Netty: TCP Client Server File transfer: Exception TooLongFrameException: - tcp

I am new to netty and I am trying to design a solution as below for transfer of file from Server to Client over TCP:
1. Zero copy based file transfer in case of non-ssl based transfer (Using default region of the file)
2. ChunkedFile transfer in case of SSL based transfer.
The Client - Server file transfer works in this way:
1. The client sends the location of the file to be transfered
2. Based on the location (sent by the client) the server transfers the file to the client
The file content could be anything (String /image /pdf etc) and any size.
Now, I get this TooLongFrameException: at the Server side, though the server is just decoding the path received from the client, for running the code mentioned below (Server/Client).
io.netty.handler.codec.TooLongFrameException: Adjusted frame length exceeds 65536: 215542494061 - discarded
at io.netty.handler.codec.LengthFieldBasedFrameDecoder.fail(LengthFieldBasedFrameDecoder.java:522)
at io.netty.handler.codec.LengthFieldBasedFrameDecoder.failIfNecessary(LengthFieldBasedFrameDecoder.java:500)
Now, My question is:
Am I wrong with the order of Encoders and Decoders and its configuration? If so, what is the correct way to configure it to receive a file from the server?
I went through few related StackOverflow posts SO Q1,SO Q2 , SO Q3, SO Q4. I got to know about the LengthFieldBasedDecoder, but I didn't get to know how to configure its corresponding LengthFieldPrepender at the Server (Encoding side). Is it even required at all?
Please point me into the right direction.
FileClient:
public final class FileClient {
static final boolean SSL = System.getProperty("ssl") != null;
static final int PORT = Integer.parseInt(System.getProperty("port", SSL ? "8992" : "8023"));
static final String HOST = System.getProperty("host", "127.0.0.1");
public static void main(String[] args) throws Exception {
// Configure SSL.
final SslContext sslCtx;
if (SSL) {
SelfSignedCertificate ssc = new SelfSignedCertificate();
sslCtx = SslContextBuilder.forServer(ssc.certificate(), ssc.privateKey()).build();
} else {
sslCtx = null;
}
// Configure the client
EventLoopGroup group = new NioEventLoopGroup();
try {
Bootstrap b = new Bootstrap();
b.group(group)
.channel(NioSocketChannel.class)
.option(ChannelOption.SO_KEEPALIVE, true)
.handler(new ChannelInitializer<SocketChannel>() {
#Override
public void initChannel(SocketChannel ch) throws Exception {
ChannelPipeline pipeline = ch.pipeline();
if (sslCtx != null) {
pipeline.addLast(sslCtx.newHandler(ch.alloc(), HOST, PORT));
}
pipeline.addLast("frameDecoder", new LengthFieldBasedFrameDecoder(64*1024, 0, 8));
pipeline.addLast("frameEncoder", new LengthFieldPrepender(4));
pipeline.addLast(new ObjectDecoder(ClassResolvers.cacheDisabled(null)));
pipeline.addLast(new ObjectEncoder());
pipeline.addLast( new FileClientHandler()); }
});
// Start the server.
ChannelFuture f = b.connect(HOST,PORT).sync();
// Wait until the server socket is closed.
f.channel().closeFuture().sync();
} finally {
// Shut down all event loops to terminate all threads.
group.shutdownGracefully();
}
}
}
FileClientHandler:
public class FileClientHandler extends ChannelInboundHandlerAdapter{
#Override
public void channelActive(ChannelHandlerContext ctx) {
String filePath = "/Users/Home/Documents/Data.pdf";
ctx.writeAndFlush(Unpooled.wrappedBuffer(filePath.getBytes()));
}
#Override
public void channelRead(ChannelHandlerContext ctx, Object msg) throws Exception {
System.out.println("File Client Handler Read method...");
}
#Override
public void exceptionCaught(ChannelHandlerContext ctx, Throwable cause) {
cause.printStackTrace();
}
}
FileServer:
/**
* Server that accept the path of a file and echo back its content.
*/
public final class FileServer {
static final boolean SSL = System.getProperty("ssl") != null;
static final int PORT = Integer.parseInt(System.getProperty("port", SSL ? "8992" : "8023"));
public static void main(String[] args) throws Exception {
// Configure SSL.
final SslContext sslCtx;
if (SSL) {
SelfSignedCertificate ssc = new SelfSignedCertificate();
sslCtx = SslContextBuilder.forServer(ssc.certificate(), ssc.privateKey()).build();
} else {
sslCtx = null;
}
// Configure the server.
EventLoopGroup bossGroup = new NioEventLoopGroup(1);
EventLoopGroup workerGroup = new NioEventLoopGroup();
try {
ServerBootstrap b = new ServerBootstrap();
b.group(bossGroup, workerGroup).channel(NioServerSocketChannel.class)
.option(ChannelOption.SO_KEEPALIVE, true).handler(new LoggingHandler(LogLevel.INFO))
.childHandler(new ChannelInitializer<SocketChannel>() {
#Override
public void initChannel(SocketChannel ch) throws Exception {
ChannelPipeline pipeline = ch.pipeline();
if (sslCtx != null) {
pipeline.addLast(sslCtx.newHandler(ch.alloc()));
}
pipeline.addLast("frameDecoder",new LengthFieldBasedFrameDecoder(64*1024, 0, 8));
pipeline.addLast("frameEncoder", new LengthFieldPrepender(4));
pipeline.addLast(new ObjectDecoder(ClassResolvers.cacheDisabled(null)));
pipeline.addLast(new ObjectEncoder());
pipeline.addLast(new ChunkedWriteHandler());
pipeline.addLast(new FileServerHandler());
}
});
// Start the server.
