iOS: Socket Networking Fundamentals using CFStreamCreatePairWithSocketToHost - ios

Use Case
I'm using sockets to send and receive data using CFStreamCreatePairWithSocketToHost() and am trying to wrap my head around how this is done when send multiple sets of data (i.e. not just 1 request).
Problem
Currently I can send data and receive a response (i.e. 1 round trip). However, after I send all the data in the outputStream the stream gets closed (i.e. receives NSStreamEventEndEncountered).
Question
So the question is, what happens when I want to send multiple data requests?
Do I setup a new socket every time I have a new data object to send?
Do I have to reset outputStream and send more data.
Code
Most of this code came from the Cocoa Streams Documentation:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
_data = [[NSMutableData alloc] init];
[self initNetworkCommunication];
[self sendString:#"Hello World!"];
}
- (void)initNetworkCommunication {
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL, (CFStringRef)#"123.456.0.0", 1234, &readStream, &writeStream);
inputStream = (NSInputStream *)readStream; // ivar
[inputStream setDelegate:self];
[inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[inputStream open];
outputStream = (NSOutputStream *)writeStream; // ivar
[outputStream setDelegate:self];
[outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[outputStream open];
}
- (void)sendString:(NSString *)string {
NSData *data = [[NSData alloc] initWithData:[string dataUsingEncoding:NSASCIIStringEncoding]];
[_data appendData:data];
[data release];
}
- (void)stream:(NSStream *)theStream handleEvent:(NSStreamEvent)streamEvent {
NSLog(#"stream event %u", streamEvent);
switch (streamEvent) {
case NSStreamEventOpenCompleted:
NSLog(#"Stream opened");
break;
case NSStreamEventHasSpaceAvailable: {
uint8_t *readBytes = (uint8_t *)[_data mutableBytes];
readBytes += byteIndex; // ivar
int data_len = [_data length];
unsigned int len = ((data_len - byteIndex >= 1024) ? 1024 : (data_len - byteIndex));
uint8_t buf[len];
(void)memcpy(buf, readBytes, len);
len = [(NSOutputStream *)theStream write:(const uint8_t *)buf maxLength:len];
NSLog(#"Sending buffer of len: %d", len);
byteIndex += len;
break;
}
case NSStreamEventHasBytesAvailable:
if (theStream == inputStream) {
uint8_t buffer[1024];
int len;
while ([inputStream hasBytesAvailable]) {
len = [inputStream read:buffer maxLength:sizeof(buffer)];
if (len > 0) {
NSString *output = [[NSString alloc] initWithBytes:buffer length:len encoding:NSASCIIStringEncoding];
if (nil != output) {
NSLog(#"server said: %#", output);
}
}
}
[self sendString:#"Another Test"];
}
break;
case NSStreamEventErrorOccurred:
NSLog(#"Can not connect to the host!");
break;
case NSStreamEventEndEncountered:
NSLog(#"Closing stream...");
[theStream close];
[theStream removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[theStream release];
theStream = nil;
break;
default:
NSLog(#"Unknown event");
}
}
Response:
2012-08-15 08:16:30.896 Sockets[34836:f803] Opened input stream.
2012-08-15 08:16:30.898 Sockets[34836:f803] Opened output stream.
2012-08-15 08:16:30.899 Sockets[34836:f803] Sending buffer of len: 12
2012-08-15 08:16:30.900 Sockets[34836:f803] Sending buffer of len: 0
2012-08-15 08:16:30.901 Sockets[34836:f803] Closing output stream.
2012-08-15 08:16:30.939 Sockets[34836:f803] server said: Hello World!
Note the outputStream stream closes after I send the data. I try reinitiating outputStream before [self sendString:#"Another Test"];. I also tried idz's answer.
Per the documentation, I believe the Sending buffer of len: 0 is my problem.
If the delegate receives an NSStreamEventHasSpaceAvailable event and
does not write anything to the stream, it does not receive further
space-available events from the run loop until the NSOutputStream
object receives more bytes. When this happens, the run loop is
restarted for space-available events.
However, the documentation doesn't say anything about closing the stream when the end of the stream is reached. So I'm confused…

