How to find Socket.IO server on the same LAN? - javascript

I developing an app that connects devices on the same network.
Any devices can be the server, I want clients to be able to find the server automatically without users having to enter the IP address of the server manually.
This is how I plan to do it:
Find the IP of the client, eg 192.168.0.2
Loop through 192.168.0.(0->255)
Try to connect with all those IPs until the connection success
Is that the right way? Can I do it faster? Do IP on the same network always in the range of x.x.x.(0->255)?
I'm using both Java and JavaScript(Node.js) if that is relevance.

One option here: instead of "iterating" the address range and sending individual packets to each address; you could consider sending a broadcast to the whole subnet.
In other words: your client just shouts "I am here"; the server "hears" that and responds; similar to how protocols like DHCP work.
Edit on the comment on how to react to "broadcast not answered":
Actually, you are now coming closer to those topics that make "distributed" computing hard. There are many problems that could kick in; and many different solutions to them.
It starts with: do you go with one broadcast; or instead try multiple times?! And maybe increase the delays between subsequent broadcasts?
Thing is: nobody here can tell you that. The answers very much depend on your "domain", and what makes the most sense to the users of your application.
My suggestion here: look into existing open source products that do similar things; and study what kind of problems they identified; and how they deal with that. I know, this is pretty broad; but that "broadness" comes out of "the overall subject is really broad".

udp broadcast is how my client finds my server on the local network.
the server sends back the port number the socket server is using for connections
when the server is running, the response is near instant, so I only have a 2 second timeout, and only try once

Related

Webrtc on fails on local network without internet connectivity [duplicate]

WebRTC signalling is driving me crazy. My use-case is quite simple: a bidirectional audio intercom between a kiosk and to a control room webapp. Both computers are on the same network. Neither has internet access, all machines have known static IPs.
Everything I read wants me to use STUN/TURN/ICE servers. The acronyms for this is endless, contributing to my migraine but if this were a standard application, I'd just open a port, tell the other client about it (I can do this via the webapp if I need to) and have the other connect.
Can I do this with WebRTC? Without running a dozen signalling servers?
For the sake of examples, how would you connect a browser running on 192.168.0.101 to one running on 192.168.0.102?
STUN/TURN is different from signaling.
STUN/TURN in WebRTC are used to gather ICE candidates. Signaling is used to transmit between these two PCs the session description (offer and answer).
You can use free STUN server (like stun.l.google.com or stun.services.mozilla.org). There are also free TURN servers, but not too many (these are resource expensive). One is numb.vigenie.ca.
Now there's no signaling server, because these are custom and can be done in many ways. Here's an article that I wrote. I ended up using Stomp now on client side and Spring on server side.
I guess you can tamper with SDP and inject the ICE candidates statically, but you'll still need to exchange SDP (and that's dinamycally generated each session) between these two PCs somehow. Even though, taking into account that the configuration will not change, I guess you can exchange it once (through the means of copy-paste :) ), stored it somewhere and use it every time.
If your end-points have static IPs then you can ignore STUN, TURN and ICE, which are just power-tools to drill holes in firewalls. Most people aren't that lucky.
Due to how WebRTC is structured, end-points do need a way to exchange call setup information (SDP) like media ports and key information ahead of time. How you get that information from A to B and back to A, is entirely up to you ("signaling server" is just a fancy word for this), but most people use something like a web socket server, the tic-tac-toe of client-initiated communication.
I think the simplest way to make this work on a private network without an internet connection is to install a basic web socket server on one of the machines.
As an example I recommend the very simple https://github.com/emannion/webrtc-web-socket which worked on my private network without an internet connection.
Follow the instructions to install the web socket server on e.g. 192.168.1.101, then have both end-points connect to 192.168.0.101:1337 with Chrome or Firefox. Share camera on both ends in the basic demo web UI, and hit Connect and you should be good to go.
If you need to do this entirely without any server, then this answer to a related question at least highlights the information you'd need to send across (in a cut'n'paste demo).

