how can i detect udp packet corruption in java?
public class PacketReceiver implements Runnable{
byte[] dataReceive = new byte[udpConnectionManager.MAX_PACKET_SIZE];
private ArrayList<Thread> workerList = new ArrayList<Thread>();
#Override
public void run() {
while(true){
DatagramPacket receivePacket = new DatagramPacket(dataReceive, dataReceive.length);
try {
udpConnectionManager.socket.receive(receivePacket);
} catch (IOException e) {
e.printStackTrace();
}
byte[] receivedData = receivePacket.getData();
//[0] stores basic command
//[1~4] int stores protocol id
//[5~9] int data increase counter for detect packet loss
//[10~14]
switch(receivedData[0]){
//initial packet
case 0x01:
if(!udpConnectionManager.instance.isInitialized(receivePacket)){
Thread t = new Thread(new AcceptThread(receivePacket));
t.start();
workerList.add(t);
}else{
System.out.println("initialized packet attempt to initialize.");
}
//heartbeat signal
case 0x02:
if(udpConnectionManager.instance.isInitialized(receivePacket)){
udpConnectionManager.instance.getConnection(receivePacket).onHeartBeat();
}else{
System.out.println("Received HeartBeat signal from non-initialized connection");
}
//
case 0x03:
}
}
}
}
packet corruption might happen. how do i have to handle packet corruption problem using udp?
and i know how to detect packet loss but i don't know how to detect packet corruption.
If you absolutely need to use only DatagramPacket - Then, it doesn't expose any api to query the the transmitted checksum. What you can implement as a solution is have a logic(SHA256, MD..) to calculate the checksum, transmit the checksum as a payload in an alternating UDP packets, and compare the checksum calculated on the data payload vs checksum received on the next UDP segment. Ofcourse, you need to handle lot more error conditions in the suggested solution.
Related
This question has been asked a lot, but so far, none of the solutions that I applied from previous answers have helped me.
Main goal
I am trying to learn UDP conexions and this is my attempt. I want to have a client ask for a picture at a server via UDP and the server will send it. Then the client will create a file with that information given.
Explanation
My main idea is to ask the server for an image using a "GET" command (not the HTTP, just GET) followed by the name of the image(extension included). Then the client awaits an answer which is the image requested.
Problems
The client waits and answer which does no come
Research
From another similar question it was a problem that I was using the same PORT for both receive and connect, so I added two ports, receivingPORT and sendingPORT, no results from the Client.
From other similar questions, It was a Firewall problem. So, on a Win10 machine, I created a new rule for UDP in the Firewall for the ports that I am using for this application, and nothing was received by the Client...
I have checked that the image is loaded into byte[] and the image is sent. But on the Client, nothing is received and stays there waiting for a connection to come through
CODE from Server
public class UDPserver {
static DatagramSocket serverUDP;
static DatagramPacket packet;
static InetAddress address;
static byte[] buffer = new byte[65507];//65507
final static int receivingPORT = 6668;
final static int sendingPORT = 6669;
public static void main(String[] args) throws SocketException, IOException, InterruptedException{
boolean serverActive = true;
String order = "";
String file = "";
//Instantiate server
serverUDP = new DatagramSocket(receivingPORT);
while(serverActive){
//Kind of packet we want to receive
packet = new DatagramPacket(buffer, buffer.length);
System.out.println("Server awaiting connection...");
//Receive it
serverUDP.receive(packet);
System.out.println("Received packet from: " + packet.getAddress() + "/" + packet.getPort());
//What does the packet contain?
