I am trying to connect an iOS device with a server trough TCP. I am currently using the function CFStreamCreatePairWithSocketToHost. My problem is that i want to set the local port that the iOS device needs to use. Is there anyone who has experience with this and could tell me how to do this?
I have found the answer.
I am now using the cocoaasyncsocket library.
Connecting with a host using the function connectToAddress: viaInterfaceAddress: withTimeout: error: gave me the possibility to define my local port.
Related
I am using Apprtc library for the real-time connection.
this is my server host URL #"https://appr.tc". Connection successfully established to any network, but in the audio/video sense
audio/video only works on same/private network iOS to iOS or iOS to Android
in public network audio/video only work in iOS to Android , Not working iOS
device to iOS device .
do you have any idea ?
TL;DR You need to bring up a TURN server, and configure the client with the addresses of your TURN server.
WebRTC attempts to connect two peers directly, but that's not always possible in all network configurations (e.g. when both sides are behind a NAT or a Firewall). In these cases, WebRTC will fallback to using a TURN server. It's basically a server that both peers can connect to, and it forwards packets from one to the other.
I'm looking to build a pair of apps that work in a similar way to iTunes and the Remote app for iOS... Is there a framework for connecting iOS and MacOS over wifi?
Bluetooth is something I'd like to avoid and there's no need for a web service, I'm just looking to control my Mac app remotely from the phone.
Thanks in advance.
Id say the most ideal way to accomplish this is via the Bonjour protocol.
Here is a great article on the subject, http://mobileorchard.com/tutorial-networking-and-bonjour-on-iphone/.
Good thing with using Bonjour in iOS is it also works via Bluetooth.
Hope this helps !
here is an example project which exchange the data between iphone and iMAC with WiFi connectivity.
https://github.com/boobalaninfo/Bonjour-iOS-MAC-Apps
Use bonjour to search for devices. Then use CocoaAsyncSocket to send and receive data. It works like a charm.
Little info about AsyncSock:
GCDAsyncSocket and AsyncSocket are TCP/IP socket networking libraries.
Here are the key features available in both:
Native objective-c, fully self-contained in one class. No need to muck
around with sockets or streams. This class handles everything for you.
Full delegate support Errors, connections, read completions, write
completions, progress, and disconnections all result in a call to your
delegate method.
Queued non-blocking reads and writes, with optional timeouts. You tell
it what to read or write, and it handles everything for you. Queueing,
buffering, and searching for termination sequences within the stream -
all handled for you automatically.
Automatic socket acceptance. Spin up a server socket, tell it to
accept connections, and it will call you with new instances of itself
for each connection.
Support for TCP streams over IPv4 and IPv6. Automatically connect to
IPv4 or IPv6 hosts. Automatically accept incoming connections over
both IPv4 and IPv6 with a single instance of this class. No more
worrying about multiple sockets.
Support for TLS / SSL Secure your socket with ease using just a single
method call. Available for both client and server sockets.
I have a very simple TCP client/server implementation using GCDAsyncSocket (7.5.0) and I'm using NSNetService for service discovery.
It's used only on a local wifi network and it works for 2 years with no problem (just to say : I have a proper use of GCDAsyncSocket).
...Until I tried using a third iOS device as access point providing the wifi network to which the client and server connect.
Same when the third iOS device connects both client and server by sharing its connection via Bluetooth.
The service discovery is OK, but once I get the ip address and port, I can't connect and get this error :
Error Domain=NSPOSIXErrorDomain Code=64 "Host is down" UserInfo={NSLocalizedDescription=Host is down, NSLocalizedFailureReason=Error in connect() function}
I tried restricting to IPv4 and IPv6 (both are provided by the service discovery), I also tried using the ipv6 git branch of the GCDAsyncSocket repository and various parameters.
My primary question is : is establishing a simple TCP connexion over a wifi or bluetooth iOS access point possible, if so how ?
My secondary question is : why does the NSNetService service discovery work and not the simple TCP connection ? I know that the protocols are not comparable but still, it confuses me.
It sounds like to me, that your problem lies in connection from the cellular network. When connected to cell network, it causes issues with ip address. Refer to this discussion from the Cocoaasyncsocket Github page.
I want to create an iOS app to connect my Wifi OBD 2 to the iPhone. But i have no idea on how to do the peer connection with swift 2. I have the OBD doc to communicate with it (https://www.elmelectronics.com/wp-content/uploads/2016/07/ELM327DS.pdf - page 30).
I tried to search the same thing on android and windows but the problem is my knowledge on peer to peer iOS communication.
I see a lot of iOS app for OBD protocol on app store, I'm sure that anybody can help me !
Thank you !
You don't need to know about real wifi peer2peer communication. Once you attached your phone to the wifi network created by the obd2 wifi adapter, you will be able to establish a good old TCP-connection to it. By default most wifi adapters listen at 192.168.0.10:35000 for incoming connections.
After establishing the TCP connection you can communicate via AT and PIDs by writing/reading to/from the socket. The actual protocol is described in ELM327 manual and the ISO/SAE standard documents.
I am currently developing a Blackberry 5.0 application which needs to be able to intercept a SMS message. I am trying to send a SMS to the emulator. I've come accross the suggestion to run two separate instances of the emulator and to send a SMS from the one emulator instance to the other using the SMSDemo sample application on both emulators.
I run the two instances of the emulator from two separate working directories as follows:
"C:\java\blackberry\eclipse\plugins\net.rim.ejde.componentpack5.0.0_5.0.0.36\components\simulator\fledge.exe" /app="C:\java\blackberry\eclipse\plugins\net.rim.ejde.componentpack5.0.0_5.0.0.36\components\simulator\Jvm.dll" /sms-source-port=6000 /sms-destination-port=6001
"C:\java\blackberry\eclipse\plugins\net.rim.ejde.componentpack5.0.0_5.0.0.36\components\simulator\fledge.exe" /app="C:\java\blackberry\eclipse\plugins\net.rim.ejde.componentpack5.0.0_5.0.0.36\components\simulator\Jvm.dll" /sms-source-port=6001 /sms-destination-port=6000
Both instances start up but when I attempt to send a SMS it never arrives at the second emulator.
I've disabled the Windows firewall - no change.
When I netstat for UDP I can see both ports 6000 and 6001 listening.
Any advice would be appreciated.
I have finally found a solution for the problem. Here it is:
Using Wireshark to sniff the UDP broadcast from the emulator I noticed that the destination address is incorrect - its "1.0.0.127". This address is not routable so the datagram sent from the one emulator will never reach the other emulator.
I might have missed it but I cannot see any command line argument to set when launching the emulator to specify the destination address.
I changed my development laptop to use a hard-coded IP address instead of DHCP. I then added 1.0.0.127 as another IP address to my TCP/IP settings. The address is now routable.
Restarted both emulators with no changes to the port settings (/sms-source-port and /sms-destination-port) and it worked fine. I did not need to use the SMSDemo application. I used the normal Blackberry messaging application.
I hope this helps others experiencing this same problem.