Is there any way to capture the event occurs when a user connects to a particular WiFi network in iOS app. It is fine even if this can be achieved using any private library which doesn't require super user privileges (jail break). I just want to capture the changing event of the connected SSID.
I would recommend simply using what Larme posted, and setting up an NSTimer to check every second or so, what the SSID of your current network is, if you detect a change, simply do whatever you need to do. Keep in mind, changing WiFi networks is not something that happens instantaneously, so having a 1 second resolution is not bad
In applicationDidFinishLoading
NSTimer *ssidTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(fetchSSIDInfo) userInfo:nil repeats:YES];
In AppDelegate
- (id)fetchSSIDInfo {
NSArray *ifs = (__bridge_transfer id)CNCopySupportedInterfaces();
NSLog(#"Supported interfaces: %#", ifs);
id info = nil;
NSString *ifnam = #"";
for (ifnam in ifs) {
info = (__bridge_transfer id)CNCopyCurrentNetworkInfo((__bridge CFStringRef)ifnam);
NSLog(#"%# => %#", ifnam, info);
if (info && [info count]) { break; }
}
if ([info count] >= 1 && [ifnam caseInsensitiveCompare:prevSSID] != NSOrderedSame) {
// Trigger some event
prevSSID = ifnam;
}
return info;
}
Something like that. I can not check if code is typo free as I am not in front of a mac, but it should not be too different
You can fetch details from your wifi connection:
- (NSDictionary *)getConnectionDetails
{
NSDictionary *connectionDetails = [NSDictionary dictionary];
CFArrayRef myArray = CNCopySupportedInterfaces();
if (myArray) {
CFDictionaryRef myDict = CNCopyCurrentNetworkInfo(CFArrayGetValueAtIndex(myArray, 0));
connectionDetails = (__bridge_transfer NSDictionary*)myDict;
}
return connectionDetails;
}
And then if check [connectionDetails valueForKey:#"BSSID"] you will get BSSID.
Also please note that you must to import #import <SystemConfiguration/CaptiveNetwork.h>
You want SystemConfiguration, which has facilities for seeing notifications on all sorts of networking changes. In particular you'll want to use SCDynamicStoreSetNotificationKeys to listen for changes to the devices and SCNetworkConfiguration to get information about the available interfaces.
Related
I have this code that saves a JSON file:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), ^{
tabController = [self.storyboard instantiateViewControllerWithIdentifier:#"cCustomTabController"];
dValue = [dConfiguration objectForKey:#"Buttons"];
int i = 0;
for (NSString* sProperty in dValue) {
NetworkStatus internetStatus = [_reachabilityInfo currentReachabilityStatus];
NSData *itemData = Nil;
if (internetStatus != NotReachable)
itemData = [util getSpecificJsonData:[sProperty valueForKeyPath:#"Item"]];
if(itemData != nil){
[util saveJSON:itemData withName:[NSString stringWithFormat:#"%#%#",[sProperty valueForKeyPath:#"Item"],[CommonsUtils getCommonUtil].getAppLanguage]];
i++;
}
}
});
Let's say that I use this JSON to configure my next screen, so in my bundle I already have a JSON file to avoid the file does not exist but I always update it from the server to have the last configuration possible.
My problem is the sometimes it takes a while to save or download the file and my next screen goes black because it does not get the file property, so is my guess that the file at that moment is being written.
So my question is if there is a way to know if the file is being written or there is a workaround to confirm that the file is some how accesible to then read it.
This is an example of what I do when I read the file:
if (_JsonData == nil) {
NSString *jsonPath = [NSString stringWithFormat:#"%#/%#.json",[NSSearchPathForDirectoriesInDomains (NSDocumentDirectory,NSUserDomainMask, YES) objectAtIndex:0],_JsonConfigFile];
_JsonData = [NSData dataWithContentsOfFile:jsonPath];
}
if (_JsonData != nil) {
dConfiguration =[NSJSONSerialization JSONObjectWithData:_JsonData options:kNilOptions error:nil];
}
EDIT 1:
I need to use a queue to speed up things, so is necessary to my app, in fact I'm changing the code to this because the app takes too much time to get this files, it depends on the client but now one of them is pulling 7 files of configuration and the performance is bean affected.
i'm facing the same issue..
I believe the only solution is to monitor the target file path by setting up callbacks of "file was modified", waiting a short bit of time, and if you receive none... you know it's free and clear
So far the remote wipe works, but I'm having trouble starting a backup in the background. The remote wipe also works in the background. I am trying to call the startBackgroundBackupActivity method from my locationHandler class which works in the background.
