UltraEasySocket | Ultra Easy but Hi-Performance Tcp Socket for C | TCP library

 by   sophnim C# Version: Current License: GPL-3.0

kandi X-RAY | UltraEasySocket Summary

kandi X-RAY | UltraEasySocket Summary

UltraEasySocket is a C# library typically used in Networking, TCP, Unity applications. UltraEasySocket has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

C#으로 구현된 Tcp 소켓 라이브러리입니다. 매우 매우 사용하기 쉽지만 고성능의 소켓 라이브러리입니다. 닷넷세상에는 수많은 소켓 라이브러리가 있지만 사용하기가 아주 쉬운건 드물더군요. 울트라이지소켓은 그 이름에서 알수 있듯 매우 간단합니다. 누구라도 쉽게 네트워크 프로그래밍을 할 수 있도록 간단하게 만들었고 충분한 설명과 예제 프로젝트를 제공합니다. 일반적인 프로그래머 입장에서 네트워크 프로그래밍에 대한 기본적인 요구사항은 간단합니다: 바이트 배열을 보내면 보낸 배열 단위 그대로 수신되는 겁니다. 이것만 되면 그 위에 자기만의 프로토콜을 적용하여 네트워크 프로그램을 작성하면 되죠. 문제는 이 간단해 보이는 것을 문제 없이구현하기가 만만치 않게 어렵다는 점입니다. 다양한 네트워크 예외 상황에 대응해야 하며 멀티쓰레드 구조로 만들다 보면 동기화를 위해 코드 곳곳에 lock을 걸어야 하죠. 울트라이지소켓은 Thread-Safe하여 멀티 쓰레드 프로그램 작성에 용이하며, Lock-Free 구조로 구현되었습니다. 리소스 풀링을 통해 자원 생성 삭제의 부하를 줄였고 메시지 암호화 기능을 제공하여 엄격한 보안이 필요한 소켓 연결에도 쉽게 사용될 수 있습니다. 울트라이지소켓은 가장 원초적인 네트워크 기능을 제공하므로 커스터마이징 하기에 쉽고, 사용법도 간단하지만 프로덕션 레벨에서 사용할 수 있는 고성능의 신뢰할수 있는 네트워크 솔루션입니다. 현재 TCP 소켓(IPV4)만 지원합니다. 파일을 다운로드해서 비주얼 스튜디오로 컴파일 합니다. 솔루션 중 UltraEasySocket 프로젝트를 컴파일 함으로서 UltraEasySocket.dll 파일이 생성됩니다. 이 파일을 당신의 프로젝트 참조(References)에 추가하거나, 아니면 직접 UltraEasySocket 프로젝트의 소스 파일 5개(enums.cs, Crypto.cs, SocketResourceManager.cs, SocketSession.cs, UltraEasyTcpSocket.cs)를 당신의 프로젝트 폴더에 복사해서 추가합니다. UltraEasySocket namespace를 사용함을 명시합니다. UltraEasyTcpSocket 인스턴스를 생성합니다. 여러개의 Listen, Connect를 한다고 해도 이 인스턴스는 프로그램당 1개만 있으면 됩니다. 인스턴스를 생성할때 콜백함수를 지정해야 합니다. 콜백함수는 다음과 같은 형식으로 구성됩니다. 콜백 파라미터 eventType으로 어떤 이벤트에 대한 콜백인지를 알 수 있습니다. 각각의 eventType에 따라 나머지 파라미터 eventFrom, param이 의미하는 바가 달라집니다. 인스턴스를 생성하며 콜백함수를 지정했으면 쓸 준비가 끝난겁니다. 이제 StartListen() 함수를 통해 리스닝을 시작합니다. UltraEasyTcpSocket은 서버-클라이언트 역할 구분이 따로 없습니다. 복수개의 Listen과 Connect를 동시에 수행할 수 있습니다. 예시 코드의 12300은 Listen할 포트 번호, 100은 listen backlog 숫자입니다. StartListen()함수는 long 타입의 listenID를 반환하는데, 이 listenID는 CallbackEventType.ACCEPT_SUCCESS 발생시에 전달되는 파라미터 fromID와 비교해 볼 수 있는 값입니다. 이를 통해 여러개의 StartListen()을 실행했을때 어느 StartListen()이 Accept한 이벤트인지를 구분할 수 있습니다.
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            kandi-support Support

