GCDAsyncSocket - How do I get it to connect? - ios

Here's my objective-c code... I've tried the code that's commented out as well, but no luck. I simply want to get this to connect.
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
//get socket connecting...
NSError *err = nil;
uint16_t thePort = htons(1234);
// struct sockaddr_in ip;
// ip.sin_family = AF_INET;
// ip.sin_port = htons(thePort);
// inet_pton(AF_INET, "192.168.2.5", &ip.sin_addr);
//
// NSData* host = [NSData dataWithBytes:&ip length:ip.sin_len];
//
// if(![self.socket connectToAddress:host error:&err]) {
// NSLog(#"Failed to connect... %#", err);
// }
if(![self.socket connectToHost:#"192.168.2.5" onPort:thePort error:&err]) {
NSLog(#"Failed to connect %#", err);
}
// Do any additional setup after loading the view, typically from a nib.
}
When I run it this is all that I get...
2013-11-02 23:02:10.404 bonfire.alpha0.0[3892:70b] Failed to connect (null)
On the server side I'm using a simple implementation of an echo-server (can be found https://github.com/zappala/python-networking-and-threading/blob/master/echo-server/echoserver.py). I know physical connection between client and server (192.168.2.5) is good because when I run echoclient.py from the client computer it works just fine.

Okay I found the error, very noobish one haha. I wasn't initiating the GCDAsyncSocket properly. Here's the proper code for initiating it.
self.socket = [[GCDAsyncSocket alloc] initWithDelegate:self.sDelegate delegateQueue:dispatch_get_main_queue()];

Related

How to "connectToHost:" and "acceptOnPort:" on same GCDAsyncSocket object?

I'm trying to "send to" and "receive from" on same GCDAsyncSocket object, but it return's error as Attempting to accept while connected or accepting connections. Disconnect first. while trying to initialising the object.
My Code :
-(instancetype)initWithHost:(NSString *)host port:(NSInteger)port userData:(NSDictionary *)userData delegate:(id<AKSenderSocketDelegate>)delegate
{
self = [super init];
if (self)
{
self.delegate = delegate;
self.senderSocket = [[GCDAsyncSocket alloc] initWithDelegate:self delegateQueue:dispatch_get_main_queue()];
self.senderSocket.userData = userData;
NSError *err = nil;
//---- Sender
if (![self.senderSocket connectToHost:host onPort:port error:&err])
{
NSLog(#"Failed to connect: %#", err);
}
else
{
NSLog(#"Connected to :%#:%ld",host,(long)port);
}
//---- Listener
if (![self.senderSocket acceptOnPort:0 error:&err])
{
NSLog(#"Failed to open lintening port. :%#",err.localizedDescription);
}
else
{
NSLog(#"Listening to port :%hu and host :%#",self.senderSocket.localPort,self.senderSocket.localHost);
}
}
return self;
}
Please help!!
You're overcooking the pudding (grin). Once you've connected, you're ready to start communicating. There's no need for the accept message.
connectToHost:onPort:error: is like placing a phone call: you call, the other party picks up (because that other party has already made itself available with acceptOnPort:error: or its equivalent). Once the connection is made, you can read and write data over the same socket; sockets are bi-directional.
So if you want to "place a call", use connectToHost:onPort:error:. If instead you want to wait for the other party to place the call, use acceptOnPort:error:. Regardless of which side of the conversation is the "connecter" or the "accepter", both sides of the conversation can both send (write) and listen (read).

Can you setup listener socket on localhost with iOS?