Peer to Peer, Javascript Games

I am writing a simple javascript game for a webpage. I am going to convert it to the desktop using tidesdk. I would like to allow players on different machines to play each other without the need to communicate through a server.
Is this possible in general? Is this Sockets?? Do you have any links of this being done with javascript code?
Is this possible with TideSdk? Do you know of any links to examples of this being done wiht TideSdk?
How do the players know what ip address/port their machine is on so they can give it to the other player?
I am sorry these are vague and open questions, but I don't really know where to start looking for this stuff, as I don't really know what the stuff I am looking for is called.
... Oh, and I don't want to use any third party stuff if I can help it. Maybe the jquery at a push.
This would be impossible with the APIs provided by web browsers (you would need to use something like Socket.IO and communicate through a server, as others have said). Fortunately, since you are using TideSDK, it is possible as long as you don't need a lot of network efficiency. You will need to provide a server, but it will not have to be powerful enough to host the actual games.
The General Client and Server Method
There are other ways to organize a network, but you can look those up if you think they'd be easier to implement.
Your server will host the actual game download and provide matchmaking capabilities. The clients that people download will contact this matchmaking server to find others who want to play.
The matchmaking server should select one of those clients to be a host for the others. Finally, the matchmaking server will tell the client selected as a host that it is the host and give it everyone's connection information (ports and IP addresses) while giving the other clients the connection information for the selected host. The host will connect to the other clients.
The host computer will be the only one that actually does any processing of gameplay, and the other clients just display whatever information the host sends them. The clients render the current state of the game from each player's perspective on their respective computers and capture user input, which is sent to the host for processing.
Implementation
TideSDK provides a Ti.Network.TCPSocket object which can make raw TCP client connections to TCP servers. Unfortunately, it does not also provide a way to make raw TCP servers. Instead, TideSDK provides a Ti.Network.HTTPServer object, which implements the HTTP protocol server over TCP, and a Ti.Network.HTTPClient object, which provides an HTTP client (it is actually just an abstraction over the normal AJAX request API). You can use the provided HTTP server on the host computer and directly connect to it on the clients using the provided HTTP clients. Data will be exchanged using the HTTP protocol. As far as I can tell, this is your only option here.
I did not find any example code out there (beyond what is in the TideSDK documentation) but you might find some if you are really interested.
Next Steps
If I wanted to go ahead with using TideSDK, I would do the following:
Tell the developers of TideSDK that you are interested in a TCP server socket. A raw TCP connection would be much faster than HTTP.
Test out the HTTP connection and find out if it is fast enough for my game.
Yes it's possible in general, and sockets are what you need. Although I don't think it's possible in practice, here's why.
Normally in a P2P game, there would be a server that knows who is online, and what their IP is. When new players connect to the server they will see a list of other users, they can select who they want to play.
Without having the server, there will be no way for users to see who is online, and to answer your 3rd question:
How do the players know what ip address/port their machine is on so they can give it to the other player? It doesn't matter if they can find their own IP, they have no way to find the IP of the opponent (without calling them on the phone :)).
So, if you want to build a game, then you'll need a server. I suggest Node.JS alongside Socket.IO

What is the most up-to-date method of establishing multiple peer-to-peer connections using WebRTC?

Here's my current issue: I've been browsing multiple WebRTC resources, looking through Google experiments and likewise Mozilla ones too, but I have yet to find a simple explanation of how to do this. I'm also having trouble understanding the basic architecture of WebRTC.
What I would like to do is construct a peer-to-peer overlay, wherein each node is a browser. Each of these nodes would accept all incoming connections, and be able to connect to others using their IP address. They would communicate only over a DataChannel. Unlike many of the examples I have been reading, I would not like to rely on any server for signalling, only those necessary for subverting NAT (like STUN servers).
Could anyone explain how this might be achieved? I've been reading the resources on the WebRTC Experiments site and I need to do something with offers or something, but I'm not quite understanding.
How you address nodes in WebRTC is totally up to you, the implementor, because signalling is - deliberately - left out of the specification. So if you'd like to address the nodes in your overlay by their IP addresses, go ahead. But I think you slightly misunderstood how connection establishment in WebRTC works, so let me dive a bit deeper:
WebRTC connection establishment is accomplished by exchanging SDP messages (http://en.wikipedia.org/wiki/Session_Description_Protocol). If you want one browser to establish a PeerConnection to another browser, you'll have to find a way to send the SDP message (generated via RTCPeerConnection#createOffer) to the other browser. There's no way to just open a UDP connection to that browser (or ICE wouldn't work).
So for a node to join the overlay network you'll have to have a central point (let's call it server) or another channel (have a look at https://github.com/cjb/serverless-webrtc/ for "server-less" WebRTC) for connection establishment. As soon as all your nodes are connected to each other via RTCPeerConnections (e.g. as a chain) you can use those connections for further connection establishment (i.e. transfer SDP offers/answers through these connections).
Back to addressing nodes via IP address: This is not a good idea because sometimes you don't even know the address (e.g. when STUN and esp. TURN come into play).
Edit to answer question in comment:
Instead of the IP address you could use sth. like a UUID (http://en.wikipedia.org/wiki/UUID). Also, you could as well use sth. like the user's e-mail address if all your users are authenticated in some way. But keep in mind that the matter of authenticating peers is still not fully specified by IETF/W3C and implementations don't exist, yet.

