c++ udp server doesn't receive packets
I've written a UDP receiver in C++ with a Java client.
The client's receiver IP (C++ server) is set like 192.168.1.xxx
as server and client are in a private network on different devices.
Everything works just fine.
On another hand. I have a 3ds Max plugin which forks a thread to do some async stuff. The problem is when I run the mentioned C++ server code in that thread, it receives nothing.
Does the thread run in a local environment that can't access 192.168.1.xxx
?
maxsdk C++ part
void InitWinsock()
{
WSADATA wsaData;
WSAStartup(MAKEWORD(2, 2), &wsaData);
}
void update_state(Interface* ip)
{
SOCKET socketS;
InitWinsock();
struct sockaddr_in local;
struct sockaddr_in from;
int fromlen = sizeof(from);
local.sin_family = AF_INET;
local.sin_port = htons(12345);
local.sin_addr.s_addr = inet_addr("192.168.1.106");
socketS = socket(AF_INET, SOCK_DGRAM, 0);
bind(socketS, (sockaddr*)&local, sizeof(local));
char buffer[1024];
while (1)
{
ZeroMemory(buffer, sizeof(buffer));
if (recvfrom(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, &fromlen) != SOCKET_ERROR)
{
printf("Received message from %s: %sn", inet_ntoa(from.sin_addr), buffer);
ip->PushPrompt((wchar_t*)buffer);
//sendto(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, fromlen);
}
Sleep(50);
}
closesocket(socketS);
return;
}
void PCamMaxPlugin::BeginEditParams(Interface* ip,IUtil* iu)
{
this->iu = iu;
hPanel = ip->AddRollupPage(
hInstance,
MAKEINTRESOURCE(IDD_PANEL),
DlgProc,
GetString(IDS_PARAMS),
0);
thread (update_state, ip).detach();
ip->PushPrompt(_M("----"));
}
C++ udp server
#include <winsock.h>
#include <cstdio>
#pragma comment(lib, "Ws2_32.lib")
void InitWinsock()
{
WSADATA wsaData;
WSAStartup(MAKEWORD(2, 2), &wsaData);
}
int main()
{
SOCKET socketS;
InitWinsock();
struct sockaddr_in local;
struct sockaddr_in from;
int fromlen = sizeof(from);
local.sin_family = AF_INET;
local.sin_port = htons(12345);
local.sin_addr.s_addr = inet_addr("192.168.1.106");
socketS = socket(AF_INET, SOCK_DGRAM, 0);
bind(socketS, (sockaddr*)&local, sizeof(local));
char buffer[1024];
while (1)
{
ZeroMemory(buffer, sizeof(buffer));
if (recvfrom(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, &fromlen) != SOCKET_ERROR)
{
printf("Received message from %s: %sn", inet_ntoa(from.sin_addr), buffer);
//sendto(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, fromlen);
}
Sleep(50);
}
closesocket(socketS);
return 0;
}
c++ sockets udp 3dsmax
|
show 1 more comment
I've written a UDP receiver in C++ with a Java client.
The client's receiver IP (C++ server) is set like 192.168.1.xxx
as server and client are in a private network on different devices.
Everything works just fine.
On another hand. I have a 3ds Max plugin which forks a thread to do some async stuff. The problem is when I run the mentioned C++ server code in that thread, it receives nothing.
Does the thread run in a local environment that can't access 192.168.1.xxx
?
maxsdk C++ part
void InitWinsock()
{
WSADATA wsaData;
WSAStartup(MAKEWORD(2, 2), &wsaData);
}
void update_state(Interface* ip)
{
SOCKET socketS;
InitWinsock();
struct sockaddr_in local;
struct sockaddr_in from;
int fromlen = sizeof(from);
local.sin_family = AF_INET;
local.sin_port = htons(12345);
local.sin_addr.s_addr = inet_addr("192.168.1.106");
socketS = socket(AF_INET, SOCK_DGRAM, 0);
bind(socketS, (sockaddr*)&local, sizeof(local));
char buffer[1024];
while (1)
{
ZeroMemory(buffer, sizeof(buffer));
if (recvfrom(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, &fromlen) != SOCKET_ERROR)
{
printf("Received message from %s: %sn", inet_ntoa(from.sin_addr), buffer);
ip->PushPrompt((wchar_t*)buffer);
//sendto(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, fromlen);
}
Sleep(50);
}
closesocket(socketS);
return;
}
void PCamMaxPlugin::BeginEditParams(Interface* ip,IUtil* iu)
{
this->iu = iu;
hPanel = ip->AddRollupPage(
hInstance,
MAKEINTRESOURCE(IDD_PANEL),
DlgProc,
GetString(IDS_PARAMS),
0);
thread (update_state, ip).detach();
ip->PushPrompt(_M("----"));
}
C++ udp server
#include <winsock.h>
#include <cstdio>
#pragma comment(lib, "Ws2_32.lib")
void InitWinsock()
{
WSADATA wsaData;
WSAStartup(MAKEWORD(2, 2), &wsaData);
}
int main()
{
SOCKET socketS;
InitWinsock();
struct sockaddr_in local;
struct sockaddr_in from;
int fromlen = sizeof(from);
local.sin_family = AF_INET;
local.sin_port = htons(12345);
local.sin_addr.s_addr = inet_addr("192.168.1.106");
socketS = socket(AF_INET, SOCK_DGRAM, 0);
bind(socketS, (sockaddr*)&local, sizeof(local));
char buffer[1024];
while (1)
{
ZeroMemory(buffer, sizeof(buffer));
if (recvfrom(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, &fromlen) != SOCKET_ERROR)
{
printf("Received message from %s: %sn", inet_ntoa(from.sin_addr), buffer);
//sendto(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, fromlen);
}
Sleep(50);
}
closesocket(socketS);
return 0;
}
c++ sockets udp 3dsmax
You can usenetstat
to check whether the UDP port is still opened after the server code was moved.