A socket is a bidirectional stream connecting two programs, possibly on two different computers. It just transfers the data you write at one end to be read at the other end. It enforces no structure in the data and doesn’t know anything about requests or responses.
The CFStreamCreatePairWithSocketToHost API splits a single connection into two independent streams - one you can read from and one you can write to. This is a nice touch, the underlying socket API uses only one file descriptor both for reading and writing which can get quite confusing.
The connection stays open until one side closes the socket. There is also the possibility of shutting down the socket only in one direction. It is also possible to close the connection only in one direction. If the remote closes it’s read stream your write stream will be closed and vice versa.
Do I setup a new socket every time I have a new data object to send?
You should avoid doing that. It takes some time to establish a new connection, and it takes even more time before your connection gets to full speed. So you should reuse the same connection as much as possible.
Do I have to reset outputStream and send more data.
No, this is not necessary, just send more data.
Per the documentation, I believe the Sending buffer of len: 0 is my
problem.
Writing nothing (that is a buffer of length 0) shouldn’t be a problem. The documentation doesn’t specify what will happen though. So I wrote I test program today to see what will happen, expecting nothing. As it turns out writing a buffer of length 0 closes the output stream. So this was really your problem. I will file a bug on the Apple Bug Reporter about that documentation issue, and so should you.
The part of the documentation you quoted is about something different. If you don’t write after you get a space available notification you won’t get another one until you have written something. That is useful, because so the system doesn’t waste CPU cycles to tell your code over and over again that you could write something if you don’t have anything to write.

Related

Not getting more messages after receiving first message from Java server in iOS client using NSInputStream

I've got a Java server (and it's able to correctly read a request from my iOS client -- it even generates a response and appears to send it correctly, though I got First message response from server every time but not getting other messages after receiving first message):
sequence of communication
Step 1-> client send login message to server
Step 2-> server validate the user and sends login info to the clients
Step 3-> Message Packet1
Message Packet2
Message Packet3
Message Packet4
step-4-> I have checked server log and it says server has send 4 string
messages
Step-5 -> On client side I am receiving only first message i.e. Message
Packet1, and there no other packets on NSInputStream showing. or NSStreamEventHasBytesAvailable option in delegate method->
- (void)stream:(NSStream *)theStream
handleEvent:(NSStreamEvent)streamEvent
Not calling most of the time more than one but sometimes It calls and gets MessagePacket2 or MessagePacket4 data.
Please help me out, I am unable to figure out why I am receiving only first packet from server instead of 4 packets, as server sending 4 packets.
I have used code from the below tutorial ->
http://www.raywenderlich.com/3932/networking-tutorial-for-ios-how-to-create-a-socket-based-iphone-app-and-server#comments
My code is here->
#interface NetworkManager()<NSStreamDelegate>
#property (strong, nonatomic)NSInputStream *objInputStream;
#property (strong, nonatomic)NSOutputStream *objOutputStream;
#end
- (void)initializeNetworkCommunicationToServer
{
self.networkOpened = NO;
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL,
(CFStringRef)SERVER_HOSTNAME,
SERVER_PORT_ADDR,
&readStream,
&writeStream);
self.objInputStream = (__bridge_transfer NSInputStream *)readStream;
self.objOutputStream = (__bridge_transfer NSOutputStream*)writeStream;
[self.objInputStream setDelegate:self];
[self.objOutputStream setDelegate:self];
[self.objInputStream scheduleInRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
[self.objOutputStream scheduleInRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
[self.objInputStream open];
[self.objOutputStream open];
}
//------------------------------------------------------
pragma NSStreamDelegate delegate method
//------------------------------------------------------
- (void)stream:(NSStream *)theStream
handleEvent:(NSStreamEvent)streamEvent
{
switch (streamEvent)
{
case NSStreamEventNone:
{
NSLog(#"NSStreamEventNone");
break;
}
case NSStreamEventOpenCompleted:
{
NSLog(#"NSStreamEventOpenCompleted");
}
break;
case NSStreamEventHasBytesAvailable:
{
NSLog(#"NSStreamEventHasBytesAvailable:");
if (theStream == self.objInputStream)
{
while ([self.objInputStream hasBytesAvailable])
{
uint8_t buffer[1024];
unsigned int len = 0;
len = [self.objInputStream read:buffer
maxLength:sizeof(buffer)];
if (len > 0)
{
NSString *output =
[[NSString alloc] initWithBytes:buffer
length:len
encoding:NSASCIIStringEncoding];
if (nil != output)
{
NSLog(#"server said: %#", output);
}
}//end of if(len > 0)
}//end of while
} //end of if (theStream == self.objInputStream)
}
break;
case NSStreamEventErrorOccurred:
{
NSLog(#"NSStreamEventErrorOccurred: Can not connect to the host!");
}
break;
case NSStreamEventEndEncountered:
{
NSLog(#"NSStreamEventEndEncountered & network connection ended");
[theStream close];
[theStream removeFromRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
theStream = nil;
}
break;
// The NSStreamEventHasSpaceAvailable event indicates that you can write (at least one byte!) to the stream without blocking. That does not mean that previously written data is completely delivered to the other endpoint of the connection.
case NSStreamEventHasSpaceAvailable:
{
NSLog(#"NSStreamEventHasSpaceAvailable");
if(NO == self.networkOpened)
{
self.networkOpened = YES;
[self sendMessage:#"login:username,password"];
}
}
break;
default:
{
NSLog(#"Unknown event");
}
}
}
//------------------------------------------------------
#pragma mark - send packet
//------------------------------------------------------
- (void)sendMessage:(NSString*)lstrMessage
{
NSMutableData *data = [[NSMutableData alloc] initWithData:
[lstrMessage dataUsingEncoding:NSASCIIStringEncoding]];
unsigned char suffixBytes[] = {1, 1, 0};
[data appendBytes:suffixBytes length:3];
[self.objOutputStream write:[data bytes] maxLength:[data length]];
NSLog(#"message sent->%#",[NSString stringWithUTF8String:[data bytes]]);
}
I have no idea what is wrong with your code, but my experience with streams tuning tells me that there will be make sence to try another way to subscribe to Core Foundation streams using CF API instead of toll-free-bridging it to NSInputStream. I mean CFReadStreamSetClient and CFReadStreamScheduleWithRunLoop functions. You can see example how to do so in my helper class for testing POSInputStreamLibrary.