I'm trying to setup a listenerSocket on localhost using GCDAsyncSocket for iOS device.
In the socketDidDisconnect delegate I either get error Code=49 for trying with port 0 (which I'm hoping would find the first available free port).
Or if I use a port no then I get error Code=61 for trying to connect with localhost.
- (IBAction)start:(id)sender {
asyncSocket = [[GCDAsyncSocket alloc] initWithDelegate:self delegateQueue:dispatch_get_main_queue()];
NSError *err = nil;
if(![asyncSocket connectToHost:#"localhost" onPort:0 error:&err])
{
NSLog(#"Connect Error: %#", err);
}
}
#pragma mark – delegate
-(void)socketDidDisconnect:(GCDAsyncSocket *)sock withError:(NSError *)err
{
NSLog(#"socketDidDisconnect");
if (err) {
NSLog(#"Socket Error: %#", err);
// Error in connect function:
// NSPOSIXErrorDomain Code=49 "Can't assign requested address" - onPort:0
// NSPOSIXErrorDomain Code=61 "Connection refused" - connectToHost:#"localhost"
}
}
connectToHost will act as the client-side of the connection. You want to read the Writing a server section of the help page:
listenSocket = [[GCDAsyncSocket alloc] initWithDelegate:self delegateQueue:dispatch_get_main_queue()];
NSError *error = nil;
if (![listenSocket acceptOnPort:port error:&error])
{
NSLog(#"I goofed: %#", error);
}
- (void)socket:(GCDAsyncSocket *)sender didAcceptNewSocket:(GCDAsyncSocket *)newSocket
{
// The "sender" parameter is the listenSocket we created.
// The "newSocket" is a new instance of GCDAsyncSocket.
// It represents the accepted incoming client connection.
// Do server stuff with newSocket...
}
However you need to know the port to use (if you let the system decide what port to use then how is a client supposed to know how to connect to the server?). Also the port will almost certainly need to be > 1024 (out of the reserved port range). However I haven't ever tried to create a Server on iOS.

Can't get an NSString from one file to another

I'm developing an application which is connecting to another device and in order to connect to it my app has to find the IP of it. I'm doing it through UDP socket. I'm sending a message to the server application in the other device and then the server app sends me another message but after I receive it I only use the IP address. Then I want to get it from this .m file to another .m file which is going to make the TCP connection between the two devices. Here's the code I use:
NSString *SearchCommand = #"AT+S";
static int receivedByteCount = 0;
BOOL connectedThroughUDP;
- (void) activate {
connectedThroughUDP = NO;
AsyncUdpSocket *udpSocket = [[AsyncUdpSocket alloc] initWithDelegate:self];
[udpSocket bindToPort:1234 error:nil ];
[udpSocket enableBroadcast:YES error:nil];
NSData* data=[SearchCommand dataUsingEncoding:NSUTF8StringEncoding];
if ([udpSocket sendData:data toHost:#"255.255.255.255" port:30100 withTimeout:3 tag:0])
{
//2 second timeout. onUdpSocket methods will provide results
[udpSocket receiveWithTimeout:2 tag:0];
NSLog(#"Connected.");
}
}
- (BOOL)onUdpSocket:(AsyncUdpSocket *)sock didReceiveData:(NSData *)data withTag:(long)tag fromHost:(NSString *)host port:(UInt16)port{
NSString *receiveddata = [[NSString alloc] initWithData:data encoding:NSASCIIStringEncoding];
addressOfServer = host;
NSLog(#"addressOfServer = %#", addressOfServer);
connectedThroughUDP = YES;
return YES;
}
- (NSString *) getHost {
return addressOfServer;
}
- (BOOL) isItConnected {
return connectedThroughUDP;
}
addressOfServer is global variable.
In the Log when I want NSLog(#"addressOfServer = %#", addressOfServer); I receive the IP address which I want but then when I want to access it from the getHost method I receive (null).
I know it will be something very simple but it caused me a real headache in the past 3 hours so I would be very thankful if you can help me!
Are you calling these 3 lines right after each other like so:
UDPConnection *udpConnection = [[UDPConnection alloc] init];
[udpConnection activate];
host = [udpConnection getHost];
If so your issue is that [udpConnection activate]; is going to take some time to connect and figure out the address. You are calling [udpConnection getHost]; too soon.
You will need to setup a delegate or completion block that will be triggered when didReceiveData is fired

Problems with GKSession and sendDataToAllPeers:withDataMode:error:

Alright, this involves a lot of network coding from this part of a multiplayer tutorial.
Basically, I'm trying to implement a multiplayer game using GameKit as per the tutorial linked above. I put in all of the necessary network coding and more or less understand it, however I've hit a snag somewhere along the line of method calls. Basically, the setup that I have is that one device acts as the host and the rest act as the clients. I have two separate UIViewcontrollers for the host and clients respectively where the connection is established.
Now the thing is, the connection gets established, but it's only the host that recognizes the connection, not the client. The problem is here:
- (void)sendPacketToAllClients:(Packet *)packet
{
[_players enumerateKeysAndObjectsUsingBlock:^(id key, Player *obj, BOOL *stop)
{
obj.receivedResponse = [_session.peerID isEqualToString:obj.peerID];
}];
GKSendDataMode dataMode = GKSendDataReliable;
NSData *data = [packet data];
NSError *error;
if (![_session sendDataToAllPeers:data withDataMode:dataMode error:&error])
{
NSLog(#"Error sending data to clients: %#", error);
}
}
This is implemented in GameMultiplayer, where the actual game will be implemented. What this method is supposed to be doing is sending data packets to each of the clients saying that the host received the connection request and is able to connect with them. After [_session sendDataToAllPeers:data withDataMode:dataMode error:&error] is called (the method in the if statement), this method is supposed to be triggered:
- (void)receiveData:(NSData *)data fromPeer:(NSString *)peerID inSession:(GKSession *)session context:(void *)context
{
#ifdef DEBUG
NSLog(#"Game: receive data from peer: %#, data: %#, length: %d", peerID, data, [data length]);
#endif
Packet *packet = [Packet packetWithData:data];
if (packet == nil)
{
NSLog(#"Invalid packet: %#", data);
return;
}
Player *player = [self playerWithPeerID:peerID];
if (player != nil)
{
player.receivedResponse = YES; // this is the new bit
}
if (self.isServer)
[self serverReceivedPacket:packet fromPlayer:player];
else
[self clientReceivedPacket:packet];
}
This method is in the next part of the tutorial I linked above (which is here) and is supposed to receive the packets that the host sends to all clients and implement the next methods in this networking chain. However, the method never gets called. No debug breakpoints are triggered and I get nothing in the console.
I understand if I need to provide more source material, but there is a lot of network coding already implemented, so I want to keep it down to what people need to see. Also, [_session setDataReceiveHandler:self withContext:nil] and _session.delegate = self are written in another method that is called in GameMultiplayer, so that's not the problem. Does anyone know what I need to fix?
EDIT: As requested, here's where GKSession is initialized:
#property (nonatomic, strong, readonly) GKSession *session; //This is done in the header file
#synthesize session = _session; //This is done in the main file
- (void)startAcceptingConnectionsForSessionID:(NSString *)sessionID
{
if (_serverState == ServerStateIdle)
{
_serverState = ServerStateAcceptingConnections;
_connectedClients = [NSMutableArray arrayWithCapacity:self.maxClients];
_session = [[GKSession alloc] initWithSessionID:sessionID displayName:nil sessionMode:GKSessionModeServer];
_session.delegate = self;
_session.available = YES;
}
}
The session is initialized in MatchmakingServer, which is used in the host view controller. The session is then passed on to the main view controller of the app, which then initializes GameMultiplayer and sends the GKSession to it. Here's where the host view controller sends it to the main view controller:
- (IBAction)startAction:(id)sender
{
if (_matchmakingServer != nil && [_matchmakingServer connectedClientCount] > 0)
{
NSString *name = [self.nameTextField.text stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]];
if ([name length] == 0)
name = _matchmakingServer.session.displayName;
[_matchmakingServer stopAcceptingConnections];
[self.delegate hostViewController:self startGameWithSession:_matchmakingServer.session playerName:name clients:_matchmakingServer.connectedClients];
}
}
and then the main view controller handles that method call here:
- (void)hostViewController:(MatchmakerHost *)controller startGameWithSession:(GKSession *)session playerName:(NSString *)name clients:(NSArray *)clients
{
[self dismissViewControllerAnimated:NO completion:^
{
[self startGameWithBlock:^(GameMultiplayer *aGame)
{
[aGame startServerGameWithSession:session playerName:name clients:clients];
}];
}];
}
and finally, this is where that method call is implemented in GameMultiplayer:
- (void)startServerGameWithSession:(GKSession *)session playerName:(NSString *)name clients:(NSArray *)clients
{
_clients = clients;
const char* className = class_getName([[_clients objectAtIndex:0] class]);
NSLog(#"yourObject is a: %s", className);
self.isServer = YES;
_session = session;
_session.available = NO;
_session.delegate = self;
[_session setDataReceiveHandler:self withContext:nil];
_state = GameStateWaitingForSignIn;
[self.delegate gameWaitingForClientsReady:self];
// Create the Player object for the server.
Player *player = [[Player alloc] init];
player.name = name;
player.peerID = _session.peerID;
player.position = PlayerPositionBottom;
[_players setObject:player forKey:player.peerID];
// Add a Player object for each client.
int index = 0;
for (NSString *peerID in clients)
{
Player *player = [[Player alloc] init];
player.peerID = peerID;
[_players setObject:player forKey:player.peerID];
if (index == 0)
player.position = ([clients count] == 1) ? PlayerPositionTop : PlayerPositionLeft;
else if (index == 1)
player.position = PlayerPositionTop;
else
player.position = PlayerPositionRight;
index++;
}
NSLog(#"Players:");
Packet *packet = [Packet packetWithType:PacketTypeSignInRequest];
[self sendPacketToAllClients:packet];
// for (int i = 0; i < [_players count]; i++) {
// NSLog([NSString stringWithFormat:#"%#", [clients objectAtIndex:i]]);
// }
}
I think you are calling send to fast. When server realize about connection it will send confirmation to client to really establish connection - so client knows about it succeed.
If you are sending packets before that happens - it will be lost.
Just do this:
[self performSelector:#selector(sendPacketToAllClients) withObject:nil afterDelay:1.0];
instead of:
[self sendPacketToAllClients];
I had the same problem that connection is established in different moment with small delay on client. The best is to send first packet from client that he is ready to receive packets from server - and than proceed normally from there.
Also try debugging:
- (void)session:(GKSession *)session peer:(NSString *)peerID didChangeState:(GKPeerConnectionState)state
On both devices (server and client).
I have also had my troubles with GKSession. I was interested to learn (on this site) today that GKSession is being deprecated in favor of using the Multipeer Connectivity Framework. With luck, Wenderlich et al. will do a tutorial using the new technology. :)
The system has some similarities to GKSession, so is not too hard to wrap your head around.
Apple's doc link.