ChannelFuture f = b.bind(PORT).sync();
// Wait until the server socket is closed.
f.channel().closeFuture().sync();
} finally {
bossGroup.shutdownGracefully();
workerGroup.shutdownGracefully();
}
}
}
FileServerHandler:
public class FileServerHandler extends ChannelInboundHandlerAdapter {
#Override
public void channelRead(ChannelHandlerContext ctx, Object obj) throws Exception {
RandomAccessFile raf = null;
long length = -1;
try {
ByteBuf buff = (ByteBuf)obj;
byte[] bytes = new byte[buff.readableBytes()];
buff.readBytes(bytes);
String msg = new String(bytes);
raf = new RandomAccessFile(msg, "r");
length = raf.length();
} catch (Exception e) {
ctx.writeAndFlush("ERR: " + e.getClass().getSimpleName() + ": " + e.getMessage() + '\n');
return;
} finally {
if (length < 0 && raf != null) {
raf.close();
}
}
if (ctx.pipeline().get(SslHandler.class) == null) {
// SSL not enabled - can use zero-copy file transfer.
ctx.writeAndFlush(new DefaultFileRegion(raf.getChannel(), 0, length));
} else {
// SSL enabled - cannot use zero-copy file transfer.
ctx.writeAndFlush(new ChunkedFile(raf));
}
}
#Override
public void exceptionCaught(ChannelHandlerContext ctx, Throwable cause) {
cause.printStackTrace();
System.out.println("Exception server.....");
}
}
I referred Netty In Action and code samples from here

There are multiple things wrong with your server/client. First thing the SSL, for the client you don't need to initialize a SslContext for a server instead you would do something like this:
sslCtx = SslContextBuilder.forClient().trustManager(InsecureTrustManagerFactory.INSTANCE).build();
On the server side of things you use a SelfSignedCertificate which in itself isn't wrong but would like to remind you that it should only be used for debugging purposes and not in production. In addition you use the ChannelOption.SO_KEEPALIVE which isn't recommended since the keepalive interval is OS-dependent. Furthermore you added Object En-/Decoder to your pipeline which in your case don't do anything useful so you can remove them.
Also you configured your LengthFieldBasedFrameDecoder wrong due to an incomplete and wrong parameter list. In the netty docs you need the version of the constructor which defines the lengthFieldLength and initialBytesToStrip. Besides the not stripping the length field you also defined the wrong lengthFieldLength which should be the same as your LengthFieldPrepender's lengthFieldLength which is 4 bytes. In conlusion you could use the constructor like this:
new LengthFieldBasedFrameDecoder(64 * 1024, 0, 4, 0, 4)
In both your handler you don't specify a Charset when en-/decoding your String which could lead to problems because if no ´Charset´ is defined the systems default will be used which could vary. You could do something like this:
//to encode the String
string.getBytes(StandardCharsets.UTF_8);
//to decode the String
new String(bytes, StandardCharsets.UTF_8);
Additionally you tried to use the DefaultFileRegion if no SslHandler was added to the pipeline which would have been fine if you didn't added the LengthFieldHandler since they would need a memory copy of the byte[] to send to added the length field. Moreover I would recommend using the ChunkedNioFile instead of the ChunkedFile because it's nonblocking which is always a good thing. You would do this like that:
new ChunkedNioFile(randomAccessFile.getChannel())
One final thing on how to decode a ChunkedFile as it's split in chunks you can simply assamble them tougether with a simple OutputStream. Here's an old file handler of mine:
public class FileTransferHandler extends SimpleChannelInboundHandler<ByteBuf> {
private final Path path;
private final int size;
private final int hash;
private OutputStream outputStream;
private int writtenBytes = 0;
private byte[] buffer = new byte[0];
protected FileTransferHandler(Path path, int size, int hash) {
this.path = path;
this.size = size;
this.hash = hash;
}
#Override
protected void channelRead0(ChannelHandlerContext ctx, ByteBuf byteBuf) throws Exception {
if(this.outputStream == null) {
Files.createDirectories(this.path.getParent());
if(Files.exists(this.path))
Files.delete(this.path);
this.outputStream = Files.newOutputStream(this.path, StandardOpenOption.CREATE, StandardOpenOption.APPEND);
}
int size = byteBuf.readableBytes();
if(size > this.buffer.length)
this.buffer = new byte[size];
byteBuf.readBytes(this.buffer, 0, size);
this.outputStream.write(this.buffer, 0, size);
this.writtenBytes += size;
if(this.writtenBytes == this.size && MurMur3.hash(this.path) != this.hash) {
System.err.println("Received file has wrong hash");
return;
}
}
#Override
public void channelInactive(ChannelHandlerContext ctx) throws Exception {
if(this.outputStream != null)
this.outputStream.close();
}
}

Related

Udp connection clients don't receive messages outside of local network even though ports are forwarded

Ok so I built a semi-simple multiplayer game that connects through UDP. However I can't get it to fully connect outside my local network. Now! I have seen this question asked and answered many times so here is where it differs from similar questions:
I have already port forwarded the correct ports.
That's right! I am a Minecraft veteran so the one thing I do know how to do is forward ports. ;)
Now, this works fine on my local network. It works if I run two instances on the same machine of course. But it also works if I use a different computer connecting to the LAN IP or if I use a different computer connecting to my routers public address. The connection only seems to fail if the messages are originating from outside the network they are being hosted on.
The host receives incoming messages from clients, but clients do not receive messages from host. And it doesn't mater who is the host and who is the client. So I had my friend try connecting to my game from his house and had a break point on the function that receives the messages. Sure enough I see the expected message come into the host, and then the host sends out the acknowledgement message, but his client never received it. Similarly, if my friend hosts and I try to connect, his host sees the message and sends the acknowledgment but my client never receives it. So at this point we both have the port forwarded but only the host ever receives anything.
So.... Anyone have any idea what I might be doing wrong? Or what Cthulhu of the internet I need to kill?