String msg = new String(packet.getData());
address = packet.getAddress();
System.out.println("Order from: " + address + "/" + receivingPORT + " says: " + msg);
try{
order = msg.split(" ")[0].trim();
file = msg.split(" ")[1].trim();
} catch (Exception e){
}
switch(order){
case("GET"):{
System.out.println("Sending back an image...");
buffer = loadImageFromServer(file);
packet = new DatagramPacket(buffer, buffer.length, address, sendingPORT);
Thread.sleep(5000);
serverUDP.send(packet);
System.out.println("Client served");
break;
}
case("DISCONNECT"):{
buffer = "Server is disconnecting...".getBytes();
packet = new DatagramPacket(buffer, buffer.length, address, sendingPORT);
serverUDP.send(packet);
serverActive = false;
serverUDP.close();
break;
}
}
}
}
static byte[] loadImageFromServer(String path) {
try {
System.out.println("Loading path: " + path);
//Instantiate a buffer from the image for it
BufferedImage img = ImageIO.read(UDPserver.class.getResource(path));
//Create a byte[] stream object to handle the data
ByteArrayOutputStream baos = new ByteArrayOutputStream();
//Write the image data into those above with jpg format
ImageIO.write(img, "png", baos);
//Flush the information
baos.flush();
byte[] buffer = baos.toByteArray(); //Write it out on a byte string and return it
return buffer;
} catch (IOException ex) {
Logger.getLogger(UDPserver.class.getName()).log(Level.SEVERE, null, ex.fillInStackTrace());
System.exit(-1);
}
return null;
}
}
CODE client
public class Client {
static DatagramSocket clientUDP;
static InetAddress address;
static DatagramPacket packetSend;
static DatagramPacket packetReceive;
static int SIZE = 65507;
final static int receivingPORT = 6669;
final static int sendingPORT = 6668;
static byte[] buffer = new byte[SIZE];
static Scanner scan = new Scanner(System.in);
public static void main(String[] args) throws SocketException, UnknownHostException, IOException{
boolean clientLoop = true;
//Get address
address = InetAddress.getByName("localhost");
//Instantiate Client -> UDP
clientUDP = new DatagramSocket();
while(clientLoop){
System.out.print("Enter any key and press enter");
scan.next(); //Just to stop the loop
//Load the buffer
buffer = "GET imagenServidor.png".getBytes();
//buffer = "DISCONNECT".getBytes();
System.out.println("Buffer is ready");
//Arm the packet
packetSend = new DatagramPacket(buffer, buffer.length, address, sendingPORT);
System.out.println("Packet is armed!");
//Send the packet to the server
clientUDP.send(packetSend);
System.out.println("Order sent to server");
System.out.println("Waiting an answer");
packetReceive = new DatagramPacket(buffer, buffer.length, address, receivingPORT);
clientUDP.receive(packetReceive);
System.out.println("Server answered!");
ByteArrayInputStream bais = new ByteArrayInputStream(packetReceive.getData());
BufferedImage image = ImageIO.read(bais);
System.out.println(image);
}
clientUDP.close();
}
}
NOTES
This is a UDP exercise
The Reason
MTU!
You are sending packets with long buffe through UDP directly, which may not work in most network circumstances.
A packet sent through UDP should not be longer than the network MTU, otherwise it would be dropped. The network MTU may not be more than 1500 on most net nods(routers/switchs/hosts...), and even smaller sometimes. Though some nods may do sigmentation for ip packets, but you should not count on it when you are using UDP.
Suggestions
Use TCP instead in this application, as for:
You are sending data which expected to be complete (otherwise it would be useless).
You do not care about congestion control algorithms.
So just go with TCP.
Edit Based on The Update of The Question
So, as this is an excercise, in which you have to use UDP only.
As a file might be useless unless it is complete, you have to make sure:
All packets are possible to pass the path. Which means network should be connected both physically and virtually, and packet size should always be smaller than the MTU.
If any packets are lost, both the receiver and the sender should be able to know.
If any apckets come out of order, the receiver should be able to know.
Sender should be able to cache and resend the packets which are not confirmed by the receiver yet.
Make sure your have a good network connection. Split the image buffer into buffer array with each buffer item length less than 1000bytes(should be safe).
Then let's design an amature but simple protocol for this:
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| type | sequence number |
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
| payload ... |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| ... |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
For types, we may need:
hello: 0x01
bye: 0x02
ack: 0x03
nack: 0x04
data: 0x05
feedback: 0x06
...
Sequence should be mono-increasing. e.g. 1, 2, 3, 4.... (Not necessory to start from 1 but OK)
It works like following:
Sender->Receiver: hello(seq=i)
Receiver->Sender: ack(seq=i)
# Sender->Receiver: hello(seq=i)
# if timeout and got no ack for seq=i
Sender->Receiver: data(seq=i+1)
Receiver->Sender: ack(seq=i+1)
# Sender->Receiver: hello(seq=i+1)
# if timeout and got no ack for seq=i+1
Sender->Receiver: data(seq=i+2)
Sender->Receiver: data(seq=i+3)
Receiver->Sender: ack(seq=i+2)
Receiver->Sender: ack(seq=i+3)
# Sender->Receiver: hello(seq=i+2)
# if timeout and got no ack for seq=i+2 or got nack for seq=i+2
Sender->Receiver: bye(seq=n)
Receiver->Sender: ack(seq=n)
# bye is not necessory
Firstly, I think you need to learn how to use wirshark or tcmpdump to analysis network streams when debugging, that will help you find out the problem and solve it.
