Implementing A UDP "Listener" In Swift? - ios

I've been trying to somewhat reverse engineer a project to discover Logitech Harmony Hub devices on my network, and posted this question to see if someone could help me understand UDP broadcast. The answer explained that I've implementing the send portion of the UDP broadcast, but I've not implemented anything to "listen" for responses. And that's where I'm struggling. Here's my send code;
import UIKit
import CocoaAsyncSocket
class ViewController: UIViewController, GCDAsyncUdpSocketDelegate {
var address = "255.255.255.255"
var port:UInt16 = 5224
var socket:GCDAsyncUdpSocket!
var socketReceive:GCDAsyncUdpSocket!
var error : NSError?
override func viewDidLoad() {
super.viewDidLoad()
let message = "_logitech-reverse-bonjour._tcp.local.\n61991".dataUsingEncoding(NSUTF8StringEncoding)
socket = GCDAsyncUdpSocket(delegate: self, delegateQueue: dispatch_get_main_queue())
socket.sendData(message, toHost: address, port: port, withTimeout: 1000, tag: 0)
do {
try socket.enableBroadcast(true)
} catch {
print(error)
}
}
func udpSocket(sock: GCDAsyncUdpSocket!, didConnectToAddress address: NSData!) {
print("didConnectToAddress");
}
func udpSocket(sock: GCDAsyncUdpSocket!, didNotConnect error: NSError!) {
print("didNotConnect \(error)")
}
func udpSocket(sock: GCDAsyncUdpSocket!, didSendDataWithTag tag: Int) {
print("didSendDataWithTag")
}
func udpSocket(sock: GCDAsyncUdpSocket!, didNotSendDataWithTag tag: Int, dueToError error: NSError!) {
print("didNotSendDataWithTag")
}
func udpSocket(sock: GCDAsyncUdpSocket!, didReceiveData data: NSData!, fromAddress address: NSData!, withFilterContext filterContext: AnyObject!) {
var host: NSString?
var port1: UInt16 = 0
GCDAsyncUdpSocket.getHost(&host, port: &port1, fromAddress: address)
print("From \(host!)")
let gotdata: NSString = NSString(data: data!, encoding: NSUTF8StringEncoding)!
print(gotdata)
}
}
I see I have the code to handle the response (in didReceiveData), but I'm unsure what I need to implement to get the listening going;
Do I need to "bind" to the listener port (in this case, 61991)?
Do I need to "join the multicast group"? And if so, at what address? I tried doing so at "255.255.255.255", which creates a setSocketOpt() error when I build.
I know I need to call beginReceiving(), and can I do all this on socket, or do I need to instantiate a separate socket for the listening?
Edit: Resolved
The below answer absolutely helped me to solve the problem. It seemed I wasn't getting a response because I had not fully implemented a means of handling the incoming response.
Per the code provided in the answer below, I added the following;
// Setup the other socket (used to handle the response from the Harmony hub)
otherSocket = GCDAsyncSocket(delegate: self, delegateQueue: dispatch_get_main_queue())
do {
// Accept connections on port 61991
try otherSocket.acceptOnPort(61991)
} catch {
// Handle any errors here
print(error)
}
I also set this controller to be a GCDAsyncSocketDelegate, which seemed to do the trick. I was able to read the response in didReadData.

The following code changes enabled me to receive UDP packets that I sent from my Mac using netcat, but my Harmony hub didn't seem to send anything, so I am not sure if the data that is being sent is correct.
override func viewDidLoad() {
super.viewDidLoad()
let message = "_logitech-reverse-bonjour._tcp.local.\n61991".dataUsingEncoding(NSUTF8StringEncoding)
socket = GCDAsyncUdpSocket(delegate: self, delegateQueue: dispatch_get_main_queue())
do {
try self.socket.bindToPort(61991)
try self.socket.beginReceiving()
try socket.enableBroadcast(true)
socket.sendData(message, toHost: address, port: port, withTimeout: 1000, tag: 0)
} catch {
print(error)
}
}
From the command line you can test receiving using the command
echo -n "hello" | nc -4u -w1 x.x.x.x 61991