'Web' based push notifications for internal-only application

I'm already tossing around a solution but as I haven't done something like this before I wanted to check what SO thought before implementation.
Basically I need to modify an existing web based application that has approximately 20 users to add push notifications. It is important that the users get the notifications at the same time (PC-A shouldn't get an alert 20 seconds before PC-B). Currently the system works off of AJAX requests, sending to the server every 20 seconds and requesting any updates and completely rebuilding the table of data each time (even if data hasn't changed). This seems really sloppy so there's two methods I've come up with.
Don't break the connection from server-client. This idea I'm tossing around involves keeping the connection between server and client active the entire time. Bandwidth isn't really an issue with any solution as this is in an internal network for only approximately 20 people. With this solution the server could push Javascript to the client whenever there's an update and modify the table of data accordingly. Again, it's very important that every connected PC receives the updates as close to the same time as possible. The main drawback to this is my experience, I've never done it before so I'm not sure how well it'd work or if it's just generally a bad idea.
Continue with the AJAX request, but only respond in intervals. A second solution I've thought of would be to allow the clients to make AJAX requests as per usual (currently every 20 seconds) but have the server only respond in 30 second intervals (eg 2:00:00 and 2:00:30 regardless of how many AJAX requests it recieves in that span of time). This would require adjusting the timeout for the AJAX request to prevent the request timing out, but it sounds okay in theory, at least to me.
This is for an internal network only, so bandwidth isn't the primary concern, more so that the notification is received as close to each other as possible. I'm open to other ideas, those are just the two that I have thought of so far.
Edit
Primarily looking for pros and cons of each approach. DashK has another interesting approach but I'm wondering if anyone has experience with any of these methods and can attest to the strengths and weaknesses of each approach, or possibly another method.
If I understand well your needs I think you should take a look to Comet
Comet is a web application model in which a long-held HTTP request allows a web server to push data to a browser, without the browser explicitly requesting it. Comet is an umbrella term, encompassing multiple techniques for achieving this interaction. All these methods rely on features included by default in browsers, such as JavaScript, rather than on non-default plugins.
The Comet approach differs from the original model of the web, in which a browser requests a complete web page at a time.
How about using an XMPP server to solve the problem?
Originally designed to be an Instant Messaging platform, XMPP is a messaging protocol that enables users in the system to exchange messages. (There's more to this - But let's keep it simple.)
Let's simplify the scenario a little bit. Imagine the following:
You're a system admin. When the system
has a problem, you need to let all the
employees, about 20 of them, know that
the system is down.
In the old days, every employee will
ask you, "Is the system up?" every
hour or so, and you'll response
passively. While this works, you are
overloaded - Not by fixing system
outage, but by 20 people asking for
system status every hour.
Now, AIM is invented! Since every
employee has access to AIM, you
thought, "Hey, how about having every
single one of them join a 'System
Status' chat room, and I'll just send
a message to the room when the system
is down (or is back)?" By doing so,
employees who are interested in
knowing system status will simply join
the 'System Status' room, and will be
notified of system status update.
Back to the problem we're trying to solve...
System admin = "System" who wants to notify the web app users.
Employees = Web app users who wants to receive notification.
System Status chat room = Still, system Status chat room
When web app user signs on to your web app, make the page automatically logs them onto the XMPP server, and join the system status chat room.
When system wants to notify the user, write code to logon to the XMPP server, join the chat room, and broadcast a message to the room.
By using XMPP, you don't have to worry about:
Setting up "Lasting connection" - Some open source XMPP server, eJabberd/OpenFire, has built-in support for BOSH, XMPP's implementation of the Comet model.
How the message is delivered
You however will need the following:
Find a Javascript library that can help you to logon to an XMPP server. (Just Google. There're a lot.)
Find a XMPP library for the server-side code. (XMPP library exists for both Java & C#. But I'm not sure what system you're using behind the scene.)
Manually provision each user on the XMPP server (Seems like you only have 20 people. That should be easy - However, if the group grows bigger, you may want to perform auto-provisioning - Which is achievable through client-side Javascript XMPP library.)
As far as long-lasting AJAX calls, this implementation is limited by the at-most-2-connection-to-the-same-domain issue. If you used up one connection for this XMPP call, you only have 1 more connection to perform other AJAX calls in the web-app. Depending on how complex your webapp is, this may or may not be desirable, since if 2 AJAX calls have already been made, any subsequent AJAX call will have to wait until one of the AJAX pipeline freed up, which may cause "slowness" on your app.
You can fix this by converting all AJAX calls into XMPP messages, and have a bot-like user on the server to listen to those messages, and response to it by, say, sending back HTML snippets/JSON objects with the data. This however might be too much for what you're trying to achieve.
Ahh. Hope this makes sense... or not. :p
See http://ajaxpatterns.org/HTTP_Streaming
It allows You to push data from the server when server wants it. Not just after the query.
You could use this technique without making large changes to the current application, and synchronize output by the time on the server.
In addition to the other two great options above, you could look at Web Workers if you know they have latest Chrome, Safari, FF, or Opera for a browser.
A Worker has the added benefit of not operating in the same thread as the rest of the page, so performance will be better. The downside is that, for security purposes, you can only send string data between the two scripts and the worker does not have window or document context. However, JSON can be represented as a string, so there's really no limit to the data.
Workers can receive data multiple times and asynchronously. You set the onmessage handler to act each time it receives something.
If you can ask every user to use a specific browser (Latest Safari or Chrome), you can try WebSockets too.

