Я не мог понять, что останавливает связь между Windows 10 IOT Core и Windows 10. Моя установка выглядит следующим образом: 1) NXP imx6 установлен с Windows 10 IOT 2) Мой dev sandbox установлен с windows 10 3) Обе машины находятся в одном su bnet
Установлена переадресация TCP-порта Приложение UWP на Windows 10 ядре IOT (скопированный код, как он есть, и настроенный, чтобы сделать его приложением UWP, ссылка из хаба Git, предоставленного ниже).
https://gist.github.com/bongbongco/588abf3928cbd297443dd9da8171eb9a
Приложение успешно работает на Windows 10 IOT, оно не может принять запрос на подключение клиента от моего компьютера Windows 10. Приложение продолжает ожидать клиентского соединения в следующей строке кода
source = _mainSocket.Accept ();
с моей клиентской машины (Windows 10 dev-машины), когда я пытаюсь подключиться к Windows 10 IOT core, я получаю исключение тайм-аута соединения.
Я пытаюсь подключить lnet 8081 к плате iMX6 с установленным windows 10 IOT Core, но получаю ошибку "Не удалось открыть соединение к хосту, через порт 8081: ошибка подключения "
Когда я отправляю эхо-запрос на компьютер iMX6, я получаю ответ, мой вопрос заключается в том, имеет ли ядро IOT указанные c открытые порты?
или какие-то настройки брандмауэра нам нужно включить? Если это так, как включить.
Я установил следующий образ из NXP "W1860_1_0_1_EVK_iMX6ULL_512MB_TestOEMInput- xml -Release.ffu"
Дайте мне знать, что может быть проблемой.
Есть ли у кого-нибудь работающее приложение для переадресации портов, разработанное в UWP?
Некоторые наблюдения с моей стороны 1) Я могу проверить связь с моим Windows 10 IOT core 2) Я могу устанавливать приложения и управлять ими на Windows 10 IOT core 3) При удаленной отладке приложения через Visual Studio устанавливаются все зависимые библиотеки фреймворков
Пара вопросов, которые меня интересуют 1) Можно ли установить связь между Windows 10 и Windows 10 IOT, используя Протокол TCP 2) мне не хватает каких-либо библиотек на Windows 10 IOT
Моя серверная программа ниже
/// <summary>
/// TCP server is used to connect, disconnect and manage TCP sessions
/// </summary>
/// <remarks>Thread-safe</remarks>
public class TcpServer : IDisposable
{
/// <summary>
/// Initialize TCP server with a given IP address and port number
/// </summary>
/// <param name="address">IP address</param>
/// <param name="port">Port number</param>
public TcpServer(IPAddress address, int port) : this(new IPEndPoint(address, port)) {}
/// <summary>
/// Initialize TCP server with a given IP address and port number
/// </summary>
/// <param name="address">IP address</param>
/// <param name="port">Port number</param>
public TcpServer(string address, int port) : this(new IPEndPoint(IPAddress.Parse(address), port)) {}
/// <summary>
/// Initialize TCP server with a given IP endpoint
/// </summary>
/// <param name="endpoint">IP endpoint</param>
public TcpServer(IPEndPoint endpoint)
{
Id = Guid.NewGuid();
Endpoint = endpoint;
}
/// <summary>
/// Server Id
/// </summary>
public Guid Id { get; }
/// <summary>
/// IP endpoint
/// </summary>
public IPEndPoint Endpoint { get; private set; }
/// <summary>
/// Number of sessions connected to the server
/// </summary>
public long ConnectedSessions { get { return Sessions.Count; } }
/// <summary>
/// Number of bytes pending sent by the server
/// </summary>
public long BytesPending { get { return _bytesPending; } }
/// <summary>
/// Number of bytes sent by the server
/// </summary>
public long BytesSent { get { return _bytesSent; } }
/// <summary>
/// Number of bytes received by the server
/// </summary>
public long BytesReceived { get { return _bytesReceived; } }
/// <summary>
/// Option: acceptor backlog size
/// </summary>
/// <remarks>
/// This option will set the listening socket's backlog size
/// </remarks>
public int OptionAcceptorBacklog { get; set; } = 1024;
/// <summary>
/// Option: keep alive
/// </summary>
/// <remarks>
/// This option will setup SO_KEEPALIVE if the OS support this feature
/// </remarks>
public bool OptionKeepAlive { get; set; }
/// <summary>
/// Option: no delay
/// </summary>
/// <remarks>
/// This option will enable/disable Nagle's algorithm for TCP protocol
/// </remarks>
public bool OptionNoDelay { get; set; }
/// <summary>
/// Option: reuse address
/// </summary>
/// <remarks>
/// This option will enable/disable SO_REUSEADDR if the OS support this feature
/// </remarks>
public bool OptionReuseAddress { get; set; }
/// <summary>
/// Option: enables a socket to be bound for exclusive access
/// </summary>
/// <remarks>
/// This option will enable/disable SO_EXCLUSIVEADDRUSE if the OS support this feature
/// </remarks>
public bool OptionExclusiveAddressUse { get; set; }
#region Start/Stop server
// Server acceptor
private Socket _acceptorSocket;
private SocketAsyncEventArgs _acceptorEventArg;
// Server statistic
internal long _bytesPending;
internal long _bytesSent;
internal long _bytesReceived;
/// <summary>
/// Is the server started?
