Network Interface Change Notification - ios

What is the best way to get notification while network interface becomes available/unavailable in iOS, different from Reachability? (maybe there is some good way of doing in SystemConfiguration or CFNetworks framework, or somehow using the native unix sockets networking API?)
Instead of checking network reachability I'm just checking if I'm able to get network info with this function, the only problem is when to check. I don't want to fire up an NSTimer every 0.1 second to do this, though it is solution, I would rather like to somehow get notified when user switches WiFi on/off in settings. (Reachability takes several seconds to nofity me when Im disabling wwan interface in settings.)
- (void)initializeCurrentNetworkInfo
{
NSArray* interfacesSupported = (__bridge_transfer NSArray*) CNCopySupportedInterfaces();
NSLog(#"%s: Supported interfaces: %#", __func__, interfacesSupported);
NSDictionary* interfaceInfo = nil;
for (NSString *interfaceName in interfacesSupported) {
interfaceInfo = (__bridge_transfer NSDictionary*) CNCopyCurrentNetworkInfo((__bridge_retained CFStringRef)interfaceName);
if (interfaceInfo && [interfaceInfo count]) {
self.isInterfaceActive = YES;
self.currentSSID = [NSString stringWithString:interfaceInfo[#"SSID"]];
self.currentBSSID = [NSString stringWithString:interfaceInfo[#"BSSID"]];
break;
} else if (!interfaceInfo){
self.isInterfaceActive = NO;
self.currentBSSID = #"ff:ff:ff:ff:ff:ff";;
self.currentSSID = #"interface is unavailable";
}
}
}
Info: I'm developing the UPNP application, and each time interface becomes available/unavailable I subsequently initialise or nullify my UPNP service object.
The problem is that in some rare occasions my app crashes, while I'm changing Wi-Fi switch on/off consequently for the purpose of testing. (Reachability works fine in the background)
So I could have traced it and found it that it obviously crashes while trying to receive an httpu datagram on socket of no longer available interface, when switching wifi off (recvLen = cg_socket_recv(sock, dgmPkt);), if I understand it right, it means that the background thread listening on socket in my UPNP framework (CyberGarages' CyberLink) is unaware of interface state changes(bug probably?), that's why I really want to stop the upnpService as fast as possible once the interface state changes.
I'm using the Tony Millions' Reachability version, and once I receive networkReachabilityChanged: I check for available interfaces, but I guess it's not the best way of doing it.
Thanks.

Related

Connect an iPad via BT MIDI as Peripheral (CABTMidiLocalPeripheralViewController)