Long held AJAX connections being blocked by Anti-Virus

Ok, this is downright bizarre. I am building a web application that relies on long held HTTP connection using COMET, and using this to stream data from the server to the application.
Now, the problem is that this does not seem to go well with some anti-virus programs. We are now on beta, and some users are facing problems with the application when the anti-virus is enabled. It's not just one specific anti-virus either.. I found this work around for Avast when I looked online: http://avricot.com/blog/index.php?post/2009/05/20/Comet-and-ajax-with-Avast-s-shield-web-:-The-salvation-or-not
However, anyone here has any suggestions on how to handled this? Should I send any specific header to please these security programs?
This is a tough one. The kind of anti-virus feature that causes this tries to prevent malicious code running in the browser from uploading your personal data to a remote server. To do that, the anti-virus tries to buffer all outgoing traffic before it hits the network, and scan it for pre-defined strings.
This works when the application sends a complete HTTP request on the socket, because the anti-virus sees the end of the the HTTP request and knows that it can stop scanning and send the data.
In your case, there's probably just a header without a length field, so until you send enough data to fill the anti-virus's buffer, nothing will be written to the network.
If that's not a good reason to turn that particular feature off, I don't know what is. I ran into this with AVast and McAfee - at this point, the rest of the anti-virus industry is probably doing something like that. Specifically, I ran into this with McAfee's Personal Information Protection feature, which as far as I can tell, is simply too buggy to use.
If you can, just keep sending data on the socket, or send the data in HTTP messages that have a length field. I tried reporting this to a couple of anti-virus vendors - one of them fixed it, the other one didn't, to the best of my knowledge.
Of course, this sort of feature is completely useless. All a malicious application would need to do to get around it is to ROT13 the data before sending it.
Try using https instead of http. There are scanners that intercept https, too, but they're less common and the feature defaulted to off last time I checked. It also broke Firefox SSL connectivity when activated, so I think very few people will activate it and the vendor will hopefully kill the feature.
The problem is that some files can't be scanned in order - later parts are required to determine if the earlier parts are malicious.
So scanners have a problem with channels that are streaming data. I doubt your stream of data is able to be recognised as a clean file type, so the scanner is attempting to scan the data as best it can, and I guess holding up your stream in the process.
The only think I can suggest is to do the data transfer in small transactions, and use the COMET connection for notification only (closing each channel after a single notification).
If you use a non-standard port for your web requests, you may be able to work around this, there are a number of other issues, namely that this will be considered cross-domain by many browsers. Not sure if I have a better suggestion to offer here. It really depends on how the AV program intercepts a given port's traffic.
I think you're going to be forced to break the connection and reconnect. What does your code do if the connection goes down in an outage situation? I had a similar problem with a firewall once. The code had to detect the disconnect, then reconnect. I like the answer about breaking up the data transfer.

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