– LWimsey
Nov 21 '18 at 21:16
@LWimsey I'll check it out. thanks
– A_Kz
Nov 21 '18 at 21:30
@user4581301 you're right. I edited the post to avoid more downvotes. Thank you
– A_Kz
Nov 21 '18 at 21:31
2
Note, afterrecvfrom()
exits, yourprintf
andPushPrompt
calls assume thebuffer
is null-terminated, but that is not guaranteed. You need to take the return value ofrecvfrom()
into account to know how much of thebuffer
has been filled. Also, your 3DS code should NOT be callingWSAStartup()
on every new thread created. Ideally it should be called only once, such as at app startup, or at least when the plugin is loaded. But, if you do call it in every thread, then you need to callWSACleanup()
before the thread exits.
– Remy Lebeau
Nov 21 '18 at 22:31
So why it works fine as a separate program? In 3Ds coderecvfrom
always returnSOCKET_ERROR
. And your mentioned issue will come up only if the plugin is going to get loaded twice or more since it sees the requested port is busy. But basically, it must work once.
– A_Kz
Nov 22 '18 at 8:27
|
show 1 more comment
I've written a UDP receiver in C++ with a Java client.
The client's receiver IP (C++ server) is set like 192.168.1.xxx
as server and client are in a private network on different devices.
Everything works just fine.
On another hand. I have a 3ds Max plugin which forks a thread to do some async stuff. The problem is when I run the mentioned C++ server code in that thread, it receives nothing.
Does the thread run in a local environment that can't access 192.168.1.xxx
?
maxsdk C++ part
void InitWinsock()
{
WSADATA wsaData;
WSAStartup(MAKEWORD(2, 2), &wsaData);
}
void update_state(Interface* ip)
{
SOCKET socketS;
InitWinsock();
struct sockaddr_in local;
struct sockaddr_in from;
int fromlen = sizeof(from);
local.sin_family = AF_INET;
local.sin_port = htons(12345);
local.sin_addr.s_addr = inet_addr("192.168.1.106");
socketS = socket(AF_INET, SOCK_DGRAM, 0);
bind(socketS, (sockaddr*)&local, sizeof(local));
char buffer[1024];
while (1)
{
ZeroMemory(buffer, sizeof(buffer));
if (recvfrom(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, &fromlen) != SOCKET_ERROR)
{
printf("Received message from %s: %sn", inet_ntoa(from.sin_addr), buffer);
ip->PushPrompt((wchar_t*)buffer);
//sendto(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, fromlen);
}
Sleep(50);
}
closesocket(socketS);
return;
}
void PCamMaxPlugin::BeginEditParams(Interface* ip,IUtil* iu)
{
this->iu = iu;
hPanel = ip->AddRollupPage(
hInstance,
MAKEINTRESOURCE(IDD_PANEL),
DlgProc,
GetString(IDS_PARAMS),
0);
thread (update_state, ip).detach();
ip->PushPrompt(_M("----"));
}
C++ udp server
#include <winsock.h>
#include <cstdio>
#pragma comment(lib, "Ws2_32.lib")
void InitWinsock()
{
WSADATA wsaData;
WSAStartup(MAKEWORD(2, 2), &wsaData);
}
int main()
{
SOCKET socketS;
InitWinsock();
struct sockaddr_in local;
struct sockaddr_in from;
int fromlen = sizeof(from);
local.sin_family = AF_INET;
local.sin_port = htons(12345);
local.sin_addr.s_addr = inet_addr("192.168.1.106");
socketS = socket(AF_INET, SOCK_DGRAM, 0);
bind(socketS, (sockaddr*)&local, sizeof(local));
char buffer[1024];
while (1)
{
ZeroMemory(buffer, sizeof(buffer));
if (recvfrom(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, &fromlen) != SOCKET_ERROR)
{
printf("Received message from %s: %sn", inet_ntoa(from.sin_addr), buffer);
//sendto(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, fromlen);
}
Sleep(50);
}
closesocket(socketS);
return 0;
}
c++ sockets udp 3dsmax
I've written a UDP receiver in C++ with a Java client.