I am programming a MIDI tool on my iPad which connects to a synthesizer using Bluetooth.
First thing I did was to use the iPad as Central controller with the CABTMidiCentralViewController - if I connect to a Bluetooth device here I immediately get a notification that a new MIDI device has connected and everything's fine.
Now to support another Bluetooth dongle I need to config the iPad as peripheral, for that I use CABTMidiLocalPeripheralViewController. On the other side of BT (the central device which is NOT the iPad) I see the iPad advertising its service and I can connect to it, however I have no idea how to recognize this connection on the iPad side - I don't get any notification about new devices. Probably I'm missing something here?
I use CABTMidiLocalPeripheralViewController just like in the documentation example for CABTMidiCentralViewController, so that's the code (it's just displaying the vc anyway, isn't it?):
- (void)configCABTMIDIPeripheral:(id)sender
{
CABTMIDILocalPeripheralViewController *viewController =[CABTMIDILocalPeripheralViewController new];
UINavigationController *navController = [[UINavigationController alloc] initWithRootViewController:viewController];
viewController.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithBarButtonSystemItem: UIBarButtonSystemItemDone target: self action: #selector(didConfigCABTMIDIPeripheral:)];
navController.modalPresentationStyle = UIModalPresentationPopover;
UIPopoverPresentationController *popC = navController.popoverPresentationController;
popC.permittedArrowDirections = UIPopoverArrowDirectionAny;
popC.sourceRect = [sender frame];
UIButton *button = (UIButton *)sender;
popC.sourceView = button.superview;
[self.delegateBaseViewController presentViewController:navController animated:YES completion:nil];
}
As for the notifications I register a static callback function when I create a MIDI client - my guess is that as a peripheral device this works different, maybe someone here can point me in the right direction:
OSStatus s = 0;
s = MIDIClientCreate((CFStringRef)#"MIDI Client", PGMIDINotifyProc, arc_cast<void>(self), &_client); // Create MIDI Client
s = MIDIOutputPortCreate(_client, (CFStringRef)#"Output Port", &_outputPort); // Create MIDI output port
s = MIDIInputPortCreate(_client, (CFStringRef)#"Input Port", PGMIDIReadProc, arc_cast<void>(self), &_inputPort); // Create MIDI input port
...with PGMIDINotifyProc looking like...
void PGMIDINotifyProc(const MIDINotification *message, void *refCon)
{
NSLog(#"PGMIDINotifyProc");
PGMidi *self = arc_cast<PGMidi>(refCon);
[self midiNotify:message];
}
(Credits to PGMidi at https://github.com/petegoodliffe/PGMidi)
So... how can I see if my peripheral iPad did connect to a MIDI device?
UPDATE
After a long break I decided to give it another try, this time I made some tests by implementing a CBPeripheralManager and a CBCentralManager on two devices (one peripheral and one central) to have a closer look on what's going on behind the scenes:
Without going too much into detail, here are some observations:
if the peripheral device doesn't power on the CBPeripheralManager, no Bluetooth services are offered. Makes sense.
if the peripheral device offers some random service, the central device will discover this service they connect and can exchange data. Great.
if the peripheral device still offers some random service while the central specifically looks for the MIDI service / characteristics, it will find the MIDI service and connect to it. I don't get any notifications about this on the peripheral side, since I'm just the delegate of the peripheral offering some random service.
if both the peripheral device and the central offer / scan for the MIDI service / characteristics, they don't find anything.
It's like the MIDI service appears on it's own if I offer some other service but is not there if I offer no service. Moreover the iPad seems to block or catch the MIDI service / characteristic if I try to offer it myself.
Any ideas here? Come on :) :)
Assuming you use CABTMIDILocalPeripheralViewController to connect, try replace arc_cast<void>(self) with (__bridge void*)self as the current PGMidi library does, but if you use this library you should not write this client initialization yourself, it is created inside the [[PGMidi alloc] init] call. anyway can you see the PGMIDINotifyProc is been called?
let me know

