (say some sensor data passes a certain threshold) resulting in more than 8 bytes of asynchronous data coming up from the device. PDO's are meant to be used for sending async event data, but it can only contain 8 bytes. The devices could write the data into an object dictionary item on the controller, but this doesn't seem like the CANopen way. Am I right?
The best we've come up with is to send a PDO to the controller, informing the controller that more data are available in the object dictionary on the device.
Anyone with CANopen background that can way in on the best (CANopen) way of solving this?
Since I'm repeating 8 bytes a lot, we can safely assume that this network is not running CAN-FD.
The key of any sensible CAN network design is to consider real-time, data priorities, bus load and data amounts early on. If you find yourself with a chunk of data larger than 8 bytes, then that strongly suggests that something is wrong in this design - it should likely be split in several packages.
Generally, you shouldn't be using SDO for data at all, since they come with overhead. That includes writes to the object dictionary, which also means SDO access. Block transfers etc with SDO are meant for things like bootloaders or one-time configuration, not for live data traffic in operational mode. It can be done, but it is fishy.
You can in theory map data across several PDOs with PDO mapping, but all of this really sounds like an "XY problem" - you are convinced that you need to transmit larger chunks of data and look for a way to do it. But step 1 is to look at the fundamental network data/design and see if you actually need those large chunks or if it makes sense to split them in several. The ideal CANopen design is to have one PDO per type of data, when possible.

Document Collaboration

I am trying to make an iOS app which would involve 5 or so users connected to a single web document, with one of them editing it while the others received updates in realtime.
How can I make the app so that it can update its documents in realtime (without the user having to click a "sync" button)? It should work similar to shared google docs, when one user makes a change, it is instantly reflected in all users' copies, but it should run natively on iOS, not through a web browser.
I am not asking for a full app schematic or any code, I only need a nudge in the right direction.
I would suggest that you keep a master copy of the document on your server (and by the way, you will need a server in order to make this work effectively), and while the users edit a temporary version of the document that is stored locally on their iPhones, the server is constantly notified of changes when there is one, and when the version on the server is changed (if the version on the server isn't the same as the one on the device), the server sends a message using a special protocol that you will make to specify if
Content (text, image or something else) is added to the document
Content is removed from the document
Content is edited in the document
... You get the point
All you need are different ways to notify the devices of different types of changes made to the server document. From those notifications, the user's temporary document can get changed according to what change was made to the server's version without having to constantly download the full document over and over. Every once in a while (or from manual user input), you can have the iPhone app request the full server document to make sure that all changes made on the iPhone are correct.
Use NSInputStreams and NSOutputStreams to receive and send messages to your server. Use an NSStreamDelegate to handle server events (its only instance method is an event handling method). This guide is an excellent start if you really don't know anything about sending messages. You can send and receive NSData and NSStrings in which you can store your protocol.
As an example of protocol, an app that I have created that receives and sends messages to and from a Windows server does the following:
When preparing the data to be sent on the iOS app, I first write 4 bytes of data to an NSData object that contain the length of the proceeding data so that the server knows exactly how many bytes to read from the stream. I chose 4 bytes since that's the size of an unsigned int type, which can represent very large numbers (and therefore very large data sizes).
I add the data to the NSData object. The data is in the form of a struct in my case. Really, you can send any type of data so long as you know how to parse it at the other end.
I send the NSData object.
Really, sending, receiving and parsing NSStream messages is very simple, but if you are writing server-client code for the first time for an iOS app, the process can seem daunting. I did simplify the process down quite a bit, because you also have to consider if the server is ready to receive messages, has space available for messages to be written and so on, but the guide that I linked to earlier, which is also right here, was quite helpful as I was writing my client-server app.
Hopefully these guidelines are general enough (and specific on the right topics) for your liking.