My Code Below:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
public enum MessageType
{
None = 0,
Connect = 1,
Command = 2,
EntityUpdate = 3,
Response = 4,
}
[System.Serializable]
public class Message
{
public MessageType _MessageType = MessageType.None;
public object Data = null;
public Guid Origin = Guid.Empty;
public Guid MessageID;
public Message(object data, MessageType type, Guid origin)
{
if (type == MessageType.None || data == null)
{
throw new Exception("Invalid Message!");
}
Data = data;
_MessageType = type;
Origin = origin;
MessageID = Guid.NewGuid();
}
}
public static class NetLayer
{
private const int FRAMES_BETWEEN_SENDS = 2;
private const int NUM_RETRIES = 10;
private const int FAMES_BEFORE_RETRY_ENTITY = 120;
private const int FAMES_BEFORE_RETRY_CLIENT = 30;
private const int BUFF_SIZE = 8 * 2048;
private const int DEFAULT_PORT = 27015;
private const string DEFAULT_ADDRESS = "localhost";
private const int MAX_BYTES = 1100;
private const int MAX_BYTES_PER_PACKET = 1100 - (322 + 14); //281 is number of existing bytes in empty serilized packet //14 is... I dunno. the overhead for having the byte aray populated I assume
private static Socket mSocket = null;
private static List<EndPoint> mClients = null;
private static Dictionary<EndPoint, PlayerData> mUnconfirmedClients = null;
private static string mServerAdress = DEFAULT_ADDRESS;
private static int mPort = DEFAULT_PORT;
public static bool IsServer { get { return mClients != null; } }
public static bool IsConnected = false;
public static bool Initiated { get { return mSocket != null; } }
private static Dictionary<Guid, Packet> mUnconfirmedPackets = null;
private static Queue<Packet> ResendQueue = new Queue<Packet>();
private static EndPoint mCurrentPacketEndpoint;
private static Guid mCurrentMessageID;
private static byte[] mDataToSend;
private static int mCurrentDataIndex = 0;
private static int mCurrentPacketIndex = 0;
private static int mTotalPacketsToSend = 0;
private static Queue<Packet> ResponseQueue = new Queue<Packet>();
private static Dictionary<Guid, Dictionary<int, Packet>> IncomingPacketGroups = new Dictionary<Guid, Dictionary<int, Packet>>();
private static Queue<QueueuedMessage> MessageQueue = new Queue<QueueuedMessage>();
public static int QueueCount { get { return MessageQueue.Count; } }
private static int mCurrentFramesToRetryClient;
private static int mCurrentFramesToRetryEntity;
private static int mLastSendFrame = 0;
[System.Serializable]
public class Packet
{
public byte[] Data;
public Guid MessageID;
public Guid PacketID;
public int PacketNumber;
public int NumPacketsInGroup;
public int NumBytesInGroup;
public bool RequireResponse;
[System.NonSerialized]
public int retries; //We don't need to send this data, just record it locally
[System.NonSerialized]
public EndPoint Destination; //We don't need to send this data, just record it locally
public Packet(byte[] data, Guid messageID, int packetNumber, int numPacketsinGroup, int numBytesInGroup, EndPoint destination, bool requireResponse)
{
Data = data;
if(data.Length > MAX_BYTES_PER_PACKET)
{
Debug.LogError("Creating a packet with a data size of " + data.Length + " which is greater then max data size of " + MAX_BYTES_PER_PACKET);
}
MessageID = messageID;
PacketID = Guid.NewGuid();
PacketNumber = packetNumber;
NumPacketsInGroup = numPacketsinGroup;
NumBytesInGroup = numBytesInGroup;
retries = 0;
Destination = destination;
RequireResponse = requireResponse;
}
}
private class QueueuedMessage
{
public Message m;
public EndPoint e;
public QueueuedMessage(Message message, EndPoint endpoint)
{
m = message;
e = endpoint;
}
}
[System.Serializable]
private class PacketResponse
{
public Guid MessageIDToConfirm;
public PacketResponse(Guid newGuid)
{
MessageIDToConfirm = newGuid;
}
}
public static void InitAsServer(string address, int port)
{
Reset();
mClients = new List<EndPoint>();
mUnconfirmedClients = new Dictionary<EndPoint, PlayerData>();
mSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
mSocket.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.ReuseAddress, true);
mSocket.Blocking = false;
mSocket.SendBufferSize = BUFF_SIZE;
mSocket.ReceiveBufferSize = BUFF_SIZE;
mSocket.Bind(new IPEndPoint(IPAddress.Parse(address), port));
mPort = port;
IsConnected = true;
mUnconfirmedPackets = new Dictionary<Guid, Packet>();
Packet newPacket = new Packet(new byte[MAX_BYTES_PER_PACKET], Guid.NewGuid(), 1, 15, MAX_BYTES_PER_PACKET, null, true);
byte[] serilized = Util.Serialize(newPacket);
Debug.Log("Total Packet Size = " + serilized.Length);
}
public static void InitAsClient(string address, int port)
{
Reset();
mSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
mSocket.Blocking = false;
mSocket.SendBufferSize = BUFF_SIZE;
mSocket.ReceiveBufferSize = BUFF_SIZE;
mSocket.Bind(new IPEndPoint(IPAddress.Parse(GetLocalIPAddress()), port));
mServerAdress = address;
mPort = port;
mUnconfirmedPackets = new Dictionary<Guid, Packet>();
}
public static void NetTick()
{
if (Initiated)
{
//Keep retrying connection messages untill we get a response from the player, in case they miss our first message
if(IsServer)
{
mCurrentFramesToRetryClient++;
if (mCurrentFramesToRetryClient >= FAMES_BEFORE_RETRY_CLIENT)
{
mCurrentFramesToRetryClient = 0;
foreach (EndPoint ep in mUnconfirmedClients.Keys)
{
Debug.Log("Pinging client again: " + ep);
SendConnectionConfirmationToClient(ep, mUnconfirmedClients[ep]); //TODO Add timeout. Should stop pinging after 10 attempts
}
}
}
//Retry messages untill we get a responce or give up
mCurrentFramesToRetryEntity++;
if (mCurrentFramesToRetryEntity >= FAMES_BEFORE_RETRY_ENTITY)
{
List<Guid> deadMessages = new List<Guid>();
List<Guid> resendMessages = new List<Guid>();
mCurrentFramesToRetryEntity = 0;
foreach (Guid messageID in mUnconfirmedPackets.Keys)
{
Packet packet = mUnconfirmedPackets[messageID];
packet.retries++;
if (packet.retries > NUM_RETRIES)
{
Debug.LogError("Failed to send Packet " + messageID);
deadMessages.Add(messageID);
}
else
{
resendMessages.Add(messageID);
}
}
//Resend everything we have selected to resend
for (int i = 0; i < resendMessages.Count; i++)