The client's receiver IP (C++ server) is set like 192.168.1.xxx
as server and client are in a private network on different devices.
Everything works just fine.
On another hand. I have a 3ds Max plugin which forks a thread to do some async stuff. The problem is when I run the mentioned C++ server code in that thread, it receives nothing.
Does the thread run in a local environment that can't access 192.168.1.xxx
?
maxsdk C++ part
void InitWinsock()
{
WSADATA wsaData;
WSAStartup(MAKEWORD(2, 2), &wsaData);
}
void update_state(Interface* ip)
{
SOCKET socketS;
InitWinsock();
struct sockaddr_in local;
struct sockaddr_in from;
int fromlen = sizeof(from);
local.sin_family = AF_INET;
local.sin_port = htons(12345);
local.sin_addr.s_addr = inet_addr("192.168.1.106");
socketS = socket(AF_INET, SOCK_DGRAM, 0);
bind(socketS, (sockaddr*)&local, sizeof(local));
char buffer[1024];
while (1)
{
ZeroMemory(buffer, sizeof(buffer));
if (recvfrom(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, &fromlen) != SOCKET_ERROR)
{
printf("Received message from %s: %sn", inet_ntoa(from.sin_addr), buffer);
ip->PushPrompt((wchar_t*)buffer);
//sendto(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, fromlen);
}
Sleep(50);
}
closesocket(socketS);
return;
}
void PCamMaxPlugin::BeginEditParams(Interface* ip,IUtil* iu)
{
this->iu = iu;
hPanel = ip->AddRollupPage(
hInstance,
MAKEINTRESOURCE(IDD_PANEL),
DlgProc,
GetString(IDS_PARAMS),
0);
thread (update_state, ip).detach();
ip->PushPrompt(_M("----"));
}
C++ udp server
#include <winsock.h>
#include <cstdio>
#pragma comment(lib, "Ws2_32.lib")
void InitWinsock()
{
WSADATA wsaData;
WSAStartup(MAKEWORD(2, 2), &wsaData);
}
int main()
{
SOCKET socketS;
InitWinsock();
struct sockaddr_in local;
struct sockaddr_in from;
int fromlen = sizeof(from);
local.sin_family = AF_INET;
local.sin_port = htons(12345);
local.sin_addr.s_addr = inet_addr("192.168.1.106");
socketS = socket(AF_INET, SOCK_DGRAM, 0);
bind(socketS, (sockaddr*)&local, sizeof(local));
char buffer[1024];
while (1)
{
ZeroMemory(buffer, sizeof(buffer));
if (recvfrom(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, &fromlen) != SOCKET_ERROR)
{
printf("Received message from %s: %sn", inet_ntoa(from.sin_addr), buffer);
//sendto(socketS, buffer, sizeof(buffer), 0, (sockaddr*)&from, fromlen);
}
Sleep(50);
}
closesocket(socketS);
return 0;
}
c++ sockets udp 3dsmax
c++ sockets udp 3dsmax
edited Nov 21 '18 at 22:25
Remy Lebeau
337k19260456
337k19260456
asked Nov 21 '18 at 20:58
A_KzA_Kz
4417
4417
You can usenetstat
to check whether the UDP port is still opened after the server code was moved.
– LWimsey
Nov 21 '18 at 21:16
@LWimsey I'll check it out. thanks
– A_Kz
Nov 21 '18 at 21:30
@user4581301 you're right. I edited the post to avoid more downvotes. Thank you
– A_Kz
Nov 21 '18 at 21:31
2
Note, afterrecvfrom()
exits, yourprintf
andPushPrompt
calls assume thebuffer
is null-terminated, but that is not guaranteed. You need to take the return value ofrecvfrom()
into account to know how much of thebuffer
has been filled. Also, your 3DS code should NOT be callingWSAStartup()
on every new thread created. Ideally it should be called only once, such as at app startup, or at least when the plugin is loaded. But, if you do call it in every thread, then you need to callWSACleanup()
before the thread exits.
– Remy Lebeau
Nov 21 '18 at 22:31
So why it works fine as a separate program? In 3Ds coderecvfrom
always returnSOCKET_ERROR
. And your mentioned issue will come up only if the plugin is going to get loaded twice or more since it sees the requested port is busy. But basically, it must work once.