/// </summary>
public bool IsStarted { get; private set; }
/// <summary>
/// Is the server accepting new clients?
/// </summary>
public bool IsAccepting { get; private set; }
/// <summary>
/// Start the server
/// </summary>
/// <returns>'true' if the server was successfully started, 'false' if the server failed to start</returns>
public virtual bool Start()
{
Debug.Assert(!IsStarted, "TCP server is already started!");
if (IsStarted)
return false;
// Setup acceptor event arg
_acceptorEventArg = new SocketAsyncEventArgs();
_acceptorEventArg.Completed += OnAsyncCompleted;
// Create a new acceptor socket
_acceptorSocket = new Socket(Endpoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
// Apply the option: reuse address
_acceptorSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, OptionReuseAddress);
// Apply the option: exclusive address use
_acceptorSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ExclusiveAddressUse, OptionExclusiveAddressUse);
// Bind the acceptor socket to the IP endpoint
_acceptorSocket.Bind(Endpoint);
// Refresh the endpoint property based on the actual endpoint created
Endpoint = (IPEndPoint)_acceptorSocket.LocalEndPoint;
// Start listen to the acceptor socket with the given accepting backlog size
_acceptorSocket.Listen(OptionAcceptorBacklog);
// Reset statistic
_bytesPending = 0;
_bytesSent = 0;
_bytesReceived = 0;
// Update the started flag
IsStarted = true;
// Call the server started handler
OnStarted();
// Perform the first server accept
IsAccepting = true;
StartAccept(_acceptorEventArg);
return true;
}
/// <summary>
/// Stop the server
/// </summary>
/// <returns>'true' if the server was successfully stopped, 'false' if the server is already stopped</returns>
public virtual bool Stop()
{
Debug.Assert(IsStarted, "TCP server is not started!");
if (!IsStarted)
return false;
// Stop accepting new clients
IsAccepting = false;
// Reset acceptor event arg
_acceptorEventArg.Completed -= OnAsyncCompleted;
// Close the acceptor socket
_acceptorSocket.Close();
// Dispose the acceptor socket
_acceptorSocket.Dispose();
// Disconnect all sessions
DisconnectAll();
// Update the started flag
IsStarted = false;
// Call the server stopped handler
OnStopped();
return true;
}
/// <summary>
/// Restart the server
/// </summary>
/// <returns>'true' if the server was successfully restarted, 'false' if the server failed to restart</returns>
public virtual bool Restart()
{
if (!Stop())
return false;
while (IsStarted)
Thread.Yield();
return Start();
}
#endregion
#region Accepting clients
/// <summary>
/// Start accept a new client connection
/// </summary>
private void StartAccept(SocketAsyncEventArgs e)
{
// Socket must be cleared since the context object is being reused
e.AcceptSocket = null;
// Async accept a new client connection
if (!_acceptorSocket.AcceptAsync(e))
ProcessAccept(e);
}
/// <summary>
/// Process accepted client connection
/// </summary>
private void ProcessAccept(SocketAsyncEventArgs e)
{
if (e.SocketError == SocketError.Success)
{
// Create a new session to register
var session = CreateSession();
// Register the session
RegisterSession(session);
// Connect new session
session.Connect(e.AcceptSocket);
}
else
SendError(e.SocketError);
// Accept the next client connection
if (IsAccepting)
StartAccept(e);
}
/// <summary>
/// This method is the callback method associated with Socket.AcceptAsync()
/// operations and is invoked when an accept operation is complete
/// </summary>
private void OnAsyncCompleted(object sender, SocketAsyncEventArgs e)
{
ProcessAccept(e);
}
#endregion
#region Session factory
/// <summary>
/// Create TCP session factory method
/// </summary>
/// <returns>TCP session</returns>
protected virtual TcpSession CreateSession() { return new TcpSession(this); }
#endregion
#region Session management
// Server sessions
protected readonly ConcurrentDictionary<Guid, TcpSession> Sessions = new ConcurrentDictionary<Guid, TcpSession>();
/// <summary>
/// Disconnect all connected sessions
/// </summary>
/// <returns>'true' if all sessions were successfully disconnected, 'false' if the server is not started</returns>
public virtual bool DisconnectAll()
{
if (!IsStarted)
return false;
// Disconnect all sessions
foreach (var session in Sessions.Values)
session.Disconnect();
return true;
}
/// <summary>
/// Find a session with a given Id
/// </summary>
/// <param name="id">Session Id</param>
/// <returns>Session with a given Id or null if the session it not connected</returns>
public TcpSession FindSession(Guid id)
{
// Try to find the required session
return Sessions.TryGetValue(id, out TcpSession result) ? result : null;
}
/// <summary>
/// Register a new session
/// </summary>
/// <param name="session">Session to register</param>
internal void RegisterSession(TcpSession session)
{
// Register a new session
Sessions.TryAdd(session.Id, session);
}
/// <summary>
/// Unregister session by Id
/// </summary>
/// <param name="id">Session Id</param>