Failing to obtain services from iOS peripheral using chrome.bluetoothLowEnergy

I have an iOS app which advertises itself successfully using a CBPeripheralManager. In a Chrome App, I have successfully discovered the device (hence obtaining its address).
I have added a service with a custom UUID to the peripheral manager. didAddService is called (after the peripheral manager is powered on), and so I assume that part is successful.
I call chrome.bluetoothLowEnergy.connect(device address) in the Chrome app. The callback function is called without issue, and so I believe the connection is successful. There is no function called within the app when the connection has occurred - should there be?
I then call chrome.bluetooth.getServices(device address) in the Chrome app. An array of services is returned, however the array is empty. I believe it should return an array of length 1, not 0.
Am I overlooking something? Why are no services being returned? Should any of the peripheralManager functions be called during these operations?
Connect code:
function connect(address) {
/* Connect persistently to the device. */
chrome.bluetoothLowEnergy.connect(address, {persistent: true}, function() {
if(chrome.runtime.lastError) {
/* If we click a green device, we get this. We should try and handle it
earlier. e.g. by removing the listener, or instead using the click
to disconnect the device. */
if(chrome.runtime.lastError.message == 'Already connected')
setDeviceConnected(address);
/* Print error and exit. */
console.log(chrome.runtime.lastError.message);
return;
}
console.log('Successfully connected to ' + address);
setDeviceConnected(address);
// getDeviceService();
getDeviceServices(address);
});
return true;
}
Get services code:
function getDeviceServices(address) {
chrome.bluetoothLowEnergy.getServices(address, function(services) {
console.log('services.length: ' + services.length);
});
}
Peripheral setup code:
- (void)setupPeripheral {
_serviceName = SERVICE_NAME;
_serviceUUID = [CBUUID UUIDWithString:SERVICE_UUID_STRING];
_characteristicUUID = [CBUUID UUIDWithString:CHARACTERISTIC_UUID_STRING];
_peripheralManager = [[CBPeripheralManager alloc] initWithDelegate:self queue:nil];
_characteristic = [[CBMutableCharacteristic alloc] initWithType:_characteristicUUID
properties:CBCharacteristicPropertyRead | CBCharacteristicPropertyNotify
value:nil
permissions:CBAttributePermissionsReadable];
_service = [[CBMutableService alloc] initWithType:_serviceUUID primary:YES];
_service.characteristics = #[_characteristic];
NSLog(#"Peripheral set up");
}
Start advertising (add the service just before we start advertising):
/* Start advertising */
- (void)startAdvertising {
NSLog(#"Starting advertising...");
NSDictionary *advertisment = #{
CBAdvertisementDataServiceUUIDsKey : #[self.serviceUUID],
CBAdvertisementDataLocalNameKey: self.serviceName
};
[self addServices];
[self.peripheralManager startAdvertising:advertisment];
}
Call to start advertising within didUpdateState:
/* Did update state */
- (void)peripheralManagerDidUpdateState:(CBPeripheralManager *)peripheral {
switch (peripheral.state) {
case CBPeripheralManagerStatePoweredOn:
NSLog(#"peripheralStateChange: Powered On");
// When the bluetooth has turned on, start advertising.
[self startAdvertising];
break;
Update
On connecting to the peripheral app with OSX app LightBlue, an alert shows up on the app to request a pairing. Then LightBlue can read characteristics from the app. When connecting with the Chrome app, the pairing alert does not show up.
Having chatted to web-bluetooth developers at W3C, I have now been able to discover services from the device, by updating chrome from v51 to v52 (apparantly also v53 works).
However currently (though I am yet to try it out), reading characteristics is currently unsupported for OSX, as seen here.
(I have not yet looked into it but this may provide some options on how to overcome the issues described here.)
I've ran into this problem myself. I've developed a simple app that scans for devices and their services, but all devices found always report back an empty array of services. I have this problem on both OsX and ChromeOS.
There's an exception to this: when the device has previously been paired, I was able to get the services array on ChromeOS. This is confusing to me, since nothing I've read anywhere says a device has to be manually paired first, and there's no programatic way to pair a device one discovered.
EDIT: Upgrading to Chrome 53 fixed the problem. The site linked in louisdeb's answer is related to web-bluetooth, not chrome.bluetooth, so characteristics may actually work.