– A_Kz
Nov 22 '18 at 8:27
|
show 1 more comment
You can usenetstat
to check whether the UDP port is still opened after the server code was moved.
– LWimsey
Nov 21 '18 at 21:16
@LWimsey I'll check it out. thanks
– A_Kz
Nov 21 '18 at 21:30
@user4581301 you're right. I edited the post to avoid more downvotes. Thank you
– A_Kz
Nov 21 '18 at 21:31
2
Note, afterrecvfrom()
exits, yourprintf
andPushPrompt
calls assume thebuffer
is null-terminated, but that is not guaranteed. You need to take the return value ofrecvfrom()
into account to know how much of thebuffer
has been filled. Also, your 3DS code should NOT be callingWSAStartup()
on every new thread created. Ideally it should be called only once, such as at app startup, or at least when the plugin is loaded. But, if you do call it in every thread, then you need to callWSACleanup()
before the thread exits.
– Remy Lebeau
Nov 21 '18 at 22:31
So why it works fine as a separate program? In 3Ds coderecvfrom
always returnSOCKET_ERROR
. And your mentioned issue will come up only if the plugin is going to get loaded twice or more since it sees the requested port is busy. But basically, it must work once.
– A_Kz
Nov 22 '18 at 8:27
You can use
netstat
to check whether the UDP port is still opened after the server code was moved.– LWimsey
Nov 21 '18 at 21:16
You can use
netstat
to check whether the UDP port is still opened after the server code was moved.– LWimsey
Nov 21 '18 at 21:16
@LWimsey I'll check it out. thanks
– A_Kz
Nov 21 '18 at 21:30
@LWimsey I'll check it out. thanks
– A_Kz
Nov 21 '18 at 21:30
@user4581301 you're right. I edited the post to avoid more downvotes. Thank you
– A_Kz
Nov 21 '18 at 21:31
@user4581301 you're right. I edited the post to avoid more downvotes. Thank you
– A_Kz
Nov 21 '18 at 21:31
2
2
Note, after
recvfrom()
exits, your printf
and PushPrompt
calls assume the buffer
is null-terminated, but that is not guaranteed. You need to take the return value of recvfrom()
into account to know how much of the buffer
has been filled. Also, your 3DS code should NOT be calling WSAStartup()
on every new thread created. Ideally it should be called only once, such as at app startup, or at least when the plugin is loaded. But, if you do call it in every thread, then you need to call WSACleanup()
before the thread exits.– Remy Lebeau
Nov 21 '18 at 22:31
Note, after
recvfrom()
exits, your printf
and PushPrompt
calls assume the buffer
is null-terminated, but that is not guaranteed. You need to take the return value of recvfrom()
into account to know how much of the buffer
has been filled. Also, your 3DS code should NOT be calling WSAStartup()
on every new thread created. Ideally it should be called only once, such as at app startup, or at least when the plugin is loaded. But, if you do call it in every thread, then you need to call WSACleanup()
before the thread exits.– Remy Lebeau
Nov 21 '18 at 22:31
So why it works fine as a separate program? In 3Ds code
recvfrom
always return SOCKET_ERROR
. And your mentioned issue will come up only if the plugin is going to get loaded twice or more since it sees the requested port is busy. But basically, it must work once.– A_Kz
Nov 22 '18 at 8:27
So why it works fine as a separate program? In 3Ds code
recvfrom
always return SOCKET_ERROR
. And your mentioned issue will come up only if the plugin is going to get loaded twice or more since it sees the requested port is busy. But basically, it must work once.– A_Kz
Nov 22 '18 at 8:27
|
show 1 more comment
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You can use
netstat
to check whether the UDP port is still opened after the server code was moved.– LWimsey
Nov 21 '18 at 21:16
@LWimsey I'll check it out. thanks
– A_Kz
Nov 21 '18 at 21:30
@user4581301 you're right. I edited the post to avoid more downvotes. Thank you
– A_Kz
Nov 21 '18 at 21:31
2
Note, after
recvfrom()
exits, yourprintf
andPushPrompt
calls assume thebuffer
is null-terminated, but that is not guaranteed. You need to take the return value ofrecvfrom()
into account to know how much of thebuffer
has been filled. Also, your 3DS code should NOT be callingWSAStartup()
on every new thread created. Ideally it should be called only once, such as at app startup, or at least when the plugin is loaded. But, if you do call it in every thread, then you need to callWSACleanup()
before the thread exits.– Remy Lebeau
Nov 21 '18 at 22:31
So why it works fine as a separate program? In 3Ds code
recvfrom
always returnSOCKET_ERROR
. And your mentioned issue will come up only if the plugin is going to get loaded twice or more since it sees the requested port is busy. But basically, it must work once.– A_Kz
Nov 22 '18 at 8:27