NSOutputStream of EASession stops sending data to EAAccessory

I have a project that connects to an external accessory and communicates a small amount of data to and from an iOS app. I am able to setup the session and streams like apple does in their EADemo reference code and everything seems to work fine.
The problem I have is that after a random amount of time using the app, the output stream stops working, but the input stream still operates fine. I check to make sure hasSpaceAvailable is true before each write attempt and when I read back the number of bytes written, everything looks correct. Also, looking at the run loop doesn't indicate any differences between working and non working, and the stream status still reads as open.
The only thing that I can see that causes this is that my accessory doesn't ACK a few of the app's write attempts in a row, and then it breaks.
How can I detect I am in this state and how can I fix it?
// low level write method - write data to the accessory while there is space available and data to write
- (void)_writeData {
while (([[_session outputStream] hasSpaceAvailable]) && ([_dataToWrite length] > 0))
{
NSInteger bytesWritten = [[_session outputStream] write:[_dataToWrite bytes] maxLength:[_dataToWrite length]];
if (bytesWritten == -1)
{
NSLog(#"write error");
break;
}
else if (bytesWritten > 0)
{
[_dataToWrite replaceBytesInRange:NSMakeRange(0, bytesWritten) withBytes:NULL length:0];
}
}
}
// low level read method - read data while there is data and space available in the input buffer
- (void)_readData {
NSLog(#"reading data to buffer");
#define EAD_INPUT_BUFFER_SIZE 128
uint8_t buf[EAD_INPUT_BUFFER_SIZE];
while ([[_session inputStream] hasBytesAvailable])
{
NSInteger bytesRead = [[_session inputStream] read:buf maxLength:EAD_INPUT_BUFFER_SIZE];
if (_dataToRead == nil) {
_dataToRead = [[NSMutableData alloc] init];
}
[_dataToRead appendBytes:(void *)buf length:bytesRead];
}
[[NSNotificationCenter defaultCenter] postNotificationName:EASessionDataReceivedNotification object:self userInfo:nil];
}
// high level write data method
- (void)writeData:(NSData *)data
{
// NSLog(#"writing data to buffer");
if (_dataToWrite == nil) {
_dataToWrite = [[NSMutableData alloc] init];
}
[_dataToWrite appendData:data];
[self _writeData];
}
// high level read method
- (NSData *)readData:(NSUInteger)bytesToRead
{
NSLog(#"reading data");
NSData *data = nil;
if ([_dataToRead length] >= bytesToRead) {
NSRange range = NSMakeRange(0, bytesToRead);
data = [_dataToRead subdataWithRange:range];
[_dataToRead replaceBytesInRange:range withBytes:NULL length:0];
}
return data;
}
- (BOOL)openSession
{
NSLog(#"openSession");
[_accessory setDelegate:self];
if(_session){
[self closeSession];
}
_session = [[EASession alloc] initWithAccessory:_accessory forProtocol:_protocolString];
if (_session)
{
_runLoop = [NSRunLoop currentRunLoop];
[[_session inputStream] setDelegate:self];
[[_session inputStream] scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[[_session inputStream] open];
[[_session outputStream] setDelegate:self];
[[_session outputStream] scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[[_session outputStream] open];
NSLog(#"creating session succeeded!");
}
else
{
NSLog(#"creating session failed!");
}
return (_session != nil);
}
I think I may be experiencing the same problem. I have a bluetooth connected accessory, and when I am testing range I often end up in a situation with exactly the same symptoms that you describe in your question.
But how do you detect that the problem is caused by the accessory failing to ACK data?
I am guessing in my situation the Accessory is sending ACK's but the because I am on the edge of bluetooth range my phone never receives the ACK.
Right now my best bet is to try and detect the situation in the APP. In my situation I can do this because the accessory will resend the same package if it does not receive any data from the phone. So if I see the same data transmitted from the accessory a number of times I will drop the connection and ask the user to move closer to the accessory, and reconnect.