              UltraEasySocket has a low active ecosystem.
              It has 3 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              UltraEasySocket has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of UltraEasySocket is current.

            kandi-Quality Quality

              UltraEasySocket has no bugs reported.

            kandi-Security Security

              UltraEasySocket has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              UltraEasySocket is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              UltraEasySocket releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            UltraEasySocket Key Features

            No Key Features are available at this moment for UltraEasySocket.

            UltraEasySocket Examples and Code Snippets

            No Code Snippets are available at this moment for UltraEasySocket.

            Community Discussions

            QUESTION

            How to set a write deadline for GoLang bufio.Writer?
            Asked 2022-Mar-22 at 14:14

            I am using buffio.Writer in GoLang as follows.

            ...

            ANSWER

            Answered 2022-Mar-22 at 14:14

            There are two cases to note here.

            If you want to have per write() deadline, then its not possible to use buffering. When you use buffering, then the actual write() is triggered when the buffer is full. So technically its not possible to know when your write() is completed. In this case, you are essentially using conn.write() and you can use conn.SetWriteDeadline(time.Now().Add(n * time.Second)).

            In the second case, as @icza has mentioned in the comment, you can set the deadline in the underlying conn object, and the buffio.writer() wrapper will adhere to this rule. While this is semantically correct, it doesn't provide the networking abstraction you want.

            Source https://stackoverflow.com/questions/71572909

            QUESTION

            What is the proper way for me to handle network access for a device
            Asked 2022-Mar-12 at 18:38

            I am currently working on a blazor server project which will display information from modbus tcp/ip devices. I have a class called "DeviceModel" which models a Modbus device. A simplified example is shown below.

            ...

            ANSWER

            Answered 2022-Mar-12 at 18:38

            Or does it make more sense to keep NetworkAccess and DeviceModel separate?

            As single responsibility principle of SOLID says:

            The single-responsibility principle (SRP) is a computer-programming principle that states that every module, class or function in a computer program should have responsibility over a single part of that program's functionality, and it should encapsulate that part. All of that module, class or function's services should be narrowly aligned with that responsibility.

            Read more about single responsibility principle of SOLID here.

            So making separate method dev.ResetAlarm1() in Device class is more preferable for me.

            It is hard to say whether my refactoring code is appropriate to you, but I tried to do my best:

            Source https://stackoverflow.com/questions/71441357

            QUESTION

            Any way to know how many bytes will be sent on TCP before sending?
            Asked 2022-Feb-21 at 00:28

            I'm aware that the ::send within a Linux TCP server can limit the sending of the payload such that ::send needs to be called multiple times until the entire payload is sent.

            i.e. Payload is 1024 bytes

            sent_bytes = ::send(fd, ...) where sent_bytes is only 256 bytes so this needs to be called again.

            Is there any way to know exactly how many bytes can be sent before sending? If the socket will allow for the entire message, or that the message will be fragmented and by how much?

            Example Case

            2 messages are sent to the same socket by different threads at the same time on the same tcp client via ::send(). In some cases where messages are large multiple calls to ::send() are required as not all the bytes are sent at the initial call. Thus, go with the loop solution until all the bytes are sent. The loop is mutexed so can be seen as thread safe, so each thread has to perform the sending after the other. But, my worry is that beacuse Tcp is a stream the client will receive fragments of each message and I was thinking that adding framing to each message I could rebuild the message on the client side, if I knew how many bytes are sent at a time.

            Although the call to ::send() is done sequentially, is the any chance that the byte stream is still mixed?

            Effectively, could this happen:

            • Server Side
              • Message 1: "CiaoCiao"
              • Message 2: "HelloThere"
            • Client Side
              • Received Message: "CiaoHelloCiaoThere"
            ...