iOS Reachability reports no WiFi, when WiFi is active

I am using Reachability class from Apple to detect network events that have impact in the functionality of my app. It is a voip app that uses setKeepAliveTimeout, so every ~10 minutes wakes up reads the network status and decides if the connection should be refreshed.
BOOL res = [app setKeepAliveTimeout:600 handler:^{
[[WIFI instance] isWifiConnected];
[[AClass an_instance] refresh];
}
}];
So every 10 minutes the isWifiConnected is called and the app reads the network status again.
- (BOOL) isWifiConnected {
self.wifiReach = [Reachability reachabilityForLocalWiFi];
NetworkStatus wifiStatus = [self.wifiReach currentReachabilityStatus];
switch (wifiStatus) {
case NotReachable: {
m_wifiConnected = NO;
LOG(#"NetStatus:NotReachable");
break;
}
case ReachableViaWiFi: {
m_wifiConnected = YES;
m_wwanConnected = NO;
LOG(#"NetStatus:ReachableViaWiFi");
break;
}
}
return m_wifiConnected;
}
Although I have WiFi in the device the call returns false, ie no WiFi, and moreover NotReachable for the net status.
However after a very short time interval the reachability callback is called again and the the wifi seems connected. However i have already fired an event due to the error value and the app closes the connection with the server believing that there is no wi-fi.
Doing some research it I found this in the Readme file of the Reachability.m file (provided from Apple)
By default, the application uses www.apple.com for its remote host. You can change the host it uses in APLViewController.m by modifying the value of the remoteHostName variable in -viewDidLoad.
IMPORTANT: Reachability must use DNS to resolve the host name before
it can determine the Reachability of that host, and this may take time
on certain network connections. Because of this, the API will return
NotReachable until name resolution has completed. This delay may be
visible in the interface on some networks
.
Could it this be the problem? The delay in the dns lookup? Or do I need to enhance my code as well?
When I initialize the app I call this
self.hostReach = [Reachability reachabilityWithHostName: #"www.apple.com"];
If I use an IP address like this is correct?
self.hostReach = [Reachability reachabilityWithHostName: #"1.2.3.4"];
Is it safe to use a public IP? eg "17.178.96.59" is the result of an nslookup for apple.com
There is a method in the Reachability class that seems to be used from the Apple's demo.
- (BOOL)connectionRequired
{
NSAssert(_reachabilityRef != NULL, #"connectionRequired called with NULL reachabilityRef");
SCNetworkReachabilityFlags flags;
if (SCNetworkReachabilityGetFlags(_reachabilityRef, &flags))
{
return (flags & kSCNetworkReachabilityFlagsConnectionRequired);
}
return NO;
}
Why the connectionRequired is needed? Can be used to resolved the problem?
To preserve battery charge, iOS will close down the networking hardware when it's not being actively used. This means turning off the WiFi and cellular radios. In this situation, Reachability isn't going to be able to report a complete result, because it can't check the situation without turning everything back on again. That is what kSCNetworkReachabilityFlagsConnectionRequired is for -- to tell you that you need to make a connection to wake the hardware back up.
What you are seeing is probably something waking up when the phone is unlocked (your app or some other app with background permissions) and so everything wakes up, you see an error immediately, but then WiFi connects and you are connected again.
You need to handle Reachability as if it can tell you "definitely reachable" or "definitely not reachable" but also "situation unknown". You need to decide what you're going to do in the unknown situation. If you make a network connection immediately then you will drain the battery faster than normal. An alternative might be just to wait for the network to be woken up for some other reason. That's really up to you.
Reachability should be created with a host name, not an explicit address. The whole point of the DNSsystem is that addresses change for hosts sometimes. Linking directly to a name server should provide some security in this regard, but that isn't how it's supposed to work.
Reachability is often a best guess, not a hard and fast. The only way to be sure is to actually try. Connection required is related to this, because it's the device saying 'everything looks ok, I just haven't tried to connect for real'.
So, arguably you should fire the keep alive without checking the reachability status and use the result of the request to decide if there's an error or not. If you need to be sure, send an actual request and review the actual result.