asyncsocket ipad doesn't connect to server [closed]

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Closed 11 years ago.
My application times out while trying to connect to host. The timeout time is set to unlimited so I take it that the client is really just unable to connect at all.
I have an iPad app running asyncsockets and I'm trying to get it to connect to a server on my desktop also using asyncsockets. The iPad is specifically iOS 5 and is using GCD asyncsockets.
The server is being invoked through a NSRunLoop. It receives no form of connection from the client (none of breakpoints are caught like they are for telnet connections).
I'm able to telnet into the server from other machines just fine. I'm also able to connect the iPad client to host:google.com on port:80 just fine.
I've tried connecting the iPad to the server on ports 8080, 4500, and 50000 all to no success (they all work for telnet though).
I believe there is something in the server code causing this but I am not sure.
My server code is from a sample found here: http://mysterycoconut.com/blog/2010/07/tweak-away/
My client code is modified HTTP client code from the sample GCD code supplied by the asyncsockets repository: https://github.com/robbiehanson/CocoaAsyncSocket/blob/master/Examples/GCD/SimpleHTTPClient/Mobile/SimpleHTTPClient/SimpleHTTPClientAppDelegate.m
Here is my server code:
- (id) init;
{
self = [super init];
if (self != nil)
{
debugServer = [[AsyncSocket alloc] initWithDelegate:self];
connectedClients = [[NSMutableArray alloc] initWithCapacity:1];
running = false;
}
return self;
}
- (void) dealloc;
{
[self stop];
[connectedClients release];
[debugServer release];
[super dealloc];
}
- (void) startOnPort
{
if (running) return;
if (_port < 0 || _port > 65535)
_port = 0;
NSError *error = nil;
if (![debugServer acceptOnPort:_port error:&error])
return;
NSLog(#"My Awesome Debug Server has started on port %hu", [debugServer localPort]);
running = true;
}
- (void) stop;
{
if (!running) return;
[debugServer disconnect];
for (AsyncSocket* socket in connectedClients)
[socket disconnect];
running = false;
}
- (void) setPort:(int)in_port{
_port = in_port;
}
- (void)onSocket:(AsyncSocket *)socket didAcceptNewSocket:(AsyncSocket *)newSocket;
{
[connectedClients addObject:newSocket];
}
- (void)onSocketDidDisconnect:(AsyncSocket *)socket;
{
[connectedClients removeObject:socket];
}
- (void)onSocket:(AsyncSocket *)socket didConnectToHost:(NSString *)host port:(UInt16)port;
{
NSLog(#"Accepted client %#:%hu", host, port);
NSData *welcomeData = [#"Welcome to my Awesome Debug Server\r\n\r\n"
dataUsingEncoding:NSUTF8StringEncoding];
[socket writeData:welcomeData withTimeout:-1 tag:WelcomeMsgTag];
[socket readDataWithTimeout:-1 tag:GenericMsgTag];
}
- (void)onSocket:(AsyncSocket *)socket didReadData:(NSData *)data withTag:(long)tag;
{
NSString *tmp = [NSString stringWithUTF8String:[data bytes]];
NSString *input = [tmp stringByTrimmingCharactersInSet:
[NSCharacterSet whitespaceAndNewlineCharacterSet]];
NSLog(#"%#",input);
if ([input isEqualToString:#"exit"])
{
NSData *byeData = [#"Bye!\r\n" dataUsingEncoding:NSUTF8StringEncoding];
[socket writeData:byeData withTimeout:-1 tag:GenericMsgTag];
[socket disconnectAfterWriting];
return;
}
[socket readDataWithTimeout:-1 tag:GenericMsgTag];
}
#end
...and here is my client code:
- (id) init
{
if (self = [super init]) {
// AsyncSocket optionally uses the Lumberjack logging framework.
//
// Lumberjack is a professional logging framework. It's extremely fast and flexible.
// It also uses GCD, making it a great fit for GCDAsyncSocket.
//
// As mentioned earlier, enabling logging in GCDAsyncSocket is entirely optional.
// Doing so simply helps give you a deeper understanding of the inner workings of the library (if you care).