internal void UnregisterSession(Guid id)
{
// Unregister session by Id
Sessions.TryRemove(id, out TcpSession temp);
}
#endregion
#region Multicasting
/// <summary>
/// Multicast data to all connected sessions
/// </summary>
/// <param name="buffer">Buffer to multicast</param>
/// <returns>'true' if the data was successfully multicasted, 'false' if the data was not multicasted</returns>
public virtual bool Multicast(byte[] buffer) { return Multicast(buffer, 0, buffer.Length); }
/// <summary>
/// Multicast data to all connected clients
/// </summary>
/// <param name="buffer">Buffer to multicast</param>
/// <param name="offset">Buffer offset</param>
/// <param name="size">Buffer size</param>
/// <returns>'true' if the data was successfully multicasted, 'false' if the data was not multicasted</returns>
public virtual bool Multicast(byte[] buffer, long offset, long size)
{
if (!IsStarted)
return false;
if (size == 0)
return true;
// Multicast data to all sessions
foreach (var session in Sessions.Values)
session.SendAsync(buffer, offset, size);
return true;
}
/// <summary>
/// Multicast text to all connected clients
/// </summary>
/// <param name="text">Text string to multicast</param>
/// <returns>'true' if the text was successfully multicasted, 'false' if the text was not multicasted</returns>
public virtual bool Multicast(string text) { return Multicast(Encoding.UTF8.GetBytes(text)); }
#endregion
#region Server handlers
/// <summary>
/// Handle server started notification
/// </summary>
protected virtual void OnStarted() {}
/// <summary>
/// Handle server stopped notification
/// </summary>
protected virtual void OnStopped() {}
/// <summary>
/// Handle session connected notification
/// </summary>
/// <param name="session">Connected session</param>
protected virtual void OnConnected(TcpSession session) {}
/// <summary>
/// Handle session disconnected notification
/// </summary>
/// <param name="session">Disconnected session</param>
protected virtual void OnDisconnected(TcpSession session) {}
/// <summary>
/// Handle error notification
/// </summary>
/// <param name="error">Socket error code</param>
protected virtual void OnError(SocketError error) {}
internal void OnConnectedInternal(TcpSession session) { OnConnected(session); }
internal void OnDisconnectedInternal(TcpSession session) { OnDisconnected(session); }
#endregion
#region Error handling
/// <summary>
/// Send error notification
/// </summary>
/// <param name="error">Socket error code</param>
private void SendError(SocketError error)
{
// Skip disconnect errors
if ((error == SocketError.ConnectionAborted) ||
(error == SocketError.ConnectionRefused) ||
(error == SocketError.ConnectionReset) ||
(error == SocketError.OperationAborted) ||
(error == SocketError.Shutdown))
return;
OnError(error);
}
#endregion
#region IDisposable implementation
// Disposed flag.
private bool _disposed;
// Implement IDisposable.
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposingManagedResources)
{
// The idea here is that Dispose(Boolean) knows whether it is
// being called to do explicit cleanup (the Boolean is true)
// versus being called due to a garbage collection (the Boolean
// is false). This distinction is useful because, when being
// disposed explicitly, the Dispose(Boolean) method can safely
// execute code using reference type fields that refer to other
// objects knowing for sure that these other objects have not been
// finalized or disposed of yet. When the Boolean is false,
// the Dispose(Boolean) method should not execute code that
// refer to reference type fields because those objects may
// have already been finalized."
if (!_disposed)
{
if (disposingManagedResources)
{
// Dispose managed resources here...
Stop();
}
// Dispose unmanaged resources here...
// Set large fields to null here...
// Mark as disposed.
_disposed = true;
}
}
// Use C# destructor syntax for finalization code.
~TcpServer()
{
// Simply call Dispose(false).
Dispose(false);
}
#endregion
}
Моя основная программа:
public class Program
{
static void Main(string[] args)
{
// TCP server port
int port = 1111;
if (args.Length > 0)
port = int.Parse(args[0]);
Console.WriteLine($"TCP server port: {port}");
Console.WriteLine();
// Create a new TCP chat server
var server = new TcpServer(IPAddress.Any, port);
// Start the server
Console.Write("Server starting...");
server.Start();
Console.WriteLine("Done!");
Console.WriteLine("Press Enter to stop the server or '!' to restart the server...");
// Perform text input
for (; ; )
{
string line = Console.ReadLine();
if (string.IsNullOrEmpty(line))
break;
// Restart the server
if (line == "!")
{
Console.Write("Server restarting...");
server.Restart();
Console.WriteLine("Done!");
continue;
}
// Multicast admin message to all sessions
line = "(admin) " + line;
server.Multicast(line);
}
// Stop the server
Console.Write("Server stopping...");
server.Stop();
Console.WriteLine("Done!");
}
}
Спасибо