"Connection reset by peer" errors with GCDAsyncUdpSocket on iOS6

I am having a problem with using GCDAsyncUdpSocket. I am using the iPad as a user interface app that interacts with another app - call it Host, the latter running on a separate Windows machine. Both machines are on their own private network, so they are on their own subnet. At certain points, the Host sends UDP packets to the iPad to instruct it which screen to show to the user, and the iPad sends user responses via UDP packets to the Host. Finally, the iPad periodically (at 2 Hz) sends simple "heartbeat" messages to the Host.
This all works fine - for a while. Then, apparently, the iPad abruptly stops accepting the UDP packets from the Host - the latter experiences "Connection reset by peer" errors, while it (the iPad) is still successfully sending, and the Host receiving, the heartbeat messages.
I'm thinking the problem comes from my confusion with respect to how Grand Central Dispatch (GCD) works. My iPad app is pretty simple; I based it off a tutorial on iOS programming (I'm a beginner here, but very experienced with Windows, Linux, embedded/real-time, and networking). It basically consists of a main screen, which creates a second screen from time to time. So the basic structure is this:
main.m
Delegate.m
MainViewController.m
PopupViewController.m
The main.m and Delegate.m were created automagically by the Xcode during the tutorial, and have nothing special in them. The MainViewController.m is my "main screen", and owns the GCDAsyncUdpSocket that is used by the iPad app. The final file, PopupViewController.m, is the second screen, that is used like this:
# MainViewController.m
- (IBAction)sendResponseOne:(id)sender {
// Send a message to Host
[self sendUdpMessage:1];
// Switch to other view
PopupViewController *vc = [[PopupViewController alloc] init];
[vc setMainScreen:self]; // Used to access UDP from 2nd screen
[self presentViewController:vc animated:NO completion:nil];
}
# PopupViewController.m
- (IBAction)confirmAnswers:(id)sender
{
// Send a message to Host - calls same function as above main screen
[self->mainScr sendUdpMessage:2];
[self dismissViewControllerAnimated:NO completion:nil];
}
Now for the code that sems to fail. First, here is the #interface section of MainViewController.m:
# From MainViewController.m
#interface MainViewController ()
{
GCDAsyncUdpSocket *udpSocket;
}
#end
Here is how/where I create the UDP object:
# From MainViewController.m
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]))
{
// Setup our socket, using the main dispatch queue
udpSocket = [[GCDAsyncUdpSocket alloc] initWithDelegate:self delegateQueue:dispatch_get_main_queue()];
}
return self;
}
Here is where I bind to the port:
# From MainViewController.m
- (void)viewDidLoad
{
[super viewDidLoad];
// Start UDP server
int port = 12349;
NSError *error = nil;
if (![udpSocket bindToPort:port error:&error])
{
NSLog(#"Error starting server (bind): %#", error);
return;
}
if (![udpSocket beginReceiving:&error])
{
[udpSocket close];
NSLog(#"Error starting server (recv): %#", error);
return;
}
[self startPingTimer];
isRunning = YES;
}
Here's the code that receives packets. Apparently, this function works fine for awhile, sometimes dozens of times, then unexpectedly fails.
# From MainViewController.m
- (void)udpSocket:(GCDAsyncUdpSocket *)sock didReceiveData:(NSData *)data
fromAddress:(NSData *)address
withFilterContext:(id)filterContext
{
if (data.length == sizeof(MyMessage)) {
MyMessage msg;
[data getBytes:&msg length:sizeof(MyMessage)];
msg.magic = ntohl(msg.magic);
msg.msgId = ntohl(msg.msgId);
for (int i = 0; i < 4; ++i) {
msg.values[i] = ntohl(msg.values[i]);
}
if (msg.magic == 0xdeadcafe) {
switch (msg.msgId) {
case imiStateControl:
self->iceState = (IceState)msg.values[0];
break;
default:
break;
}
}
}
}
I am at a loss as to why the didReceiveData function seems to work correctly for some random amount of time (and random number of messages sent/received). I wonder a couple of things:
Is it valid for me to send a UDP message from the second screen? I think so, and sending never fails - it continues to work even after receiving fails.
How does the didReceiveData get called anyway, and how could that get broken? If I was in Linux or an RTOS, I would probably have created an explicit thread that waits on packets; how does the GCD framework decide where a packet should go?
Why would my app suddenly stop listening on the port? How do I detect/debug that?
Does it matter that the GCDAsyncUdpSocket object is owned by the main screen, as opposed to the Delegate.m module?
Is it appropriate to use the main dispatch queue, as I think I am doing? Indeed, am I doing that, and correctly?
I'm totally at a loss, so of course, any advice would be greatly appreaciated! No need to answer all the questions - especially if your answer to one is the solution!
Thanks!
This post ended about eight hours of torture that I received at the hands of the POSIX/GCDAsyncSocket/NSStream/NSNetService gods. For anyone coming across this: the cause of my GCDAsyncSocket connection reset by peer/remote peer disconnected errors was simply that I was connecting by IP on the LAN, instead of using a host name. (i.e. using the connectToAddress family of methods instead of the connectToHost family of methods). I fired up WireShark, downloaded X11, all that jazz and confirmed I was facing the same issue Bob was seeing – ARP activity around the disconnect time. Trying to connect to a host instead of an address confirmed Seth's take on the situation – it was issues with the router reassigning IP addresses.
This couldn't have been a more innocuous question on SO – question and answer with 0 upvotes, but both of you combined to give more more than enough information to solve what I thought was an intractable problem. Thanks so much!
It sounds like the receiving UDP socket is either being closed or shifted to a different address/port pair.
If its being closed, the only way outgoing packets could still work is if there were actually two sockets. Perhaps the receive one bound to port 12349 and the send one bound to port 0. Then maybe GCD is closing the receive one after some period of time. Given your followup comments about ARP, this seems less likely but is worth keeping in mind.
The ARP activity suggests that the iPad's IP address may be changing. If it were to change, or if it were to switch from the WiFi interface to a cellular interface, then the packets it sends would still get through, but packets sent to it would fail exactly as described.
Whatever is receiving those heart-beat messages, have it check the recvfrom address and make sure that any messages it sends back go to that exact address. And, of course, make sure to pay attention to endian (host vs network byte order).
I am assuming that there are no firewalls or NAT in between the two devices. If there are such things, then a whole different world of possibilities opens up.

