Is it possible to build a socket connection between 2 iOS devices connected to the same network (Without net)?
if it's possible .. Is (CocoaAsyncSocket project) useful for me?
I just want to send a message from Device A to Device B which put the app in background .. when Device B receive the message should show notification to return the app to foreground.
It's not for the App Store, so I don't care if Apple would reject the app because of this behavior.
Yes, you can do it, and yes, CocoaAsyncSocket would be useful. If you don't have to worry about the carrier network's firewalls and filters, then you should certainly be able to build a client-server app running on two iOS devices. One opens the server socket to listen, and the other one (the client) connects, via the Wi-Fi network.
Trying searching on Google (e.g. "CocoaAsyncSocket iPhone iOS site:stackoverflow.com") or directly here on Stack Overflow.
Here's somebody who seems to have accomplished this
Another link
And a post from Robbie Hanson himself, referring you to the EchoServer projects in the github repository
EchoServer project
You may have to use a static IP address for the server device (I'm not sure how much control you have over the Wi-Fi network's configuration), or use some other mechanism for letting the two devices discover each other.
Related
What actual method calls, excluding Bonjour, triggers the "would like to find and connect to devices on your local network" permission notification on iOS 14?
This is the screen shot from the WWDC session on this new permission. Which is only somewhat helpful as an overview. I'm more interested in figuring out what all method calls trigger this.
If you're using react native with a debug configuration, then you are including all the code responsible for communicating with your dev machine so you can probably ignore this message.
However it's best to check you have no other libs that require access too. To do this just build a Release version and see if the message persists.
In a nutshell, Bonjour. Its use is no longer "transparent". See https://developer.apple.com/videos/play/wwdc2020/10110/ for more information:
If your app interacts with devices using Bonjour or other local networking protocols, you must add support for local network privacy permissions in iOS 14.
Even an existing app is subject to this rule; the first attempt to use Bonjour triggers the authorization alert.
Apple (Eskimo on the Dev Forums) released a FAQ providing more details around this alert:
https://developer.apple.com/forums/thread/663858
Particularly, providing more info as to what triggers this alert is FAQ-2:
https://developer.apple.com/forums/thread/663874
What operations require local network access?
The general rule is that outgoing traffic to a local network address
requires that the user grant your app local network access. Common
scenarios include:
Making an outgoing TCP connection — yes
Listening for and accepting incoming TCP connections — no
Sending a UDP unicast — yes
Sending a UDP multicast — yes
Sending a UDP broadcast — yes
Receiving an incoming UDP unicast — no
Receiving an incoming UDP multicast — yes
Receiving an incoming UDP broadcast — yes
These TCP and UDP checks are done at the lowest levels of the system
and thus apply to all networking APIs. This includes Network
framework, BSD Sockets, NSStream, NSURLSession and WKWebView, and any
other protocols that you layer on top of those.
IMPORTANT Receiving an incoming UDP multicast or broadcast does not
currently require local network access but, because we hope to change
that in a future update, our advice right now is that you write your
code as if did (r. 69792887, 70017649).
Resolving link-local DNS names (those ending with local, per RFC 6762)
requires local network access. Again, this check applies to a wide
variety of APIs including <dns_sd.h>, <net_db.h>, Network framework,
NSStream, and NSURLSession.
Finally, all Bonjour operations require local network access:
Registering a service with Bonjour — yes
Browsing for Bonjour services — yes
Resolving a Bonjour service — yes
Again, these checks apply to all APIs that use Bonjour, including
<dns_sd.h>, Network framework, NSNetService, and Multipeer
Connectivity.
Note You must declare the Bonjour service types you use in your
Info.plist. See How do I map my Multipeer Connectivity service type to
an entry in the Bonjour services property? for details.
Bonjour-based services where you don’t see any details of the network
do not require local network access. These include:
AirPlay — no
Printing via UIKit — no
One of my apps was triggering this prompt unexpectedly in our internet multiplayer mode. We use RakNet for our networking (which is a C++ lib that uses BSD sockets to send/receive UDP) and I was able to track the problem to the RNS2_Berkley::BindShared function here.
After creating a UDP socket, RakNet tests health/validity of the socket by having it send a little test packet to itself. iOS 14 was flagging this send-to-self behaviour as communication on the local network. I'm not sure if this send-to-self behaviour is a common pattern in socket programming, or a particular quirk of RakNet. Frustratingly, the OS prompt didn't actually appear until later when the socket was used for real which made the issue very hard to track.
I think that this is a false-positive from the OS and raised it with Apple (FB8802121). I won't be holding my breath though so I've just disabled that RakNet behaviour for iOS and am hoping that it wasn't too important.
Edit: To more directly answer the original question: sendto is a method call that can trigger this prompt.
I get rejected from apple app review for this alert. I'm using GCDWebServer which creates an embedded http server in my app.
I think I should provide a message in info.plist to tell user what my app want to do. Before I didn't set the text string in it.
And I would like to update if this will pass the app review.
<key>NSLocalNetworkUsageDescription</key>
<string>xxx uses the local network to connect with devices around you.</string>
Regarding iOS 14: permission request: would like to find and connect to devices on your local network and after numerous deploys to my physical device, I have figured out what causes this in my case.
I have a Xamarin.Forms app which
calls localhost:xxxx to do some local logging while I develop
I use a product thats called LiveSharp that does local hot reloading for XAML AND C# code changes.