As for your program, there are several problems the user207421 has mensioned. I think it's better to use TCP, but if you want to learn UDP by this way, the thing you need is to do a slim reliable UDP by yourself.
For example, you may need the following models
Build a send buffer and recive buffer, check every time if the buffer is empty, if not, send/receive and process it.(Cause UDP has MTU)
Add some extra format of information in the head of each datagram, which includes the size of the whole message, the sequence of the datagram, the left size, etc.(Cause you need to cut your message into many parts)
Build a controller, which need to have some function like retransmission, rebuild the message, etc.(Cause UDP is unreliable, you need to check the completeness of all parts)
Hope that can help you.
I'm trying to write a program which acts as a server that will read bytes from a client that is written in PHP - sends request via socket (which i cannot recode due to policy) Here is the server code:
The server runs in: Red Hat Enterprise Linux Server release 6.2 (Santiago)
public void run() {
try {
serverSocket = new ServerSocket(port);
serverSocket.setSoTimeout(0);
while(!isInterrupted) {
try {
Socket server = serverSocket.accept();
LOG.info("Request received from : " + server.getRemoteSocketAddress());
DataInputStream in = new DataInputStream(server.getInputStream());
// DataInputStream in = new DataInputStream(
// new BufferedInputStream(server.getInputStream(), 10000));
byte[] bytes = new byte[10000];
int byteDupLength = in.read(t_bytes);
// in.readFully(bytes); // I tried this but to no avail
// int byteDupLength = bytes.length;
LOG.info(byteDupLength);
byte[] byteDup = new byte[byteDupLength];
System.arraycopy(bytes, 4, byteDup, 0, byteDupLength);
// FOR INFORMATION ONLY
/*for (byte b : byteDup){
LOG.info(b);
}*/
ByteBuffer buffer = ByteBuffer.wrap(byteDup);
LOG.info(buffer);
forwardRequest(byteDup);
server.close();
}
catch(SocketTimeoutException s) {
LOG.error("Socket timed out!", s);
break;
}
catch(IOException e)
{
LOG.error("IOException:", e);
break;
}
}
}
catch (IOException ex) {
LOG.error("Server socket is null", ex);
}
LOG.fatal("ReceiverEngine interrupted!");
}
I encountered a problem when the client sends request consisting of 4948 bytes. The only bytes the server can read is 2090.
Another thing that seems a mystery to me is that, when I run the server via Netbeans in my local (which is a Windows 7 Pro), it works as expected. I dont know what is wrong. Please help.. :)
Thanks!
TCP is a byte stream protocol.
The read() method isn't guaranteed to fill the buffer.
Therefore if you don't receive the expected number of bytes in a single read, you have to loop until you do receive them.
readFully() would have worked if the buffer size agreed with the size of what was sent. In your case you specified a buffer of 10,000 bytes, which weren't sent, so it would have blocked waiting for the other 10000-4948 bytes.
I have a server running on a separate thread, and for some reason, it only runs when it receives packets! Why is it doing this? Shouldn't it be running continuously?
public void run() {
while (running) {
System.out.println(true);
byte[] data = new byte[1024];
DatagramPacket packet = new DatagramPacket(data, data.length);
try {
this.socket.receive(packet);
} catch (IOException e) {
e.printStackTrace();
}
parsePacket(packet.getData(), packet.getAddress(), packet.getPort());
}
}
And I start it like this:
public static void main(String[] args) {
GameServer server = new GameServer();
server.start();
}
The class extends Thread.
socket.receive is a blocking method. So the code is waiting on receive untill you receive any data.
From here
public void receive(DatagramPacket p)
throws IOException
Receives a datagram packet from this socket. When this method returns,
the DatagramPacket's buffer is filled with the data received. The
datagram packet also contains the sender's IP address, and the port
number on the sender's machine.