{
Packet packet = mUnconfirmedPackets[resendMessages[i]];
ResendQueue.Enqueue(packet);
}
//Give up on messages that have been marked dead
for (int i = 0; i < deadMessages.Count; i++)
{
mUnconfirmedPackets.Remove(deadMessages[i]);
}
}
if (Time.frameCount - mLastSendFrame >= FRAMES_BETWEEN_SENDS)
{
if (ResponseQueue.Count > 0) //Send responses first
{
Packet p = ResponseQueue.Dequeue();
SendImmediate(p, p.Destination, false);
}
else if (ResendQueue.Count > 0) //Then resends
{
Packet p = ResendQueue.Dequeue();
SendImmediate(p, p.Destination, false);
}
else //Then normal messages
{
StreamSend();
}
mLastSendFrame = Time.frameCount;
}
}
}
public static string GetLocalIPAddress()
{
var host = Dns.GetHostEntry(Dns.GetHostName());
foreach (var ip in host.AddressList)
{
if (ip.AddressFamily == AddressFamily.InterNetwork)
{
return ip.ToString();
}
}
return null;
}
public static void Reset()
{
if(mSocket != null)
{
mSocket.Close();
}
mSocket = null;
mClients = null;
mServerAdress = DEFAULT_ADDRESS;
mPort = DEFAULT_PORT;
IsConnected = false;
}
public static void Send(Message newMessage, EndPoint endpoint = null)
{
if (IsServer)
{
if (endpoint != null)
{
SendToQueue(new QueueuedMessage(newMessage, endpoint));
}
else
{
for (int i = 0; i < mClients.Count; i++)
{
SendToQueue(new QueueuedMessage(newMessage, mClients[i]));
}
}
}
else
{
SendToQueue(new QueueuedMessage(newMessage, new IPEndPoint(IPAddress.Parse(mServerAdress), mPort)));
}
}
private static void SendToQueue(QueueuedMessage newPacket)
{
MessageQueue.Enqueue(newPacket);
}
private static void StreamSend()
{
if(mDataToSend != null)
{
//Get number of bytes to send in this packet
int bytesToSend = Mathf.Min(mDataToSend.Length - mCurrentDataIndex, MAX_BYTES_PER_PACKET);
//Populate packet byte array
byte[] data = new byte[bytesToSend];
for(int i = 0; i < bytesToSend; i++)
{
data[i] = mDataToSend[mCurrentDataIndex + i];
}
//Increment index by the nubmer of bytes sent
mCurrentDataIndex += bytesToSend;
//Create and send packet
Packet newPacket = new Packet(data, mCurrentMessageID, mCurrentPacketIndex, mTotalPacketsToSend, mDataToSend.Length, mCurrentPacketEndpoint, true);
SendImmediate(newPacket, mCurrentPacketEndpoint, true);
//Increment packet index
mCurrentPacketIndex++;
if(mCurrentDataIndex >= mDataToSend.Length)
{
//We have finished sending. Clear data array
mDataToSend = null;
}
}
else if(MessageQueue.Count > 0)
{
//Prepare the next group for packing
QueueuedMessage queueuedMessage = MessageQueue.Dequeue();
mCurrentMessageID = queueuedMessage.m.MessageID;
mCurrentPacketEndpoint = queueuedMessage.e;
mDataToSend = Util.Serialize(queueuedMessage.m);
mCurrentDataIndex = 0;
mCurrentPacketIndex = 1;
mTotalPacketsToSend = Mathf.CeilToInt((float)mDataToSend.Length / (float)MAX_BYTES_PER_PACKET);
}
}
public static void SendImmediate(Packet packet, EndPoint endpoint, bool verify)
{
byte[] data = Util.Serialize(packet);
if(data.Length > MAX_BYTES)
{
Debug.LogError("Attempting to send packet with " + data.Length + " bytes. This will most likely fail! Please ensure all packets are limited to " + MAX_BYTES + " bytes or less!");
}
mSocket.SendTo(data, endpoint);
//Don't assume the packet is late untill we have actually sent it.
//The old way of verifying. Instead things sending imediate that don't want to be veiried should set verify to false if (newMessage._MessageType != MessageType.Response && newMessage._MessageType != MessageType.Connect && !mUnconfirmedPackets.ContainsKey(newMessage.MessageID))
if (verify)
{
mUnconfirmedPackets.Add(packet.PacketID, packet);
}
}
public static void SendConnectionMessage(PlayerData playerData)
{
Message message = new Message(playerData, MessageType.Connect, playerData.ID);
Send(message);
}
public static void SendCommand(Command command, EndPoint ep = null)
{
Message message = new Message(command, MessageType.Command, GameManager.LocalPlayer.PlayerID);
Send(message, ep);
}
public static void SendEntityUpdate(EntityData entityData, EndPoint ep = null)
{
Message message = new Message(entityData, MessageType.EntityUpdate, GameManager.LocalPlayer.PlayerID);
Send(message, ep);
}
public static void Receive()
{
if (Initiated && mSocket.Available > 0)
{
byte[] bytes = new byte[BUFF_SIZE];
EndPoint epFrom = new IPEndPoint(IPAddress.Any, 0); //TODO Do something here to stop reciving messages from dead clients...
mSocket.ReceiveFrom(bytes, ref epFrom);
Reassemble(bytes, epFrom);
}
}
public static void Reassemble(byte[] bytes, EndPoint epFrom)
{
Packet receivedPacket = Util.Deserilize(bytes) as Packet;
//Create new packet group if one does not already exist
if(!IncomingPacketGroups.ContainsKey(receivedPacket.MessageID))
{
IncomingPacketGroups.Add(receivedPacket.MessageID, new Dictionary<int, Packet>());
}
Dictionary<int, Packet> currentPacketGroup = IncomingPacketGroups[receivedPacket.MessageID];
currentPacketGroup[receivedPacket.PacketNumber] = receivedPacket;
if(currentPacketGroup.Count == receivedPacket.NumPacketsInGroup)
{
byte[] completedData = new byte[receivedPacket.NumBytesInGroup];
int index = 0;
for(int i = 0; i < receivedPacket.NumPacketsInGroup; i++)
{
Packet currentPacket = currentPacketGroup[i + 1];
for(int j = 0; j < currentPacket.Data.Length; j++)
{
completedData[index] = currentPacket.Data[j];
index++;
}
}
//Clean up the packet group now that it is compleated
IncomingPacketGroups.Remove(receivedPacket.MessageID);
//Call this once we have re-assembled a whole message
Message receivedMessage = Util.Deserilize(completedData) as Message;
ReceiveCompleateMessage(receivedMessage, epFrom);
}
//Make sure to call back to sender to let them know we got this packet
if(receivedPacket.RequireResponse)
{
SendMessageResponse(receivedPacket.PacketID, epFrom);
}
}
private static void ReceiveCompleateMessage(Message receivedMessage, EndPoint epFrom)
{
if (receivedMessage.Origin == GameManager.LocalPlayer.PlayerID)
{
//Reject messages we sent ourselves. Prevent return from sender bug.
return;
}
//TODO Consider adding a check that adds the endpoing into the connections even if we don't have a connecton message because players can sometimes re-connect.