So Livesharp actually communicates with a server on my localhost as well.
After disabling both of these and a fresh clean install on my physical device, the permission request has GONE .. Yay
Note: I had to completely remove LiveSharp nuget packages from my project.
Also I tried to re-enable my localhost logging, and for some reason the permission request does not appear.. :headscratch
So: remove any localhost communication that happens in your app. Or at least put an if statement around it allowing it if set to true in appsettings
I also have a Xamarin app and I used the package LiveXaml. After removing it the message was gone.
I have an issue in my app where if a client is running my app but does not have wifi enabled, the app does not find my service and returns an "Unknown error" CFNetServiceError code 72000. The client enables wifi, connects, and my app is clueless.
The obvious fix is to add a notification for when a local wifi network is connected and reinitiate the NSNetServiceBrowser's search.
I don't know how to do that in C, so I was hoping to use Reachability. To my dismay, the solution I seek has recently been removed.
This is from the Reachability ReadMe file.
Removal of reachabilityForLocalWiFi
Older versions of this sample included the method reachabilityForLocalWiFi. As originally designed, this method allowed
apps using Bonjour to check the status of "local only" Wi-Fi (Wi-Fi
without a connection to the larger internet) to determine whether or
not they should advertise or browse. However, the additional
peer-to-peer APIs that have since been added to iOS and OS X have
rendered it largely obsolete. Because of the narrow use case for this
API and the large potential for misuse, reachabilityForLocalWiFi has
been removed from Reachability.
Ok, fine. But what the hell are these additional APIs? I need a method. :(
Apologizing in advance, I am no 802.11 expert and this is a long winded question...
I am working on an iOS voip client, we use the Cocoaasyncsocket library for our TCP/UDP connections. The app/iDevice is allowed to roam in/out of wifi coverage (for the purposes of this discussion we will assume the app is using wifi only... no cellular connection). We have the appropriate plist settings for backgroundmode (voip, audio) as well as requiring persistent wifi.
We are having a problem that seems particular to Cisco AP's. With the client app in the foreground and roaming out and in of wifi range, we noticed that eventually the iOS device will eventually not automatically rejoin the network. After a great deal of debug the failure to rejoin was noted to have nothing to do with the app. The failure to re-join can ultimately be reproduced by forcing the AP (via config) to deauthenticate the iDevice three times. After the 1st and 2nd deauthentications, the iDevice readily automatically re-joins. But after the 3rd time, iOS does not automatically rejoin the network.
The network will be rejoined if, for example, the iOS email app is put in the foreground.
We were curious if any other VOIP type apps suffered this problem, and ran an experiment with running FaceTime and Skype on the iOS device.
Skype behaved much like our voip app, after the 3rd deauth the connection was lost. Trying to initiate another call resulted in a message to the effect of "must have an internet connection to make a call".
FaceTime did disconnect on the 3rd deauth and failed to automatically rejoin... however, we were able to re-initiate another FaceTime call which caused iOS to rejoin the network and make the call.
We would like to emulate the FaceTime behavior, but so far do not understand what we should be doing differently. To the best of our knowledge, we are properly closing the open sockets when we get disconnected. Is anyone familiar with this issue and have some insight to offer?
I would like my application to send a message to another instance of the same application. This another instance would run (obviously) on a different device. Both device (sender and receiver) are connected to the same local network (which may or may not be connected to the Internet).
I would prefer a server-free solution (i.e. point-to-point) if possible i.e. with only the mobile devices involved.
What API/framework do you recommend to do this ? (Apple iOS SDK, open source ...)
Thanks !
Definitely Multipeer Connectivity Framework
If I want to make sure that a device receives a message, over the network, for an app used by sellers in a shop for example.
I heard push notifications are not 100% reliable, sometimes some of the notifications don't arrive, or not on time.
The app could be in a shop, where the staff communicate with one another, and there could be 10 devices connected. (ipad, iphones)
edit 1: I heard about sockets, is it the right direction to go?
EDIT 2:
I am not sure why a socket should be used, rather than a webserver for example, I found these 2 sentences (source raywenderlich) :
You can send connected clients data whenever you want, rather than requiring the clients to poll.
You can write socket servers without a dependency of a web server, and can write in the language of your choice : don't understand what the "dependency" is?
Does it also mean :
Sockets let 2 (or more) specific devices to connect one another in a private connection, compared to webservers where everybody could connect if there is no login/password?
EDIT 3 : Maybe a bluetooth solution with MultiPeerConnectivity would be better...
Sockets, and push notifications in general, are only as reliable as the network the user is connected to. If your looking to circumvent network reliability where a 100% success rate is guaranteed, in a Shop environment where users are in close proximity, you can look into GKSession as part of the GameKit.framework
Or you could look into Bonjour or client/service discovery protocols that makes the process of "knowing" peers in a network
I see you tagged Parse.com, again, the reliability of Push Notifications is highly dependent on the reachability, however, most issues that arise with Parse is dev-end related, not product related.
EDIT I forgot to mention MultiPeerConnectivity
If you use TCP sockets, you are guaranteed the message will be delivered, and very quickly too.
However, the application would have to be open (and most likely in the foreground) to receive the messages. You can always have the server wait till the client connects to send the message.
I would suggest using a combination of both TCP sockets and push notifications (for when the app is closed).