            ANSWER

            Answered 2022-Feb-21 at 00:28

            Although the call to ::send() is done sequentially, is the any chance that the byte stream is still mixed?

            Of course. Not only there's a chance of that, it is pretty much going to be a certainty, at one point or another. It's going to happen at one point. Guaranteed.

            sent to the same socket by different threads

            It will be necessary to handle the synchronization at this level, by employing a mutex that each thread locks before sending its message and unlocking it only after the entire message is sent.

            It goes without sending that this leaves open a possibility that a blocked/hung socket will result in a single thread locking this mutex for an excessive amount of time, until the socket times out and your execution thread ends up dealing with a failed send() or write(), in whatever fashion it is already doing now (you are, of course, checking the return value from send/write, and handling the exception conditions appropriately).

            There is no single, cookie-cutter, paint-by-numbers, solution to this that works in every situation, in every program, that needs to do something like this. Each eventual solution needs to be tailored based on each program's unique requirements and purpose. Just one possibility would be a dedicated execution thread that handles all socket input/output, and all your other execution threads sending their messages to the socket thread, instead of writing to the socket directly. This would avoid having all execution thread wedged by a hung socket, at expense of grown memory, that's holding all unsent data.

            But that's just one possible approach. The number of possible, alternative solutions has no limit. You will need to figure out which logic/algorithm based solution will work best for your specific program. There is no operating system/kernel level indication that will give you any kind of a guarantee as to the amount of a send() or write() call on a socket will accept.

            Source https://stackoverflow.com/questions/71199777

            QUESTION

            Mimic ZeroMQ SUB-Socket (in a PUB/SUB system) with e.g. Socket/WebSocket in Flutter
            Asked 2022-Feb-17 at 19:36

            Community,

            I want to use/subscribe a to a pub-socket on a server that implements ZeroMQ (https://zeromq.org/)

            My final product will be a flutter app. It must be running on Android/iOS/Windows/MacOS/Linux/Web. So I'm really careful with the plugin-choice. I do not want to burden myself with an intense amount of platform-specific code, neither do I want to be dependent on plugins that might break under certain conditions on each platform.

            I know that there is a ZeroMQ-Plugin, but it has some Unresolved Issues in terms of operability on different platforms. Also I tried to run it on different Windows-machines and it only worked in about 25% of the cases.

            Here's the fundamental network-communication between App and Server (see image below).

            Is it possible to connect to a ZeroMQ-Publisher-Socket WITHOUT implementing or depending on the C++ compiled file of ZeroMQ? I'm thinking of a Socket or WebSocket, but I'm not even sure if it's technically possible (protocol etc), as I think that ZeroMQ uses it's own protocoll (please verify).

            Can I subscribe to a ZeroMQ-Publisher-Socket with Sockets or WebSockets in Flutter? If yes, how? Are there alternatives?

            dartzmq/install

            Best regards

            ...

            ANSWER

            Answered 2022-Feb-17 at 19:36

            Q1 :
            "Is it possible to connect to a ZeroMQ-Publisher-Socket WITHOUT implementing or depending on the C++ compiled file of ZeroMQ?"

            A1 :
            Yes, it is. It is quite enough to re-implement the published ZeroMQ ZMTP RFC-s relevant for the use-case & your code is granted to become interoperable, irrespective of the implementation language / deployment ecosystem, if it meets all the ZMTP RFC-s' mandatory requirements. So it is doable.

            Q2 :
            "... ZeroMQ uses it's own protocoll (please verify)."

            A2 :
            No, in the sense of OSI-ISO-L2/L3 stack.
            Yes, in the sense of higher layer application-driven protocols, where the ZMTP RFC-s apply for the most of the ZeroMQ Scalable Formal Communication Patterns' Archetypes ( may read more on ZeroMQ sockets are not sockets as you know them ), yet there are also tools to interface with O/S plain-sockets' fd-s, where needed. Still A1 applies here.

