I have an application written in C++ that uses Winsock for a UDP client. I am trying to send data to another UDP client that is written in C++/CLI, that uses the .Net UdpClient class. The messages are successfully sent, but never received. That is, never come out of the listener->Receive(endPoint); call on the .NET side.
I replaced the .Net UDPClient code with Winsock in the C++/CLI code, and there is no problem.
Both machines are running Windows 7 (so, .NET 4, and whatever version of WSA under Windows 7)
Here is the C++ Winsock code:
SOCKET jsDataSocket;
WSADATA WSAData;
string dottedInetAddress = "192.168.2.100"
int port = 5601;
bool JoystickDataPublisher::socketSetup()
{
int iError;
// Call "WSAStartup" and display description text
if (iError = WSAStartup (MAKEWORD(2,2), &WSAData))
{
OutputDebugString(L"JoystickDataPublisher - Unable to start WinSock");
return false;
}
else
return socketSetup();
int status;
// create UDP socket for receiving
jsDataSocket = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (jsDataSocket == SOCKET_ERROR)
{
OutputDebugString(L"JoystickDataPublisher - Server socket creation error\n");
return false;
}
bool JoystickDataPublisher::sendData(const char * buf, int size)
{
struct sockaddr_in srv_addr;
int status;
if (jsDataSocket == 0)
{
OutputDebugString(L"No socket exists yet!");
return false;
}
// this is where we fill in the specific server address
// and port, and use our generic client socket to send
// a message
srv_addr.sin_family = AF_INET;
srv_addr.sin_addr.s_addr = inet_addr (dottedInetAddress.c_str()) ;
srv_addr.sin_port = port;
status = sendto(jsDataSocket, (const char *)buf, size, 0,
(struct sockaddr*)&srv_addr, sizeof(srv_addr));
if (status != size)
{
OutputDebugString(L"Message not sent Perhaps your friend is not listening");
return false;
}
return true;
}
Here is the .NET Side:
// this code exists in a System::Threading::Thread
private: UdpClient ^ listener;
private: void UpdateFunction()
listener = gcnew UdpClient(5601);
IPEndPoint ^ endPoint = gcnew IPEndPoint(IPAddress::Any,5601);
array<byte> ^ receiveData = gcnew array<byte>(1024);
JoystickData jsData;
while(1)
{
endPoint->Address = IPAddress::Any;
endPoint->Port = 5601;
try
{
**// never unblock from following call**
receiveData = listener->Receive(endPoint);
}
catch (SocketException ^ e)
{
// got here because either the Receive failed, or more
// or more likely the socket was destroyed by
// exiting from the JoystickPositionWindow form
Console::WriteLine(e->ToString());
return;
}
Marshal::Copy(receiveData,0,(IntPtr)&jsData,sizeof(jsData));
currentXRelPosition = jsData.xRelPosition;
currentYRelPosition = jsData.yRelPosition;
Invalidate();
}
}
The issue came down to the byte order of the port. On the Winsock side, when setting up the port, I needed to use htons(port), as follows:
ReplyDeletesrv_addr.sin_port = htons(port);