NSStream TCP Keep-alive iOS

I have written this code to setup a stream with a server:
-(void)streamOpenWithIp:(NSString *)ip withPortNumber:(int)portNumber;
{
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(kCFAllocatorDefault, (__bridge CFStringRef)ip, portNumber, &readStream, &writeStream);
if(readStream && writeStream)
{
CFReadStreamSetProperty(readStream, kCFStreamPropertyShouldCloseNativeSocket, kCFBooleanTrue);
CFWriteStreamSetProperty(writeStream, kCFStreamPropertyShouldCloseNativeSocket, kCFBooleanTrue);
//Setup inpustream
inputStream = (__bridge NSInputStream *)readStream;
[inputStream setDelegate:self];
[inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[inputStream open];
//Setup outputstream
outputStream = (__bridge NSOutputStream *)writeStream;
[outputStream setDelegate:self];
[outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[outputStream open];
}
}
I am able to connect to the server and send & receive data. But I want to check if the connection is still there. If I disconnect a cable from the wifi router, I still can send data in the stream and no error occurred.
You can solve this on application level by using a timer to send some message and check if you receive something back. But you can solve this also with TCP Keep-Alive technique on a lower level.
How do I implement this with NSStream? How can I set the checking interval?
I assume that you get a NSStreamEventErrorOcurred when the stream is down by checking it with TCP Keep-Alive?
I have checked this post, but I can't figure it out:
Keeping a socket connection alive in iOS
Thanks for your help!
You can get the native socket handle with
CFDataRef socketData = CFReadStreamCopyProperty((__bridge CFReadStreamRef)(inputStream), kCFStreamPropertySocketNativeHandle);
CFSocketNativeHandle socket;
CFDataGetBytes(socketData, CFRangeMake(0, sizeof(CFSocketNativeHandle)), (UInt8 *)&socket);
CFRelease(socketData);
and then set socket options (you need to #include <sys/socket.h> for this):
int on = 1;
if (setsockopt(socket, SOL_SOCKET, SO_KEEPALIVE, &on, sizeof(on)) == -1) {
NSLog(#"setsockopt failed: %s", strerror(errno));
}
You could put this code in the event handler function for the kCFStreamEventOpenCompleted event:
- (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)event {
switch (event) {
case kCFStreamEventOpenCompleted:
if (stream == self.inputStream) {
CFDataRef socketData = CFReadStreamCopyProperty((__bridge CFReadStreamRef)(stream), kCFStreamPropertySocketNativeHandle);
CFSocketNativeHandle socket;
CFDataGetBytes(socketData, CFRangeMake(0, sizeof(CFSocketNativeHandle)), (UInt8 *)&socket);
CFRelease(socketData);
int on = 1;
if (setsockopt(socket, SOL_SOCKET, SO_KEEPALIVE, &on, sizeof(on)) == -1) {
NSLog(#"setsockopt failed: %s", strerror(errno));
}
}
break;
/* ... other cases ... */;
}
}
There is a more complete answer to a similar question.
For the example of the app that starts sending keepalive after 10 seconds, sends keppalive every 2 seconds and closes the stream after 4 keepalives with no reply, take a look at this post:
Is it possible to activate TCP keepalive on Apple iOS devices
It also shows how to set retransmission timeout after which the connection is closed.