//TODO or maybe reject messages from unknown clients becasue we shouldn't trust them
switch (receivedMessage._MessageType)
{
case MessageType.None:
Debug.LogError("Recived message type of None!");
break;
case MessageType.EntityUpdate:
GameManager.ProcessEntityUpdate(receivedMessage);
break;
case MessageType.Command:
GameManager.ProcessCommand(receivedMessage);
break;
case MessageType.Response:
ProcessResponse(receivedMessage);
break;
case MessageType.Connect:
ProcessConnection(receivedMessage, epFrom);
break;
}
//If this is the server reciving a messgae, and that message was not sent by us
if (IsServer && receivedMessage._MessageType != MessageType.Connect && receivedMessage._MessageType != MessageType.Response && receivedMessage.Origin != GameManager.LocalPlayer.PlayerID)
{
//Mirror the message to all connected clients
Send(receivedMessage);
}
}
public static void ProcessConnection(Message receivedMessage, EndPoint epFrom)
{
//This is the only time where we should process the data directly in net layer since we need the endpoint data
if (IsServer)
{
if (!mClients.Contains(epFrom))
{
if (epFrom != null)
{
mClients.Add(epFrom);
Debug.Log("Client attempting to join: " + epFrom.ToString()); //TODO becasue we are binding socket this won't work locally anymore but see if it at least works globally before trying to fix
//Get new player from recived data
PlayerData newPlayer = receivedMessage.Data as PlayerData;
newPlayer.Team = GameManager.GetNewTeam();
newPlayer.HostHasResponded = true;
if (!mUnconfirmedClients.ContainsKey(epFrom))
{
mUnconfirmedClients.Add(epFrom, newPlayer);
}
SendConnectionConfirmationToClient(epFrom, newPlayer);
}
else
{
Debug.LogError("Got connection message from null!");
}
}
else
{
if (mUnconfirmedClients.ContainsKey(epFrom))
{
PlayerData newPlayerData = receivedMessage.Data as PlayerData;
if (newPlayerData.HostHasResponded)
{
mUnconfirmedClients.Remove(epFrom);
if (epFrom != null)
{
Debug.Log("Client Confirmed, sending update: " + epFrom.ToString());
//Sent all known entitys to the new client so it's up to date
foreach (Guid key in GameManager.Entities.Keys)
{
SendEntityUpdate(GameManager.Entities[key].GetEntityData(), epFrom);
}
}
}
else
{
Debug.LogWarning("We sent client an confirmation but it is still sending us initial connection messages: " + epFrom.ToString());
}
}
else
{
Debug.LogWarning("Client Already connected but still sent connnection message: " + epFrom.ToString());
}
}
}
else
{
ReciveConnectionConfirmationFromHost(receivedMessage, epFrom);
}
}
public static void ProcessResponse(Message message)
{
PacketResponse response = (PacketResponse)message.Data;
mUnconfirmedPackets.Remove(response.MessageIDToConfirm);
}
public static void SendConnectionConfirmationToClient(EndPoint epFrom, PlayerData newPlayer)
{
//endpoint can be null if this is the server connecting to itself
if (epFrom != null)
{
//Tell client we have accepted its connection, and send back the player data with the updated team info
Message message = new Message(newPlayer, MessageType.Connect, GameManager.LocalPlayer.PlayerID);
//Send(message, epFrom);
byte[] data = Util.Serialize(message);
Packet newPacket = new Packet(data, message.MessageID, 1, 1, data.Length, epFrom, false);
ResponseQueue.Enqueue(newPacket);
}
}
public static void ReciveConnectionConfirmationFromHost(Message receivedMessage, EndPoint epFrom)
{
//Clear the loading win we had active
GameObject.Destroy(GameManager.LoadingWin);
PlayerData newPlayer = receivedMessage.Data as PlayerData;
GameManager.LocalPlayer.SetPlayerData(newPlayer);
IsConnected = true;
PingBack(epFrom);
}
public static void PingBack(EndPoint ep)
{
PlayerData localPlayer = GameManager.LocalPlayer.GetPlayerData();
Message message = new Message(localPlayer, MessageType.Connect, localPlayer.ID);
byte[] data = Util.Serialize(message);
Packet newPacket = new Packet(data, message.MessageID, 1, 1, data.Length, ep, false);
ResponseQueue.Enqueue(newPacket);
}
private static void SendMessageResponse(Guid packetIDToConfirm, EndPoint epFrom)
{
PacketResponse messageIDtoConfirm = new PacketResponse(packetIDToConfirm);
Message message = new Message(messageIDtoConfirm, MessageType.Response, GameManager.LocalPlayer.PlayerID);
byte[] data = Util.Serialize(message);
Packet newPacket = new Packet(data, message.MessageID, 1, 1, data.Length, epFrom, false);
ResponseQueue.Enqueue(newPacket);
}
}
[Edit]
So I continued to do research and refine my code. (code above has been updated to current version). One thing I was definitely doing wrong before was blowing up the MTU because I didn't realize the external limit was much smaller than the internal limit. Still getting the same problem though. Server can see the client message, uses the incoming endpoint to send a connection message back, and client never gets it. Currently the server will attempt to resend the connection confirmation indefinitely until the client responds back which never happens because none of the server responses ever reach the client.
My understanding of a UDP punch through is that both machines must first connect to a known external server. That external server then gives each incoming connection the others IP and port, allowing them to talk to each other directly. However, since I am manually feeding the client the IP and port of the game server, I shouldn't need an external server to do that handshake.
Client doesn't need to connect to an external server first to get the game server IP and port because I manual type in the IP and port of the game server and the game server network has the port already forwarded, so the servers address IS already known. I know for a fact that the client message is reaching the game server because server logs the incoming connection.
The game server gets the IP and port of the client from the incoming message, which is exactly what would be handed to it by the external server by the handshake. I have double checked the IP the server receives from the connection and it matches the external IP address of the client. I also verified that both machines firewalls are allowing the program through.
I would deeply appreciate some more help on figuring out why server is failing to deliver a message back to the client. Explanations or links to useful documents or research please. Telling me to do more research or look online for the answers isn't helpful. I am already doing that. The point of a questions and answers is to get help from people who already know the answers.
The problem is that there exists NAT between LAN and WLAN. You cannot just work through it so simple.

SocketServer application, Client App won't start

I am trying to wrap my server and client console apps in a class so I can initialize it. When I try to code in the Client side in AppStart it won't let me call the StartClient method. It works just fine for my server, but not the client.