ios diagnosing iphone connection status

I am trying to make my iPhone app more robust, by ensuring that it doesn't crash when there is no network connection. Right now the app attempts to make a connection on startup immediately, through the app delegate. It has no issues if wifi or cellular is available, but it will crash if there is no network connection visible. I have looked around on this site and haven't found anything that quite fits my problem. I have the feeling it should be just a simple line of code, like an objective-c equivalent of a pseudo- 'isConnection', or something similar:
if (isConnection) {
- sendSynchronousRequest for json data I'm using
- manipulate the data, etc., and continue with normal operations
} else {
- send an output message to a view controller,
letting the user know what's wrong.
}
I can't seem to isolate the (admittedly abstract) "isConnection" condition that I'm looking for, specifically. Does anyone have experience or advice with this topic?
The reachability class is very easy to use. Download the class files here https://developer.apple.com/library/ios/#samplecode/Reachability/Introduction/Intro.html
You also need to add the SystemConfiguration.framework
Here's the code you need:
-(BOOL)isConnection {
Reachability *reach = [Reachability reachabilityWithHostName:#"www.google.com"];
//replace www.google.com with your own host you're checking for
NetworkStatus hostStatus = [reach currentReachabilityStatus];
if (hostStatus != NotReachable) {
//There are also other status enums like
//ReachableViaWiFi
//ReachableViaWWAN (3G/LTE)
//if you need to detect if user is on cellular, act accordingly
return YES;
}
return NO;
}
Then you can call your method:
if ([self isConnection]) {
//do something
} else {
//no connection, inform user
}
You can use the Reachability class that Apple provides in the Reachability sample application. Not only does it tell you if you're connected, but how you're connected (WiFi, cellular or no connection at all). You can even register for a notification when the connection status changes.
Even though you can use that to check the connection status before initiating the code you describe above, I still think you should investigate why the app crashes when you have no connection, and attempt to resolve it. You could always lose connectivity in the middle of a request attempt, and you don't want that to crash the app either.

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