This method blocks until a datagram is received. The length field of
the datagram packet object contains the length of the received
message. If the message is longer than the packet's length, the
message is truncated.
It clearly says that method blocks and wait for Datagram.
Your Thread is running correctly. The method DatagramSocket.receive(DatagramPacket) blocks until a packet is received.
The default behaviour is to block infinitely until a packet is received. You can specfiy a timeout using DatagramSocket.setSoTimeout(int), if you want to periodically log whether a packet is received or not, or to check if your Thread is still running.
I want to send an object as a UDP packet and then receiving the object on the server. I have the client side figure out, but I can't get the server to read in the datagram correctly.
Client Code:
public void sendMessage() {
ByteArrayOutputStream bStream = new ByteArrayOutputStream();
try {
ObjectOutput oo = new ObjectOutputStream(bStream);
oo.writeObject(asset);
// Send it
byte[] serializedMessage = bStream.toByteArray();
DatagramPacket sendPacket = new DatagramPacket(serializedMessage,
serializedMessage.length, ipAddress, sPort);
clientSocket.send(sendPacket);
oo.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
Server Failed Attempt.
public void startServer() {
try {
serverSocket = new DatagramSocket(this.serverPort);
serverSocket.receive(new DatagramPacket()); /*Code fails here, I realise
* the constructor does not have input, but I can not figure out how to init
*a buffer whose size I do not know beforehand.
*/
this.threadPool.execute(new QueryTask(packet));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
I used the following question Sending Objects Across Network using UDP in Java to send the object in, but it did not show how he received said object.
Question 2:
Is it better to create a new thread once i receive and parsed out the packet or should I create a new thread with the DatagramSocket over the Datagrampacket?
Thanks In Advance.
Create a buffer that is one bigger than the largest packet you expect to receive. Then if you ever get a packet that size, it is an overflow. Note that you should re-initialize the DatagramPacket's length before every receive, otherwise it keeps shrinking to the smallest datagram received so far.
If you can process packets quickly enough you don't really need threads at all with UDP, there being no connections to handle.
As you already seen, datagramm packet needs buffer to write stuff into. I would create buffer which is just big enough for intendet data (UDP specifies 65K for IPV4 and 4G for IPV6). And if I were you , I would not use java.io serialisation as it is going to break on every class change ( or even sometimes compiler change ). Use more robust serialisation means like JSON ( with jackson / gson ) or XML or protobuf
I'm facing a very weird problem with receiving data using UDP in Android.
I'm writing an application to control a wifi module from an android device. I'm able to successfully send data to this remote wifi device. But I'm not able to receive 'complete' data packet from this wifi device.
My code in android is:
public static void receivePacket(int receiverPort, Context context) {
DatagramSocket socket = null;
String text = "";
try {
byte[] message = new byte[1500];
DatagramPacket packet = new DatagramPacket(message, message.length);
socket = new DatagramSocket(receiverPort);
//socket.setSoTimeout(5000);
for (int i = 0; i < 12; i++) {
socket.receive(packet);
text += new String(message, 0, packet.getLength()) + "\n";
}
socket.close();
Log.d("Received Message", text);
} catch (Exception e) {
Log.e("UDP", "S: Error", e);
} finally {
if(null != socket){
socket.close();
}
}
}
So if I'm expecting the data "$BEG1;$PID2;$PIP192.168.15.245;$PPN80;$DAT987654321;$END1;" I'm only getting "$BEG1;$PID2;$PIP192.168.15.245;$PPN80;$DAT98"
I tried to use UDP WinChat application to see if it's able to get the message from the wifi module and I'm able to get the entire data.
Also if i try sending a really long message to the android device using UDP Win Chat Application I'm able to get the entire data!
I'm totally confused! Please Help.
I was able to isolate the problem. (Still havent found the fix though :(...)
From the above code I'm making use of the same packet.getLength() for every iteration assuming that it will change each time according to the data it has received. But sadly that's not the expected behavior. The getLength() makes use of the previous value and truncates the newly arrived messages.
[Please note: This is a random behavior and doesn't happen all the time]
Now the question is, how do I change or refresh this attribute everytime I receive a new message within the loop?
You need to reset the DatagramPacket length before every receive. Otherwise it keeps shrinking to the smallest packet received so far.