Trying to use GCDAsyncSocket for buffered transfer

(UPDATED) I am trying to read a large file ( a video or a picture) and send it to a remote server via a SOAP request. I need to encode the data as a Base64 string. I am trying to do this as follows:
Create a template xml for the SOAP request that will go "around" the base64 encoded data
push the first part of the SOAP xml into a buffer
open the video file and encode it in chunks and push each encoded chunk into the buffer
finally, push the second part of the SOAP xml
To be able to "enqueue" parts as above, I am trying to use GCDAsyncSocket with its buffering capabilities. I figure that since GCDAsyncSocket operates on TCP level, I need to write the HTTP POST header myself. So, there are many moving parts which I only vaguely understand and I might be doing it all incorrectly. But my socket never seems to even take off and I am not even sure how to debug it. Here is my relevant code, try to see if you spot any obvious errors:
NSString *soapBody = ...; //Create the SOAP xml here with the part in the middle reserved for the Base64 encoded data (marked with string "CUT_HERE";
NSArray *soapBodyArray = [soapBody componentsSeparatedByString:#"CUT_HERE"];
self.p_soapBodyPart1 = [soapBodyArray[0] dataUsingEncoding:NSUTF8StringEncoding];
self.p_soapBodyPart2 = [soapBodyArray[1] dataUsingEncoding:NSUTF8StringEncoding];
socketQueue = dispatch_queue_create("socketQueue", NULL);//socketQueue is an ivar
self.p_socket = [[GCDAsyncSocket alloc] initWithDelegate:self delegateQueue:socketQueue];//create the socket
NSError *err = nil;
if (![p_socket connectToHost:myURL onPort:80 error:&err]) // Asynchronous!
{
NSLog(#"I goofed: %#", err);
return;
}
NSString* httpHeader = [NSString stringWithFormat:#"POST %# HTTP/1.1\r\nHost: %#\r\nAccept-Encoding: gzip, deflate\r\nContent-Type: text/xml\r\nAccept-Language: en-us\r\nAccept: */*\r\nSOAPAction: http://tempuri.org/myAction\r\nConnection: keep-alive\r\nUser-Agent: ...\r\n\r\n", webserviceOperationsPath, webserviceHost];//Create the HTTP POST header
[p_socket writeData:[httpHeader dataUsingEncoding:NSUTF8StringEncoding] withTimeout:-1 tag:1]; //enqueue the HTTP header
[p_socket writeData:self.p_soapBodyPart1 withTimeout:-1 tag:2]; //enqueue the first part of the SOAP xml
[self setUpStreamsForInputFile: [self.p_mediaURL path]];//set up NSInputStream to read from media file and encode it as Base64
The socket seems to always connect all right, which I see using this delegate method:
- (void)socket:(GCDAsyncSocket *)sock didConnectToHost:(NSString *)host port:(uint16_t)port
{
NSLog(#"Socket Connected");
}
setUpStreamsForInputFile method (that is called in the first code listing above):
- (void)setUpStreamsForInputFile:(NSString *)inpath {
self.p_iStream = [[NSInputStream alloc] initWithFileAtPath:inpath];
[p_iStream setDelegate:self];
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,0);
dispatch_async(queue, ^ {
[p_iStream scheduleInRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
[p_iStream open];
[[NSRunLoop currentRunLoop] run];
});
}
Now, the NSInputStream setup in the previous method will send events to this delegate:
- (void)stream:(NSStream *)stream handleEvent:(NSStreamEvent)eventCode {
switch(eventCode) {
case NSStreamEventHasBytesAvailable:
{
if (stream == self.p_iStream){
if(!self.p_tempMutableData) {
self.p_tempMutableData = [NSMutableData data];
}
uint8_t buf[24000];
unsigned int len = 0;
len = [p_iStream read:buf maxLength:24000];//read a chunk from the file
if(len) {
[p_tempMutableData appendBytes:(const void *)buf length:len];
NSString* base64encData = [Base64 encodeBase64WithData:self.p_tempMutableData];//encode the chunk
self.p_streamEncData = [base64encData dataUsingEncoding:NSUTF8StringEncoding];
[p_socket writeData:self.p_streamEncData withTimeout:-1 tag:3];//write the encoded chunk to the socket
}
}
break;
}
case NSStreamEventEndEncountered:
{
[stream close];
[stream removeFromRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
stream = nil;
[p_socket writeData:self.p_soapBodyPart2 withTimeout:-1 tag:4];//write the second part of SOAP xml
break;
}
... //some other events handled here
}
}
The socket is supposed to output things to the log with this delegate
- (void)socket:(GCDAsyncSocket *)sock didWriteDataWithTag:(long)tag
{
if (tag == 1)
NSLog(#"HTTP Header Written");
else if (tag == 2)
NSLog(#"Soap Part 1 written");
else if (tag == 3)
NSLog(#"File written");
else if (tag == 4)
NSLog(#"Soap Part 2 written");
}
but this happens kind of randomly. For example, sometimes I see the first 2 if's called and sometimes not. When I do and it reaches the third "if" (the one where I am writing the actual encoded data), it writes it only 2 or 3 times and that's it - too few times, I think, given the size of the file. I never see it reach the last "if", where it should write the last part of SOAP xml.
Would appreciate any help! Thanks in advance.
Further update (3/19/13)
Today testing the socket I am no longer getting the write events at all, which tells me that it is random and I am doing something terribly wrong. Today the connection opens but then times out at some point, as I can see with the following delegate method:
- (void)socketDidDisconnect:(GCDAsyncSocket *)sock withError:(NSError *)err
{ // This method is executed on the socketQueue (not the main thread)
dispatch_async(dispatch_get_main_queue(), ^{
#autoreleasepool {
NSLog(#"socketDidDisconnect:withError: \"%#\"", err);
}
});
}
which returns
socketDidDisconnect:withError: "Error Domain=NSPOSIXErrorDomain Code=60 "Operation timed out" UserInfo=0x1cd89b00 {NSLocalizedFailureReason=Error in connect() function, NSLocalizedDescription=Operation timed out}"
while I am still running writes of Base64 data in the stream delegate above.