Indy TCPClient and rogue byte in InputBuffer

I am using the following few lines of code to write and read from an external Modem/Router (aka device) via IP.
TCPClient.IOHandler.Write(MsgStr);
TCPClient.IOHandler.InputBuffer.Clear;
TCPClient.IOHandler.ReadBytes(Buffer, 10, True);
MsgStr is a string type which contains the text that I am sending to my device.
Buffer is declared as TIdBytes.
I can confirm that IOHandler.InputBufferIsEmpty returns True immediately prior to calling ReadBytes.
I'm expecting the first 10 bytes received to be very specific hence from my point of view I am only interested in the first 10 bytes received after I've sent my string.
The trouble I am having is, when talking to certain devices, the first byte returned the first time I've sent a string after establishing a connection puts a rogue (random) byte in my Buffer output. The subsequent bytes following are correct.
eg 10 bytes I'm expecting might be: #6A1EF1090#3 but what I get is .#6A1EF1090. in this example I have a full stop where there shouldn't be one.
If I try to send again, it works fine. (ie the 2nd Write sent after a connection has been established). What's weird (to me) is using a Socket Sniffer doesn't show the random byte being returned. If I create my own "server" to receive the response and send something back it works fine 100% of the time. Other software - ie, not my software - communicates fine with the device (but of course I have no idea how they're parsing the data).
Is there anything that I'm doing incorrectly above that would cause this - bearing in mind it only occurs the first time I'm using Write after establishing a connection?
Thanks
EDIT
I'm using Delphi 7 and Indy 10.5.8
UPDATE
Ok. After much testing and looking, I am no closer to finding this solution. I am getting two main scenarios. 1 - First byte missing and 2 - "introduced" byte at the start of received packet. Using TIdLogEvent and TIdLogDebug both either show the missing byte or the initial introduced byte as appropriate. So my ReadBytes statement above is showing consistently what Indy believes is there (in my opinion).
Also, to test it further, I downloaded and installed ICS components. Unfortunately (or fortunately depending on how you look at it) this didn't show the same issues as Indy. This didn't show the first byte missing nor did it show an introduced byte at the beginning. However, I have only done superficial testing, but Indy produces the behaviour "pretty much straight away" whereas ICS hasn't produced it at all yet.
If anyone is interested I can supply a small demo app illustrating the issue and IP I connect to - it's a public IP so anyone can access it. Otherwise for now, I'll just have to work around it. I'm reluctant to switch to ICS as ICS may work fine in this instance and given the use of this socket stuff is pretty much the whole crux of the program, it would be nasty to have to entirely replace Indy with ICS.
The last parameter (True)
TCPClient.IOHandler.ReadBytes(Buffer, 10, True);
causes the read to append instead of replace the buffer content.
This requires that size and content of the buffer are set up correctly first.
If the parameter is False, the buffer content will be replaced for the given number of bytes.
ReadBytes() does not inject rogue bytes into the buffer, so there are only two possibilities I can think of right now given the limited information you have provided:
The device really is sending an extra byte upon initial connection, like mj2008 suggested. If a packet sniffer is not detecting it, try attaching one of Indy's own TIdLog... components to your TIdTCPClient, such as TIdLogFile or TIdLogEvent, to verify what TIdTCPClient is actually receiving from the socket.
you have another thread reading from the same connection at the same time, corrupting the InputBuffer. Even a call to TIdTCPClient.Connected() will perform a read. Don't perform reads in multiple threads at the same time, if you are using the threads.

What kind of socket server protocol is efficient?