Related

Swift: In NWConnection class when does receiveMessage(completion:) gets called

I wanna have UDP connection with a wifi module as a server and an iOS as a client and send/receive data (obviously).First i wanted to use Sockets but then i realized Apple has introduced Network Framework; So i used NWConnection which is a class from Network Framework for my purpose and i was successful at sending the data to the device but unable to receive the response (which i am sure exists as i monitor devices I/O packets via serial port monitor).Here is a test version of the code where i use netcat as server to test the connection:
ViewController Class
import UIKit
import Network
class ViewController: UIViewController
{
var network: UDPNetwork!
override func viewDidLoad()
{
super.viewDidLoad()
}
#IBAction func button(_ sender: Any)
{
self.network = UDPNetwork(host: "192.168.200.4", port:"4210")!
self.network.connect()
}
}
UDPNetwork Class
import Foundation
import Network
class UDPNetwork {
var hostUDP: NWEndpoint.Host
var portUDP: NWEndpoint.Port
private var connection: NWConnection?
private var queue = DispatchQueue(label: "NetworkQuue", qos: .utility)
init?(host: String, port: String) {
guard !host.isEmpty, let portUDP = NWEndpoint.Port(port) else {
return nil
}
self.hostUDP = NWEndpoint.Host(host)
self.portUDP = portUDP
}
func connect()
{
connection = NWConnection(host: hostUDP, port: portUDP, using: .udp)
connection?.stateUpdateHandler =
{
(newState) in switch (newState)
{
case .ready:
//The connection is established and ready to send and recieve data.
print("ready")
self.sendPaket("Hello")
self.receive()
case .setup:
//The connection has been initialized but not started
print("setup")
case .cancelled:
//The connection has been cancelled
print("cancelled")
case .preparing:
//The connection in the process of being established
print("Preparing")
default:
//The connection has disconnected or encountered an error
print("waiting or failed")
}
}
connection?.start(queue: self.queue)
}
func sendPaket(_ packet:String)
{
let packetData = packet.data(using: .utf8)
self.connection?.send(content: packetData, completion: NWConnection.SendCompletion.contentProcessed(({ (error) in
if let err = error {
print("Sending error \(err)")
} else {
print("Sent successfully")
}
})))
}
func receive()
{
self.connection?.receiveMessage(completion:
{
(data, context, isComplete, error) in
print("Got it")
if let err = error {
print("Recieve error: \(err)")
}
if let rcvData = data,
let str = String(data:rcvData, encoding: .utf8) {
print("Received: \(str)")
}
self.receive()
})
}
}
Apple Documentation says:
receiveMessage(completion:)
Schedules a single receive completion handler for a complete message
completion :
A receive completion is invoked exactly once for a call to receive.
My Question is:
How can we call to receive ?
Assuming the receiveMessage(completion:) method is the Call to receive and also after receiving complete message calls the completion itself, What could be the problem if it doesn't get invoked?
Related code and more detail about my use case can be found here:
Swift: Receiving UDP packets from server on serial port monitor but not in ios app
With these assumptions :
We call to receive on the same connection that we send data to
UDP is used method for connection
Server is tested for swapping ports correctly, meaning it responds on the same IP,Port that data is sent to
My Setup:
13" MacBookPro Early 2015 with MacOS Catalina 10.15
Xcode Version 11.0 (11A420a)
Swift 5.1
target iOS 12+
And this is the result from Wire Shark:

Get GCDAsyncSocket to expect SSL in swift

I am using the following code when trying to connect a GCDAsyncSocket but I don't know how to get it to expect SSL. Right now my code is saying that it is connected but going to disconnected seconds later. The socket never shows me as connecting.
func connect(){
bsocket = GCDAsyncSocket(delegate: self, delegateQueue: DispatchQueue.main)
bsocket.delegate = self
do {
try bsocket.connect(toHost: self.socketHost(), onPort: 443)
} catch let e {
NSLog("Error connecting socket: \(e)")
}
}
func socket(_ sock: GCDAsyncSocket, didRead data: Data, withTag tag: Int) {
let response = NSString(data: data, encoding: String.Encoding.utf8.rawValue)
print("Received Response: \(response)")
bsocket.readData(withTimeout: -1.0, tag: 0)
}
func disconnect(){
}
func socket(_ socket : GCDAsyncSocket, didConnectToHost host:String, port p:UInt16)
{
var settings = [AnyHashable: Any](minimumCapacity: 3)
settings[(kCFStreamSSLPeerName as String)] = self.socketHost()
// // Allow self-signed certificates
settings[(kCFStreamSSLPeerName as String)] = Int(true)
// // In fact, don't even validate the certificate chain
settings[(kCFStreamSSLValidatesCertificateChain as String)] = Int(false)
print("Connected to \(host) on port \(p).")
socket.readData(withTimeout: -1.0, tag: 0)
// sendRequest()
}
func socketDidDisconnect(_ sock: GCDAsyncSocket, withError err: Error?) {
NSLog("Socket Disconnected: \(err)")
}
func socket(_ sock:GCDAsyncSocket, didAcceptNewSocket newSocket:GCDAsyncSocket)
{
NSLog("New socket received: \(newSocket)")
}
You seem to be setting the value for the kCFStreamSSLPeerName key twice:
settings[(kCFStreamSSLPeerName as String)] = self.socketHost()
// // Allow self-signed certificates
settings[(kCFStreamSSLPeerName as String)] = Int(true)
Also, if you check out https://github.com/robbiehanson/CocoaAsyncSocket/blob/cae3732972501bbb39720be6213f30dc99d9f153/Source/GCD/GCDAsyncSocket.h
you'll see that kCFStreamSSLValidatesCertificateChain is now an unavailable key and will throw an exception.

CocoaAsyncSocket sent UDP but no response

infomation: I have a device on my local network, it is an UDP server and when I send "hello" to it I will get a "how are you" response, but I don't know the IP, so I have to send "hello" to each IP of my local network to find the device.
problem: when I send "hello" to my device,s IP directly, I get the response, but I send "hello" to each IP, I get no response most of the time( sometime I get a response)
some of my code:
//first create a instance of GCDAsyncUdpSocket
udpSocket = GCDAsyncUdpSocket(delegate: self, delegateQueue: DispatchQueue.global())
do{
log.debug("bind port")
try self.udpSocket?.enableReusePort(true)
try self.udpSocket?.bind(toPort: 0)
udpBindedToPort = true
try self.udpSocket?.beginReceiving()
}catch {
log.error("error")
udpBindedToPort = false
self.delegate?.findDeviceTimeout(0)
return
}
// this does not work
Async.background({[weak self] () in
for i in 1...255 {
let targetIP = ip_sub + ".\(i)"
self?.send(Define.scanDeviceMessage, host: targetIP, tag: Define.scanDeviceTag)
}
})
//this works
Async.background({[weak self] () in
let targetIP = "192.168.0.101"
self?.send(Define.scanDeviceMessage, host: targetIP, tag: Define.scanDeviceTag)
})
//the delegate
#objc func udpSocket(_ sock: GCDAsyncUdpSocket, didReceive data: Data, fromAddress address: Data, withFilterContext filterContext: Any?
) {
print("UDP接收到数据 : \(String(data:data, encoding: String.Encoding.utf8))")
}
thanks for your help, this drives me crazy, some times it works, but sometime not, and now it never works anymore

Receiving UDP messages

I have problem with receiving messages on specific port. Sending is working fine.
The code looks like that :
import Foundation
import CocoaAsyncSocket
class InSocket: NSObject, GCDAsyncUdpSocketDelegate {
//let IP = "192.168.1.196"
let PORT:UInt16 = 14000
var isocket:GCDAsyncUdpSocket!
override init(){
super.init()
setupConnection()
}
func setupConnection(){
isocket = GCDAsyncUdpSocket(delegate: self, delegateQueue: DispatchQueue.main)
do{
try isocket.bind(toPort:PORT)
try isocket.beginReceiving()
} catch {print("ErrorReceive")}
}
func udpSocket(sock: GCDAsyncUdpSocket!, didReceiveData data: NSData, fromAddress address: NSData!, withFilterContext filterContext: AnyObject!) {
let str = NSString(data: data as Data, encoding: String.Encoding.ascii.rawValue)
print(str)
}
}
I see in network statistics that application is receiving packets:
Packets
But I don't see anything in a console.
Some ideas ?
Add before delegate function: func udpSocket(....) that attribute
#objc(udpSocket:didReceiveData:fromAddress:withFilterContext:)
XCode 8 will issue a warning, but do not pay attention, UDP packets will arrive.