VoIP socket on iOS - no notifications received

I have a VoIP app that uses a TCP service to wake it up on incoming calls.
The TCP socket is created with this code fragment:
CFReadStreamRef read = NULL;
CFWriteStreamRef write = NULL;
...
CFStreamCreatePairWithSocketToHost(NULL,(__bridge CFStringRef)shost, port, &read, &write);
self.read = (__bridge NSInputStream*)read;
self.write = (__bridge NSOutputStream*)write;
if (![self.read setProperty:NSStreamNetworkServiceTypeVoIP
forKey:NSStreamNetworkServiceType]){
[Log log:#"Could not set VoIP mode to read stream"];
}
if (![self.write setProperty:NSStreamNetworkServiceTypeVoIP
forKey:NSStreamNetworkServiceType]){
[Log log:#"Could not set VoIP mode to write stream"];
}
self.read.delegate = self;
self.write.delegate = self;
CFRelease(read);
CFRelease(write);
[self.read scheduleInRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
[self.write scheduleInRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
[self.read open];
[self.write open];
I've also set the following:
VoIP & Audio in the info plist
Keep alive timer using [UIApplication sharedApplication] setKeepAliveTimeout
UIRequiresPersistentWiFi = YES in the info plist (quite sure it's not required, but...)
This works well while the app is in the foreground, and even works well in the background for a few minutes, but after a few minutes - the app does not receive any new TCP messages.
It doesn't work on wifi or 3G, same result for both.
I also tried setting the property just to the read stream (though the read and write point to the same socket).
Whenever I receive data on the TCP or send data I also start a short background task.
BTW - everything takes place on the main thread.
I've checked if the app crashes - it doesn't.
The same behavior can be observed while debugging on the device - after a while - nothing is received (no crashes, warnings, anything).
What am I doing wrong?
Looks like your code should work. But there may be two technical problems I can think of:
If you try this from LAN connection, while app in background the LAN router can close passive TCP connection because, in this case, SIP stack(guess you use SIP protocol) can't send data keep alive every 15 to 30 secs like it would in foreground.
Less likely, suppose you know what you doing, but since registration keep alive can be triggered only once in 10 minutes while in background, make sure that SIP server allows such a long expire period and you define it right in registration message.
Try the following code.Make sure you have only one voip socket in your app.
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL, (CFStringRef)#"1.2.3.4",9999, &readStream, &writeStream);
CFReadStreamSetProperty(readStream,kCFStreamNetworkServiceType,kCFStreamNetworkServiceTypeVoIP);
CFWriteStreamSetProperty(writeStream, kCFStreamNetworkServiceType, kCFStreamNetworkServiceTypeVoIP);
inputStream = (NSInputStream *)readStream;
[inputStream setDelegate:self];
[inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[inputStream open];
outputStream = (NSOutputStream *)writeStream;
[outputStream setDelegate:self];
[outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[outputStream open];
In ViewController.h file add
#property (nonatomic, strong) NSInputStream *inputStream;
#property (nonatomic, strong) NSOutputStream *outputStream;
#property (nonatomic) BOOL sentPing;