When I was writing a simple server for a simple client <> server multiplayer game, I thought of the following text-based protocol using a translation library. Basically, each command had a certain meaning, eg:
1 = character starts turning right
2 = character starts turning left
3 = character stops turning
4 = character starts moving forward
5 = character stops moving
6 = character teleports to x, y
So, the client would simply broadcast the following to inform that the player is now moving forward and turning right:
4
1
Or, to teleport to 100x200:
6#100#200
Where # is the parameter delimiter.
The socket connection would be connected to the player identifier, so that no identifier has to be broadcasted with the protocol to know what player the message belongs to.
Of course all data would be validated server side, but that is a different subject.
Now, this seems pretty efficient to me, only 2 bytes to inform the server that I am moving forward and turning right.
However, most "professional" code snippets I saw seemed to be sending objects or xml commands. This seems to require a lot more server resources to me, doesn't it?
Is my unexperienced logic of why my text based protocol would be efficient flawed? Or what is the recommended protocol for real-time action multiplayer games?
I want to setup a protocol that is as efficient as possible, because I do not want to use multiple clusters/servers to cover excessive amounts of bandwidth for my 2D multiplayer game, and to safe synchronization problems and hassle.
However, most "professional" code
snippets I saw seemed to be sending
objects or xml commands. This seems to
require a lot more server resources to
me, doesn't it?
Is my unexperienced logic of why my
text based protocol would be efficient
flawed? Or what is the recommended
protocol for real-time action
multiplayer games?
Plain text is more expensive to send than a binary format containing the same information. For example, if you only send 1 byte, you can only send 10 different commands, digits 0 to 9. A binary format can send as many different commands as there are different values you can fit into a byte, ie. 256.
As such, although you are thinking of objects as being large, in actual fact they are almost always smaller than the plain text representation of that same object. Often they are as small as is possible without compression (and you can always add compression anyway).
The benefits of a plain text format are that they are easy to debug and understand. Unfortunately you lose those benefits if you put your own encoding in there (eg. reducing commands down to single digits instead of readable names). The downside is that the format is bigger, and that you have to write your own parser. XML formats eliminate the second problem, but they can't compete with a binary format for pure efficiency.
You are probably overthinking this issue at this stage, however. If you're only sending information about events such as the commands you mention above, bandwidth will not be a concern. It's broadcasting information about the game state that can get expensive - but even that can be mitigated by being careful who you send it to, and how frequently. I would recommend working with whatever format is easiest for now, as this will be the least of your problems. Just make sure that your code is always in a state where you can change the message writing and reading routines later if you need.
You need to be aware of the latency involved in sending your data. "Start turning"/"stop turning" will be less effective if the time between the receipt of those packets is different than the time between sending them.
I can't speak for all games, but when I've worked on this sort of code we'd send orientation and position information across the wire. That way the receiver could do smoothing and extrapolation (figure out where the object should be "now" based on data that I have that is already known to be old). Different games will want to send different data, but generally speaking you will need to figure out how to make the receiver's display of the data match the sender's, so you'll need to send data that is resilient in the face of networking problems.
Also, many games use UDP for this sort of data transfer instead of TCP. UDP is unreliable, so you may not get all of your packets. That means that "stop moving now" or "start moving now" may not be received in pairs. When coding on top of UDP then it's even more important to send "this is the state right now" every so often so that clients get ample opportunity to sync up.
The common way is to use a binary format, not text, not xml. So with only one byte you can represent one of 256 different commands.
Also use UDP and not TCP. The game will be a lot more responsive with UDP in case of packet loss. In case of packet loss you can still extrapolate the movements. With each packet send a packet number so that the server knows when the command was sent.
I highly recommend that you download the Quake source code where you can learn more about network programming in modern multiplayer games. It's really easy to read and understand.
edit:
I almost forgot..
Google's Protocol Buffers can be of great help when sending complex data structures.
I thought I would give my two cents and provide a practical application to what is being referred to as Binary Serialization. The concept is actually incredibly simple, yet only seems complicated on the outside.
You can actually send XMLs and have a server that processes the data within the XML to different functions within the server itself. You can also just send the server a single number that is stored within the server as a variable. After that, it can process the rest of the data and choose the correct course of actions.
As an example, some rough code:
private const MOVE_RIGHT:int = 0;
private const MOVE_LEFT:int = 1;
private const MOVE_UP:int = 2;
private const MOVE_DOWN:int = 3;
function processData(e:event.data)
{
switch (e)
{
case MOVE_RIGHT:
//move the clients player to the right
case MOVE_LEFT:
//move the clients player to the left
case MOVE_UP:
//move the clients player to the up
case MOVE_DOWN:
//move the clients player to the down
}
}
This would be a very simple example, and would need to be modified but as you can see you merely just store the variables encoded with whole numbers that you transmit in strings of numbers. You can parse these and create headers of information to organize them into different sections of data that needs to be transmitted.
Also, it is better to do a UDP setup for games because just missing a packet should NOT halter the gaming experience, but instead should be able to handle it client-side AND server-side.

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