UDP Broadcast/Device Discovery on iOS?

I am working on trying develop a means of discovering Logitech Harmony Hub devices on my local network, from an iOS app. The concept is inspired by this NODE.JS project, which seems to send out a UDP broadcast to the 255.255.255.255 address, and then procures the Logitech's IP address (which is all I'm after). When testing the NODE.JS project on my home network from my Mac, it successfully finds the Logitech Harmony Hub.
I am using CocoaASyncSocket, and must admit, my understanding of how UDP broadcast/discovery works may be askew here. Here's what I'm doing;
import UIKit
import CocoaAsyncSocket
class ViewController: UIViewController, GCDAsyncUdpSocketDelegate {
var address = "255.255.255.255"
var port:UInt16 = 5224
var socket:GCDAsyncUdpSocket!
var socketReceive:GCDAsyncUdpSocket!
var error : NSError?
override func viewDidLoad() {
super.viewDidLoad()
let message = "_logitech-reverse-bonjour._tcp.local.\n61991".dataUsingEncoding(NSUTF8StringEncoding)
socket = GCDAsyncUdpSocket(delegate: self, delegateQueue: dispatch_get_main_queue())
socket.sendData(message, toHost: address, port: port, withTimeout: 1000, tag: 0)
do {
try socket.bindToPort(port)
} catch {
print(error)
}
do {
try socket.enableBroadcast(true)
} catch {
print(error)
}
do {
try socket.beginReceiving()
} catch {
print(error)
}
}
func udpSocket(sock: GCDAsyncUdpSocket!, didConnectToAddress address: NSData!) {
print("didConnectToAddress");
}
func udpSocket(sock: GCDAsyncUdpSocket!, didNotConnect error: NSError!) {
print("didNotConnect \(error)")
}
func udpSocket(sock: GCDAsyncUdpSocket!, didSendDataWithTag tag: Int) {
print("didSendDataWithTag")
}
func udpSocket(sock: GCDAsyncUdpSocket!, didNotSendDataWithTag tag: Int, dueToError error: NSError!) {
print("didNotSendDataWithTag")
}
func udpSocket(sock: GCDAsyncUdpSocket!, didReceiveData data: NSData!, fromAddress address: NSData!, withFilterContext filterContext: AnyObject!) {
var host: NSString?
var port1: UInt16 = 0
GCDAsyncUdpSocket.getHost(&host, port: &port1, fromAddress: address)
print("From \(host!)")
let gotdata: NSString = NSString(data: data!, encoding: NSUTF8StringEncoding)!
print(gotdata)
}
}
When I compile this, the only response I get is the message I just sent out;
didSendDataWithTag
From ::ffff:192.168.1.101
_logitech-reverse-bonjour._tcp.local.
61991
From 192.168.1.101
_logitech-reverse-bonjour._tcp.local.
61991
I fear that I have a conceptual understanding issue with the broadcast here, and am sincerely hoping that someone may be able to point me to a resource or help to understand why I'm not getting any response from the device in my code.
Thanks!
From the looks of the code it seems that you have only implemented half of the solution. The way it works is:
A broadcast message is sent to port 5224. This message includes the string logitech-reverse-bonjour._tcp.local. plus the port number that the Harmony should connect back to - in your case you have hardcoded 61991.
Presumably the Harmony receives this packet, recognises the message and then initiates a connection back to the device that sent the broadcast on the nominated port (61991 in this case).
Since your app is not listening on this port you don't get any response. This is implemented in the responseCollector.js file in the node.js project

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