            Q3 :
            "Can I subscribe to a ZeroMQ-Publisher-Socket with ...? If yes, how?"

            A3 :
            Yes, it possible when your code follows the published ZMTP RFC-s. Implement all ZMTP RFC-s' mandatory properties & you are granted an interoperability with any other, ZeroMQ-ZMTP-RFC-s' compliant, node.

            Q4 :
            "Are there alternatives?"

            A4 :
            Yes, if your design can extend the Server-side, adding another AccessPoint-s there, using ZMQ_STREAM Scalable Formal Communication Archetype there, may reduce your Flutter-side scope of ZMTP RFC-s needed, as interfacing to native plain-socket will be the only one to handle and the "functionality gap" thereof can be handled on the Server-side of the link ( easily handling all the subscription management & message filtering, that must meet the ZeroMQ ZMTP RFC-s, so why not tandem it inside the Server-side before connecting the down-stream to Flutter App - smart, isn't it? )

            Source https://stackoverflow.com/questions/71127181

            QUESTION

            Get cwnd of my TCP connection from a program
            Asked 2022-Jan-28 at 17:44

            I am creating a TCP connection from my linux program with boost.asio. I wonder how do I get the value of its congestion window (cwnd) from the program? The only way I know of is to parse /proc/net/tcp, but this does not feel right. I'd rather use a dedicated syscall to get this info.

            A solution to a similar question (How to monitor cwnd and ssthresh values for a TCP connection?) suggests using TCP Probe, but it feels even less appealing.

            So what is the best way to get the value of cwnd?

            ...

            ANSWER

            Answered 2022-Jan-21 at 17:00

            I did this with netlink and INET_DIAG-sockets based on this helpful example: https://github.com/kristrev/inet-diag-example

            Source https://stackoverflow.com/questions/70743339

            QUESTION

            Make reverse TCP connection accept any amount of connections (like a normal TCP server)
            Asked 2022-Jan-11 at 18:24

            I'm trying to create a reverse proxy to a CONNECT-based HTTP proxy. The user who wants to use the proxy just treats machine A as an HTTP proxy. It works the following way:

            1. machine B opens a TCP socket to machine A.
            2. On machine A, a TCP socket is exposed on a port and all the incoming data is tunneled to machine B (io.Copy).
            3. On machine B, all the data is tunneled to the local HTTP server and the socket to machine A.

            Essentially this is a reverse-proxy behind an HTTP proxy. The reason it's this complex is because the HTTP proxy is behind NAT (on machine B) and therefore not accessible directly. The use case is being able to host an HTTP proxy behind a NAT.

            Machine A tunnel (Go):

            ...

            ANSWER

            Answered 2022-Jan-10 at 19:54

            QUESTION

            Boost TCP client to connect to multiple servers
            Asked 2021-Dec-14 at 14:47

            I want my TCP client to connect to multiple servers(each server has a separate IP and port).
            I am using async_connect. I can successfully connect to different servers but the read/write fails since the server's corresponding tcp::socket object is not available.
            Can you please suggest how I could store each server's socket in some data structure? I tried saving the IP, socket to a std::map, but the first server's socket object is not available in memory and the app crashes.
            I tried making the socket static, but it does not help either.

            Please help me!!

            Also, I hope I am logically correct in making a single TCP client connect to 2 different servers. I am sharing below the simplified header & cpp file.

            ...

            ANSWER

            Answered 2021-Dec-14 at 12:00

            You seem to know your problem: the socket object is unavailable. That's 100% by choice. You chose to make it static, of course there will be only one instance.

            Also, I hope I am logically correct in making a single TCP client connect to 2 different servers.

            It sounds wrong to me. You can redefine "client" to mean something having multiple TCP connections. In that case at the very minimum you expect a container of tcp::socket objects to hold those (or, you know, a Connection object that contains the tcp::socket.

            BONUS: Demo

            For fun and glory, here's what I think you should be looking for.