Here is the server class:
namespace Server
{
public class RunServer
{
// State object for reading client data asynchronously
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 1024;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousSocketListener
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public AsynchronousSocketListener()
{
}
public static void StartListening()
{
// Data buffer for incoming data.
byte[] bytes = new Byte[1024];
// Establish the local endpoint for the socket.
// The DNS name of the computer
// running the listener is "host.contoso.com".
IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
Socket listener = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and listen for incoming connections.
try
{
listener.Bind(localEndPoint);
listener.Listen(100);
while (true)
{
// Set the event to nonsignaled state.
allDone.Reset();
// Start an asynchronous socket to listen for connections.
Console.WriteLine("Waiting for a connection...");
listener.BeginAccept(
new AsyncCallback(AcceptCallback),
listener);
// Wait until a connection is made before continuing.
allDone.WaitOne();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
public static void AcceptCallback(IAsyncResult ar)
{
// Signal the main thread to continue.
allDone.Set();
// Get the socket that handles the client request.
Socket listener = (Socket)ar.AsyncState;
Socket handler = listener.EndAccept(ar);
// Create the state object.
StateObject state = new StateObject();
state.workSocket = handler;
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
public static void ReadCallback(IAsyncResult ar)
{
String content = String.Empty;
// Retrieve the state object and the handler socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket handler = state.workSocket;
// Read data from the client socket.
int bytesRead = handler.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(
state.buffer, 0, bytesRead));
// Check for end-of-file tag. If it is not there, read
// more data.
content = state.sb.ToString();
if (content.IndexOf("<EOF>") > -1)
{
// All the data has been read from the
// client. Display it on the console.
Console.WriteLine("Read {0} bytes from socket. \n Data : {1}",
content.Length, content);
Random rand = new Random();
content = rand.ToString();
// Echo the data back to the client.
Send(handler, content);
}
else {
// Not all data received. Get more.
handler.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReadCallback), state);
}
}
}
private static void Send(Socket handler, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
handler.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), handler);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket handler = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = handler.EndSend(ar);
Console.WriteLine("Sent {0} bytes to client.", bytesSent);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartListening();
return 0;
}
}
}
}
And here is the program that initializes it:
namespace AppStart
{
class Program
{
static void Main(string[] args)
{
Server.RunServer.AsynchronousSocketListener.StartListening();
Client.RunClient.AsynchronousClient. //Won't let me call StartClient method
}
}
}
Here is the Client side:
namespace Client
{
public class RunClient
{
// State object for receiving data from remote device.
public class StateObject
{
// Client socket.
public Socket workSocket = null;
// Size of receive buffer.
public const int BufferSize = 256;
// Receive buffer.
public byte[] buffer = new byte[BufferSize];
// Received data string.
public StringBuilder sb = new StringBuilder();
}
public class AsynchronousClient
{
// The port number for the remote device.
private const int port = 11000;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
// The response from the remote device.
private static String response = String.Empty;
private static void StartClient()
{
// Connect to a remote device.
try
{
// Establish the remote endpoint for the socket.
IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
Socket client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Connect to the remote endpoint.
client.BeginConnect(localEndPoint,
new AsyncCallback(ConnectCallback), client);
connectDone.WaitOne();
// Send test data to the remote device.
Send(client, "This is a test<EOF>");
sendDone.WaitOne();
// Receive the response from the remote device.
Receive(client);
receiveDone.WaitOne();
// Write the response to the console.
Console.WriteLine("Response received : {0}", response);
// Release the socket.
//client.Shutdown(SocketShutdown.Both);
//client.Close();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ConnectCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete the connection.
client.EndConnect(ar);
Console.WriteLine("Socket connected to {0}",
client.RemoteEndPoint.ToString());
// Signal that the connection has been made.
connectDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Receive(Socket client)
{
try
{
// Create the state object.
StateObject state = new StateObject();
state.workSocket = client;
// Begin receiving the data from the remote device.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void ReceiveCallback(IAsyncResult ar)
{
try
{
// Retrieve the state object and the client socket
// from the asynchronous state object.
StateObject state = (StateObject)ar.AsyncState;
Socket client = state.workSocket;
// Read data from the remote device.
int bytesRead = client.EndReceive(ar);
if (bytesRead > 0)
{
// There might be more data, so store the data received so far.
state.sb.Append(Encoding.ASCII.GetString(state.buffer, 0, bytesRead));
// Get the rest of the data.
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
else {
// All the data has arrived; put it in response.
if (state.sb.Length > 1)
{
response = state.sb.ToString();
}
// Signal that all bytes have been received.
receiveDone.Set();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
private static void Send(Socket client, String data)
{
// Convert the string data to byte data using ASCII encoding.
byte[] byteData = Encoding.ASCII.GetBytes(data);
// Begin sending the data to the remote device.
client.BeginSend(byteData, 0, byteData.Length, 0,
new AsyncCallback(SendCallback), client);
}
private static void SendCallback(IAsyncResult ar)
{
try
{
// Retrieve the socket from the state object.
Socket client = (Socket)ar.AsyncState;
// Complete sending the data to the remote device.
int bytesSent = client.EndSend(ar);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
// Signal that all bytes have been sent.
sendDone.Set();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public static int Main(String[] args)
{
StartClient();
return 0;
}
}
}
}

Can Storm's HdfsBolt flush data after a timeout as well?

We are using Storm to process streaming data and store into HDFS. We have got everything to work but have one issue. I understand that we can specify the number of tuples after which the data gets flushed to HDFS using SyncPolicy, something like this below:
SyncPolicy syncPolicy = new CountSyncPolicy(Integer.parseInt(args[3]));
The question I have is can the data also be flushed after a timeout? For e.g. we have set the SyncPolicy above to 1000 tuples. If for whatever reason we get 995 tuples and then the data stops coming in for a while is there any way that storm can flush the 995 records to HDFS after a specified timeout (5 seconds)?
Thanks in advance for any help on this!
Shay
Yes, if you send a tick tuple to the HDFS bolt, it will cause the bolt to try to sync to the HDFS file system. All this happens in the HDFS bolt's execute function.
To configure tick tuples for your topology, in your topology config. In Java, to set that to every 300 seconds the code would look like:
Config topologyConfig = new Config();
topologyConfig.put(Config.TOPOLOGY_TICK_TUPLE_FREQ_SECS, 300);
StormSubmitter.submitTopology("mytopology", topologyConfig, builder.createTopology());
You'll have to adjust that last line depending on your circumstances.