// You can do so at the top of GCDAsyncSocket.m,
// where you can also control things such as the log level,
// and whether or not logging should be asynchronous (helps to improve speed, and
// perfect for reducing interference with those pesky timing bugs in your code).
//
// There is a massive amount of documentation on the Lumberjack project page:
// https://github.com/CocoaLumberjack/CocoaLumberjack
//
// But this one line is all you need to instruct Lumberjack to spit out log statements to the Xcode console.
[DDLog addLogger:[DDTTYLogger sharedInstance]];
// Create our GCDAsyncSocket instance.
//
// Notice that we give it the normal delegate AND a delegate queue.
// The socket will do all of its operations in a background queue,
// and you can tell it which thread/queue to invoke your delegate on.
// In this case, we're just saying invoke us on the main thread.
// But you can see how trivial it would be to create your own queue,
// and parallelize your networking processing code by having your
// delegate methods invoked and run on background queues.
asyncSocket = [[GCDAsyncSocket alloc] initWithDelegate:self delegateQueue:dispatch_get_main_queue()];
// Now we tell the ASYNCHRONOUS socket to connect.
//
// Recall that GCDAsyncSocket is ... asynchronous.
// This means when you tell the socket to connect, it will do so ... asynchronously.
// After all, do you want your main thread to block on a slow network connection?
//
// So what's with the BOOL return value, and error pointer?
// These are for early detection of obvious problems, such as:
//
// - The socket is already connected.
// - You passed in an invalid parameter.
// - The socket isn't configured properly.
//
// The error message might be something like "Attempting to connect without a delegate. Set a delegate first."
//
// When the asynchronous sockets connects, it will invoke the socket:didConnectToHost:port: delegate method.
NSError *error = nil;
#if USE_SECURE_CONNECTION
uint16_t port = 443; // HTTPS
#else
uint16_t port = 8080; // HTTP
#endif
DDLogVerbose(#"port: %d\t host: %#",port,#"130.85.92.12");
if (![asyncSocket connectToHost:#"130.85.92.12" onPort:port error:&error])
{
DDLogError(#"Unable to connect to due to invalid configuration: %#", error);
}
else
{
DDLogVerbose(#"Connecting...");
}
#if USE_SECURE_CONNECTION
// The connect method above is asynchronous.
// At this point, the connection has been initiated, but hasn't completed.
// When the connection is establish, our socket:didConnectToHost:port: delegate method will be invoked.
//
// Now, for a secure connection we have to connect to the HTTPS server running on port 443.
// The SSL/TLS protocol runs atop TCP, so after the connection is established we want to start the TLS handshake.
//
// We already know this is what we want to do.
// Wouldn't it be convenient if we could tell the socket to queue the security upgrade now instead of waiting?
// Well in fact you can! This is part of the queued architecture of AsyncSocket.
//
// After the connection has been established, AsyncSocket will look in it's queue for the next task.
// There it will find, dequeue and execute our request to start the TLS security protocol.
//
// The options passed to the startTLS method are fully documented in the GCDAsyncSocket header file.
// The deusty server only has a development (self-signed) X.509 certificate.
// So we tell it not to attempt to validate the cert (cause if it did it would fail).
NSDictionary *options = [NSDictionary dictionaryWithObject:[NSNumber numberWithBool:NO]
forKey:(NSString *)kCFStreamSSLValidatesCertificateChain];
[asyncSocket startTLS:options];
#endif
}
return self;
}
- (void)socket:(GCDAsyncSocket *)sock didConnectToHost:(NSString *)host port:(UInt16)port
{