            Notes:

            • no more new, delete
            • no more void*, reinterpret casts (!!!)
            • less manual buffer sizing/handling
            • no more bind
            • buffer lifetimes are guaranteed for the corresponding async operations
            • message queues per connection
            • connections are on a strand for proper synchronized access to shared state in multi-threading environments
            • I added in a connection max idle time timeout; it also limits the time taken for any async operation (connect/write). I assumed you wanted something like this because (a) it's common (b) there was an unused deadline_timer in your question code

            Note the technique of using shared pointers to have Comm manage its own lifetime. Note also that _socket and _outbox are owned by the individual Comm instance.

            Live On Coliru

            Source https://stackoverflow.com/questions/70345279

            QUESTION

            Mininet script sending traffic from virtual machine's IP instead of host machines'
            Asked 2021-Dec-05 at 11:04

            In a python3/mininet script I have a tested, valid dictionary of host machines and their IP addresses. For each of the keys - by iterating dictOfAllHostsAndIPs.keys() - I execute a script on each emulated host's terminal

            ...

            ANSWER

            Answered 2021-Dec-05 at 11:04

            I think I see what is going on in the source, but i have not run the framework to confirm it.

            It looks like mininet inatalls a NAT rule for every node:

            Source https://stackoverflow.com/questions/69469784

            QUESTION

            Floating IPs usage on Digital Ocean
            Asked 2021-Nov-27 at 00:12

            I am looking for a basic thing yet I have not found not even a single good documentation on getting it done.

            I want to allocate a floating IP, then associate it to a network interface of a droplet other than eth0. The reason is I want to have the ability to very easily switch from one IP to the other with a programming language.

            In a few words, I want to be able to do these two commands and both should provide a different response.

            ...

            ANSWER

            Answered 2021-Nov-27 at 00:12

            In the cloud (AWS. GCP etc.) ARP is emulated by the virtual network layer, meaning that only IPs assigned to VMs by the cloud platform can be resolved. Most of the L2 failover protocols do break for that reason. Even if ARP worked,the IP allocation process for these IPs (often called “floating IPs”) would not integrate with the virtual network in a standard way, so your OS can't just "grab" the IP using ARP and route the packets to itself.

            I have not personally done this on Digital Ocean, but I assume that you can call the cloud's proprietary API to do this functionality if you would like to go this route.

            See this link on GCP about floating IPs and their implementation. Hope this is helpful.

            Here's an idea that needs to be tested:

            • Let's say you have Node1(10.1.1.1/24) and Node2(10.1.1.2/24)
            • Create a loopback interface on both VMs and set the same IP address for both like (10.2.1.1/32)
            • Start a heartbeat send/receive between them
            • When NodeA starts it automatically makes an API call to create a route for 10.2.1.1/32 and points to itself with preference 2
            • When NodeB starts it automatically makes an API call to create a route for 10.2.1.1/32 and points to itself with preference 1
            • The nodes could monitor each other to withdraw the static routes if the other fails. Ideally you would need a 3rd node to reach quorum and prevent split brain scenarios, but you get the idea right?

            Source https://stackoverflow.com/questions/69919561

            QUESTION

            Julia ZMQ - connecting to other WebSockets produces StateError
            Asked 2021-Sep-27 at 07:59

            I am trying to use ZMQ to connect many publishers to one subscriber (python). This is one such publisher (I use connect instead of bind because the subscriber binds). The code works fine until I unblock the commented code below.

            I then receive this error on Windows:

            ...

            ANSWER

            Answered 2021-Sep-27 at 07:59

            This seems to be at least in part a bug (or difficult to understand behavior) so I suggest you create an issue on the repo. Perhaps it's related to: Test Error: Assertion failed: Socket operation on non-socket #147.

            However, we can do our best to try to understand what's gone wrong and perhaps find a workaround. Since ZMQ.jl uses libzmq to handle sockets on a low level it might interfere with Julia's handling of file descriptors, we may have a race condition. Let's test that hypothesis by modifying your code a bit:

            Source https://stackoverflow.com/questions/69336268

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            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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