There is an alternative solution for this problem,
First, lets clarify about sync policy, If your sync policy is 1000 ,then HdfsBolt only sync the data from 1000 tuple by calling hsync() method in execute() means it only clears the buffer by pushing data to disk, but for faster write disk may uses its cache and not writing to file directly.
The data is written to the file only when the size of data matches your rotation policy that need to specify at the time of bolt creation.
FileRotationPolicy rotationPolicy = new FileSizeRotationPolicy(100.0f, Units.KB);
So for flushing the record the to file after timeout, Seperate your tick tuple from normal tuples in excecute method and calculate the time difference of both tuple, If the diff is greater than timeout period then write the data to file.
By handling tick tuple differently you can also avoid the tick tuple frequency written to your file.
See the below code for better understanding:
public class CustomHdfsBolt1 extends AbstractHdfsBolt {
private static final Logger LOG = LoggerFactory.getLogger(CustomHdfsBolt1.class);
private transient FSDataOutputStream out;
private RecordFormat format;
private long offset = 0L;
private int tickTupleCount = 0;
private String type;
private long normalTupleTime;
private long tickTupleTime;
public CustomHdfsBolt1() {
}
public CustomHdfsBolt1(String type) {
this.type = type;
}
public CustomHdfsBolt1 withFsUrl(String fsUrl) {
this.fsUrl = fsUrl;
return this;
}
public CustomHdfsBolt1 withConfigKey(String configKey) {
this.configKey = configKey;
return this;
}
public CustomHdfsBolt1 withFileNameFormat(FileNameFormat fileNameFormat) {
this.fileNameFormat = fileNameFormat;
return this;
}
public CustomHdfsBolt1 withRecordFormat(RecordFormat format) {
this.format = format;
return this;
}
public CustomHdfsBolt1 withSyncPolicy(SyncPolicy syncPolicy) {
this.syncPolicy = syncPolicy;
return this;
}
public CustomHdfsBolt1 withRotationPolicy(FileRotationPolicy rotationPolicy) {
this.rotationPolicy = rotationPolicy;
return this;
}
public CustomHdfsBolt1 addRotationAction(RotationAction action) {
this.rotationActions.add(action);
return this;
}
protected static boolean isTickTuple(Tuple tuple) {
return tuple.getSourceComponent().equals(Constants.SYSTEM_COMPONENT_ID)
&& tuple.getSourceStreamId().equals(Constants.SYSTEM_TICK_STREAM_ID);
}
public void execute(Tuple tuple) {
try {
if (isTickTuple(tuple)) {
tickTupleTime = Calendar.getInstance().getTimeInMillis();
long timeDiff = normalTupleTime - tickTupleTime;
long diffInSeconds = TimeUnit.MILLISECONDS.toSeconds(timeDiff);
if (diffInSeconds > 5) { // specify the value you want.
this.rotateWithOutFileSize(tuple);
}
} else {
normalTupleTime = Calendar.getInstance().getTimeInMillis();
this.rotateWithFileSize(tuple);
}
} catch (IOException var6) {
LOG.warn("write/sync failed.", var6);
this.collector.fail(tuple);
}
}
public void rotateWithFileSize(Tuple tuple) throws IOException {
syncHdfs(tuple);
this.collector.ack(tuple);
if (this.rotationPolicy.mark(tuple, this.offset)) {
this.rotateOutputFile();
this.offset = 0L;
this.rotationPolicy.reset();
}
}
public void rotateWithOutFileSize(Tuple tuple) throws IOException {
syncHdfs(tuple);
this.collector.ack(tuple);
this.rotateOutputFile();
this.offset = 0L;
this.rotationPolicy.reset();
}
public void syncHdfs(Tuple tuple) throws IOException {
byte[] e = this.format.format(tuple);
synchronized (this.writeLock) {
this.out.write(e);
this.offset += (long) e.length;
if (this.syncPolicy.mark(tuple, this.offset)) {
if (this.out instanceof HdfsDataOutputStream) {
((HdfsDataOutputStream) this.out).hsync(EnumSet.of(SyncFlag.UPDATE_LENGTH));
} else {
this.out.hsync();
}
this.syncPolicy.reset();
}
}
}
public void closeOutputFile() throws IOException {
this.out.close();
}
public void doPrepare(Map conf, TopologyContext topologyContext, OutputCollector collector) throws IOException {
LOG.info("Preparing HDFS Bolt...");
this.fs = FileSystem.get(URI.create(this.fsUrl), this.hdfsConfig);
this.tickTupleCount = 0;
this.normalTupleTime = 0;
this.tickTupleTime = 0;
}
public Path createOutputFile() throws IOException {
Path path = new Path(this.fileNameFormat.getPath(),
this.fileNameFormat.getName((long) this.rotation, System.currentTimeMillis()));
this.out = this.fs.create(path);
return path;
}
}
You can directly use this class in your project.
Thanks,

Web API Return OAuth Token as XML

Using the default Visual Studio 2013 Web API project template with individual user accounts, and posting to the /token endpoint with an Accept header of application/xml, the server still returns the response in JSON:
{"access_token":"...","token_type":"bearer","expires_in":1209599}
Is there a way to get the token back as XML?
According to RFC6749 the response format should be JSON and Microsoft implemented it accordingly. I found out that JSON formatting is implemented in Microsoft.Owin.Security.OAuth.OAuthAuthorizationServerHandler internal class with no means of extension.
I also encountered the need to have token response in XML.