In ViewController.m file add after #implementation ViewController
const uint8_t pingString[] = "ping\n";
const uint8_t pongString[] = "pong\n";
Add following code in viewDidLoad
CFReadStreamRef readStream;
CFWriteStreamRef writeStream;
CFStreamCreatePairWithSocketToHost(NULL, (__bridge CFStringRef)(#"192.168.0.104"), 10000, &readStream, &writeStream);
//in above line user your MAC IP instead of 192.168.0.104
self.sentPing = NO;
//self.communicationLog = [[NSMutableString alloc] init];
self.inputStream = (__bridge_transfer NSInputStream *)readStream;
self.outputStream = (__bridge_transfer NSOutputStream *)writeStream;
[self.inputStream setProperty:NSStreamNetworkServiceTypeVoIP forKey:NSStreamNetworkServiceType];
[self.inputStream setDelegate:self];
[self.outputStream setDelegate:self];
[self.inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[self.outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
[self.inputStream open];
[self.outputStream open];
//After every 10 mins this block will be execute to ping server, so connection will be live for more 10 mins
[[UIApplication sharedApplication] setKeepAliveTimeout:600 handler:^{
if (self.outputStream)
{
[self.outputStream write:pingString maxLength:strlen((char*)pingString)];
//[self addEvent:#"Ping sent"];
}
}];
- (void)stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode
{
switch (eventCode) {
case NSStreamEventNone:
// do nothing.
break;
case NSStreamEventEndEncountered:
//[self addEvent:#"Connection Closed"];
break;
case NSStreamEventErrorOccurred:
//[self addEvent:[NSString stringWithFormat:#"Had error: %#", aStream.streamError]];
break;
case NSStreamEventHasBytesAvailable:
if (aStream == self.inputStream)
{
uint8_t buffer[1024];
NSInteger bytesRead = [self.inputStream read:buffer maxLength:1024];
NSString *stringRead = [[NSString alloc] initWithBytes:buffer length:bytesRead encoding:NSUTF8StringEncoding];
stringRead = [stringRead stringByTrimmingCharactersInSet:[NSCharacterSet newlineCharacterSet]];
//[self addEvent:[NSString stringWithFormat:#"Received: %#", stringRead]];
//if server response is 'call' then a notification will go to notification center and it will be fired
//immediately and it will popup if app is in background.
if ([stringRead isEqualToString:#"call"])
{
UILocalNotification *notification = [[UILocalNotification alloc] init];
notification.alertBody = #"New VOIP call";
notification.alertAction = #"Answer";
//[self addEvent:#"Notification sent"];
[[UIApplication sharedApplication] presentLocalNotificationNow:notification];
}
//else if ([stringRead isEqualToString:#"ping"])
//{
//if server response is 'ping' then a sting 'pong' will go to server immediately
//[self.outputStream write:pongString maxLength:strlen((char*)pongString)];
//}
}
break;
case NSStreamEventHasSpaceAvailable:
if (aStream == self.outputStream && !self.sentPing)
{
self.sentPing = YES;
if (aStream == self.outputStream)
{
[self.outputStream write:pingString maxLength:strlen((char*)pingString)];
//[self addEvent:#"Ping sent"];
}
}
break;
case NSStreamEventOpenCompleted:
if (aStream == self.inputStream)
{
//[self addEvent:#"Connection Opened"];
}
break;
default:
break;
}
}
Build your app and run
Open terminal in your MAC PC and write nc -l 10000 and press enter
$ nc -l 10000
Then write call and press enter

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