BackgroundBackupHandler.m
- (void) OnSyncComplete:(NSNumber*)result message:(NSString *)message{
NSLog(#"-(void)OnSyncComplete:%# message=%#",result, message);
//jxxtodo: Ensure all existing objects are reset, including DB and network connections
if (0 == [result intValue]){
NSString *strMsg = [ErrorHandler getErrorTextByErrorNumber:SYNC_SUCCESS_INF withObjects:nil];
[self logEvent:strMsg];
}else if (2 == [result intValue]){//no sync required
NSString *strMsg = [ErrorHandler getErrorTextByErrorNumber:NO_NEED_SYNC_INF withObjects:nil];
[self logEvent:strMsg];
}else if (3 == [result intValue]) {
NSString *strMsg = [ErrorHandler getErrorTextByErrorNumber:SYNC_RESET_EMPTY_INF withObjects:nil];
[self logEvent:strMsg];
} else{
NSString *strMsg = [ErrorHandler getErrorTextByErrorNumber:SYNC_COMMON_ERR withObjects:nil];
[self logEvent:strMsg];
return;
}
[m_pSyncController release];
m_pSyncController = nil;
self.m_backupSet = nil;
[self performSelector:#selector(startBackgroundBackupActivity) withObject:nil afterDelay:1.5];
}
Right now, OnSyncComplete:message: is what calls startBackupActcitivy from within the BackgroundBackupHandler class.
I have another class LocationHandler which checks the flag sent from the server and does something based on the flag. So if the flag is set to backup then wipe, it will run a backup then wipe the device.
How would I call OnSyncComplete:message: from the LocationHandler class.
Ive tried:
BackgroundBackupHandler *bgBackup = [[BackgroundBackupHandler alloc]init];
[bgBackup OnSyncComplete:[NSNumber numberWithInt:3] message:nil];
This is giving me errors and terminating my application. Is there anyway to call startBackgroundBackupActivity from the LocationHandlerClass.
The error is that the application crashed and aborts. NSInvalidArgumentException, where nil is not a legal NSManagedObjectContext.
The locationHandler will start a background task, which will then sync the device and return control to the OnSyncComplete method in the LocationHandler class which then in turn calls the OnSyncComplete in the BackgroundBackupHandler class.
The 2 ways to create communication between object are:
1) delegations
2) notifications
In your case it seems like the notification can work better.
Check this out
I'm using Nico Kreipke's FTPManager (click here to go to GiHub) to download some data from an FTP address.
The code works if it's run before the user's first interaction, after that it will usually fail (about 9 out of 10).
When it fails, the following message is written (0x_ are actually valid addresses):
request (0x_) other than the current request(0x0) signalled it was complete on connection 0x_
That message isn't written by neither my code nor by FTPManager, but by Apple's. On its GitHub, I've found some one with the same error, but the source of it could possible be the same as mine. (That person wasn't using ARC.)
If I try to print the objects of those addresses with the pocommand, the console writes that there's no description available.
Also, the memory keeps adding up until the app receives a memory warning, and soon after the OS terminates it.
By pausing the app when that message appears, I can see that the main thread is in a run loop.
CFRunLoopRun();
The Code
self.ftpManager = [[FTPManager alloc] init];
[self downloadFTPFiles:#"192.168.2.1/sda1/1668"];
ftpManageris a strong reference.
The downloadFTPFiles: method:
- (void) downloadFTPFiles:(NSString*) basePath
{
NSLog(#"Reading contents of path: %#", basePath);
FMServer* server = [FMServer serverWithDestination: basePath username:#"test" password:#"test"];
NSArray* serverData = [self.ftpManager contentsOfServer:server];
NSLog(#"Number of items: %d", serverData.count);
for(int i=0; i < serverData.count; i++)
{
NSDictionary * sDataI = serverData[i];
NSString* name = [sDataI objectForKey:(id)kCFFTPResourceName];
NSNumber* type = [sDataI objectForKey:(id)kCFFTPResourceType];
if([type intValue] == 4)
{
NSLog(#"%# is Folder", name);
NSString * nextDestination = [basePath stringByAppendingPathComponent: name];
[self downloadFTPFiles:nextDestination];
}
else
{
NSLog(#"%# is File", name);
[self.ftpManager downloadFile:name toDirectory:[NSURL fileURLWithPath:NSHomeDirectory()] fromServer:server];
}
}
}
What I've Done
I've tried running that code on several places:
The app delegate's application:didFinishLaunchingWithOptions:;
The viewDidLoad, viewWillAppear: and viewDidAppear: of the a view controller loaded just after the app launches and a view controller presented later.
By an action triggered with a button event.
The download of the data is always well performed when executed by the delegate or a view controller loaded with the app (with an exception). But when run after the user's first interaction with the app, it'll most likely fail with the mentioned error.