DDLogVerbose(#"socket:didConnectToHost:%# port:%hu", host, port);
// HTTP is a really simple protocol.
//
// If you don't already know all about it, this is one of the best resources I know (short and sweet):
// http://www.jmarshall.com/easy/http/
//
// We're just going to tell the server to send us the metadata (essentially) about a particular resource.
// The server will send an http response, and then immediately close the connection.
NSString *msg = #"iOS client connected\r\n\r\n";
NSData *msgdata = [msg dataUsingEncoding:NSUTF8StringEncoding];
[asyncSocket writeData:msgdata withTimeout:-1.0 tag:0];
// Side Note:
//
// The AsyncSocket family supports queued reads and writes.
//
// This means that you don't have to wait for the socket to connect before issuing your read or write commands.
// If you do so before the socket is connected, it will simply queue the requests,
// and process them after the socket is connected.
// Also, you can issue multiple write commands (or read commands) at a time.
// You don't have to wait for one write operation to complete before sending another write command.
//
// The whole point is to make YOUR code easier to write, easier to read, and easier to maintain.
// Do networking stuff when it is easiest for you, or when it makes the most sense for you.
// AsyncSocket adapts to your schedule, not the other way around.
#if READ_HEADER_LINE_BY_LINE
// Now we tell the socket to read the first line of the http response header.
// As per the http protocol, we know each header line is terminated with a CRLF (carriage return, line feed).
[asyncSocket readDataToData:[GCDAsyncSocket CRLFData] withTimeout:-1.0 tag:0];
#else
// Now we tell the socket to read the full header for the http response.
// As per the http protocol, we know the header is terminated with two CRLF's (carriage return, line feed).
[asyncSocket readDataToData:[GCDAsyncSocket CRLFData] withTimeout:-1.0 tag:0];
#endif
}
- (void)socketDidSecure:(GCDAsyncSocket *)sock
{
// This method will be called if USE_SECURE_CONNECTION is set
DDLogVerbose(#"socketDidSecure:");
}
- (void)socket:(GCDAsyncSocket *)sock didWriteDataWithTag:(long)tag
{
DDLogVerbose(#"socket:didWriteDataWithTag:");
}
- (void)socket:(GCDAsyncSocket *)sock didReadData:(NSData *)data withTag:(long)tag
{
DDLogVerbose(#"socket:didReadData:withTag:");
NSString *httpResponse = [[NSString alloc] initWithData:data encoding:NSUTF8StringEncoding];
NSLog(#"%#",httpResponse);
#if READ_HEADER_LINE_BY_LINE
DDLogInfo(#"Line httpResponse: %#", httpResponse);
// As per the http protocol, we know the header is terminated with two CRLF's.
// In other words, an empty line.
if ([data length] == 2) // 2 bytes = CRLF
{
DDLogInfo(#"<done>");
}
else
{
// Read the next line of the header
[asyncSocket readDataToData:[GCDAsyncSocket CRLFData] withTimeout:-1.0 tag:0];
}
#else
DDLogInfo(#"Full httpResponse: %#", httpResponse);
#endif
[httpResponse release];
}
- (void)socketDidDisconnect:(GCDAsyncSocket *)sock withError:(NSError *)err
{
// Since we requested HTTP/1.0, we expect the server to close the connection as soon as it has sent the response.
DDLogVerbose(#"socketDidDisconnect:withError: \"%#\"", err);
}
I've looked around for answers but have had no success. I figured the best course of action would be to ask you all rather than wrack my brain trying to solve it myself.
The solution was to connect to the local network differently. I was operating with a network that required a log in for local access but offered a "visitors" connection for wide area network access. The device (iPad) was automatically connecting as a "visitor" and I needed to log in manually.
So, if you aren't able to connect w/ this API, check out how your connecting to the network!

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