The exception for view controllers loaded before the user's first interaction is when the call is in either the viewWillAppear: or viewDidAppear: methods. When it's called a second time (for example, a tab of a tab bar controller) it'll also, most likely, fail.
The Question
Does anyone have an idea of what may be happening, or if I'm doing something wrong? Or any alternative solution, maybe?
Any help to solve this problem will be welcomed.
Thanks,
Tiago
I ended up sending the downloadFile:toDirectory:fromServer: message inside a dispatch_async block. I've also created an FTPManage for every file downloaded.
It worked, but I have no idea why.
I'm leaving this answer to whomever crosses with this problem.
If anyone can let me know why this technique worked, please comment bellow so I can update the answer.
Here's the new way I'm downloading each file:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
FTPManager *manager = [[FTPManager alloc] init];
[manager downloadFile:name toDirectory:[NSURL fileURLWithPath:path] fromServer:server];
});
Again, If you know why this worked, let me know.
Thanks.
Full Method
- (void) downloadFTPFiles:(NSString*) basePath
{
NSLog(#"Reading contents of path: %#", basePath);
FMServer *server = [FMServer serverWithDestination:basePath username:#"test" password:#"test"];
NSArray *serverData = [self.ftpManager contentsOfServer:server];
NSLog(#"Number of items: %d", serverData.count);
for(int i=0; i < serverData.count; i++)
{
NSDictionary *sDataI = serverData[i];
NSString *name = [sDataI objectForKey:(id)kCFFTPResourceName];
NSNumber *type = [sDataI objectForKey:(id)kCFFTPResourceType];
if([type intValue] == 4)
{
NSLog(#"%# is Folder", name);
NSString *nextDestination = [basePath stringByAppendingPathComponent:name];
[self downloadFTPFiles:nextDestination];
}
else
{
NSLog(#"%# is File", name);
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
FTPManager *manager = [[FTPManager alloc] init];
[manager downloadFile:name toDirectory:[NSURL fileURLWithPath:path] fromServer:server];
});
}
}
}
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.
I am working with Blackraccoon FTP client to do FTP operations,working with ARC.but i am getting leaks in instruments.
but there were no leaks in sample application here is my code
BRRequestCreateDirectory *createEventDir = [BRRequestCreateDirectory initWithDelegate:nil];
//NSString *EventCode = [[NSUserDefaults standardUserDefaults] stringForKey:kEventCodeKey];
createEventDir.path = #"/12341234";
createEventDir.hostname = #"media.example.com/httpdocs/events/";
createEventDir.username = #"badboy";
createEventDir.password = #"hai!";
createEventDir.tag = 103;
[createEventDir start];
createEventDir = nil;
sample code from FTP clent Blackraccoon FTP client
leaks showing in instruments like,but i am using ARC
can any one help me to solve this prob..
I ported and heavily modified BlackRaccoon. It is designed to use delegates. In other words, delegates are required.
BRRequestCreateDirectory *createEventDir = [BRRequestCreateDirectory initWithDelegate:nil];
//NSString *EventCode = [[NSUserDefaults standardUserDefaults] stringForKey:kEventCodeKey];
createEventDir.path = #"/12341234";
createEventDir.hostname = #"media.example.com/httpdocs/events/";
createEventDir.username = #"badboy";
createEventDir.password = #"hai!";
createEventDir.tag = 103;
[createEventDir start];
createEventDir = nil;
Is incorrect. It starts a lot of things going and then deletes the object - the action is undefined.
Instead you need something as indicated in the code that I provided (that doesn't leak).
First, the class that uses the ftp needs to have BRRequestDelegate to indicate the delegate protocol.
- (IBAction) createDirectory:(id)sender
{
//----- createEventDir must be a variable in your class...
createEventDir = [BRRequestCreateDirectory initWithDelegate: self];
createEventDir.path = #"/12341234;
createEventDir.hostname = #"media.example.com/httpdocs/events/";
createEventDir.username = #"badboy";
createEventDir.password = #"hai!";
[createEventDir start];
//----- createEventDir MUST NOT BE DELETED OR SET TO NIL HERE
}
Then you have to have the two delegates (at a minimum):
-(void) requestCompleted: (BRRequest *) request
{
//----- handle Create Directory
if (request == createEventDir)
{
NSLog(#"%# completed!", request);
//----- everything is done, NOW you can set it to nil
createEventDir = nil;
}
}
-(void) requestFailed: (BRRequest *) request
{
if (request == createEventDir)
{
NSLog(#"%#", request.error.message);
//----- everything is done, NOW you can set it to nil
createEventDir = nil;
}
}
If you go back and look at my test code you'll see how things work. If you are still having issues, post in the issues on http://github.com/lloydsargent/BlackRaccoon
Hopefully this will get you past your problem.