The best solution I came up with was to implement HttpModule converting JSON to XML when stated in Accept header.
public class OAuthTokenXmlResponseHttpModule : IHttpModule
{
private static readonly string FilterKey = typeof(OAuthTokenXmlResponseHttpModule).Name + typeof(MemoryStreamFilter).Name;
public void Init(HttpApplication application)
{
application.BeginRequest += ApplicationOnBeginRequest;
application.EndRequest += ApplicationOnEndRequest;
}
private static void ApplicationOnBeginRequest(object sender, EventArgs eventArgs)
{
var application = (HttpApplication)sender;
if (ShouldConvertToXml(application.Context.Request) == false) return;
var filter = new MemoryStreamFilter(application.Response.Filter);
application.Response.Filter = filter;
application.Context.Items[FilterKey] = filter;
}
private static bool ShouldConvertToXml(HttpRequest request)
{
var isTokenPath = string.Equals("/token", request.Path, StringComparison.InvariantCultureIgnoreCase);
var header = request.Headers["Accept"];
return isTokenPath && (header == "text/xml" || header == "application/xml");
}
private static void ApplicationOnEndRequest(object sender, EventArgs eventArgs)
{
var context = ((HttpApplication) sender).Context;
var filter = context.Items[FilterKey] as MemoryStreamFilter;
if (filter == null) return;
var jsonResponse = filter.ToString();
var xDocument = JsonConvert.DeserializeXNode(jsonResponse, "oauth");
var xmlResponse = xDocument.ToString(SaveOptions.DisableFormatting);
WriteResponse(context.Response, xmlResponse);
}
private static void WriteResponse(HttpResponse response, string xmlResponse)
{
response.Clear();
response.ContentType = "application/xml;charset=UTF-8";
response.Write(xmlResponse);
}
public void Dispose()
{
}
}
public class MemoryStreamFilter : Stream
{
private readonly Stream _stream;
private readonly MemoryStream _memoryStream = new MemoryStream();
public MemoryStreamFilter(Stream stream)
{
_stream = stream;
}
public override void Flush()
{
_stream.Flush();
}
public override int Read(byte[] buffer, int offset, int count)
{
return _stream.Read(buffer, offset, count);
}
public override void Write(byte[] buffer, int offset, int count)
{
_memoryStream.Write(buffer, offset, count);
_stream.Write(buffer, offset, count);
}
public override string ToString()
{
return Encoding.UTF8.GetString(_memoryStream.ToArray());
}
#region Rest of the overrides
public override bool CanRead
{
get { throw new NotImplementedException(); }
}
public override bool CanSeek
{
get { throw new NotImplementedException(); }
}
public override bool CanWrite
{
get { throw new NotImplementedException(); }
}
public override long Seek(long offset, SeekOrigin origin)
{
throw new NotImplementedException();
}
public override void SetLength(long value)
{
throw new NotImplementedException();
}
public override long Length
{
get { throw new NotImplementedException(); }
}
public override long Position
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
#endregion
}
Ok I had such a fun time trying to figure this out using OWIN I thought I would share my solution with the community, I borrowed some insight from other posts https://stackoverflow.com/a/26216511/1148288 and https://stackoverflow.com/a/29105880/1148288 along with the concepts Alexei describs in his post. Nothing fancy doing with implementation but I had a requirement for my STS to return an XML formatted response, I wanted to keep with the paradigm of honoring the Accept header, so my end point would examine that to determine if it needed to run the XML swap or not. This is what I am current using:
private void ConfigureXMLResponseSwap(IAppBuilder app)
{
app.Use(async (context, next) =>
{
if (context.Request != null &&
context.Request.Headers != null &&
context.Request.Headers.ContainsKey("Accept") &&
context.Request.Headers.Get("Accept").Contains("xml"))
{
//Set a reference to the original body stream
using (var stream = context.Response.Body)
{
//New up and set the response body as a memory stream which implements the ability to read and set length
using (var buffer = new MemoryStream())
{
context.Response.Body = buffer;
//Allow other middlewares to process
await next.Invoke();
//On the way out, reset the buffer and read the response body into a string
buffer.Seek(0, SeekOrigin.Begin);
using (var reader = new StreamReader(buffer))
{
string responsebody = await reader.ReadToEndAsync();
//Using our responsebody string, parse out the XML and add a declaration
var xmlVersion = JsonConvert.DeserializeXNode(responsebody, "oauth");
xmlVersion.Declaration = new XDeclaration("1.0", "UTF-8", "yes");
//Convert the XML to a byte array
var bytes = Encoding.UTF8.GetBytes(xmlVersion.Declaration + xmlVersion.ToString());
//Clear the buffer bits and write out our new byte array
buffer.SetLength(0);
buffer.Write(bytes, 0, bytes.Length);
buffer.Seek(0, SeekOrigin.Begin);
//Set the content length to the new buffer length and the type to an xml type
context.Response.ContentLength = buffer.Length;
context.Response.ContentType = "application/xml;charset=UTF-8";
//Copy our memory stream buffer to the output stream for the client application
await buffer.CopyToAsync(stream);
}
}
}
}
else
await next.Invoke();
});
}
Of course you would then wire this up during startup config like so:
public void Configuration(IAppBuilder app)
{
HttpConfiguration httpConfig = new HttpConfiguration();
//Highly recommend this is first...
ConfigureXMLResponseSwap(app);
...more config stuff...
}
Hope that helps any other lost souls that find there way to the this post seeking to do something like this!
take a look here i hope it can help how to set a Web API REST service to always return XML not JSON
Could you retry by doing the following steps:
In the WebApiConfig.Register(), specify
config.Formatters.XmlFormatter.UseXmlSerializer = true;
var supportedMediaTypes = config.Formatters.XmlFormatter.SupportedMediaTypes;
if (supportedMediaTypes.Any(it => it.MediaType.IndexOf("application/xml", StringComparison.InvariantCultureIgnoreCase) >= 0) ==false)
{
supportedMediaTypes.Insert(0,new MediaTypeHeaderValue("application/xml"));
}
I normally just remove the XmlFormatter altogether.
// Remove the XML formatter
config.Formatters.Remove(config.Formatters.XmlFormatter);
Add the line above in your WebApiConfig class...
public static class WebApiConfig
{
public static void Register(HttpConfiguration config)
{
// Web API configuration and services
// Configure Web API to use only bearer token authentication.
config.SuppressDefaultHostAuthentication();
config.Filters.Add(new HostAuthenticationFilter(OAuthDefaults.AuthenticationType));
// Web API routes
config.MapHttpAttributeRoutes();
// Remove the XML formatter
config.Formatters.Remove(config.Formatters.XmlFormatter);
config.Routes.MapHttpRoute(
name: "DefaultApi",
routeTemplate: "api/{controller}/{id}",
defaults: new { id = RouteParameter.Optional }
);
}
}

How to import an xquery module using Saxon

I am having some troubles running an Xquery with Saxon9HE, which has a reference to an external module.
I would like Saxon to resolve the module with a relative path rather absolute.
the module declaration
module namespace common = "http://my-xquery-utils";
from the main xquery
import module namespace common = "http://my-xquery-utils" at "/home/myself/common.xquery";
from my java code
public class SaxonInvocator {
private static Processor proc = null;
private static XQueryEvaluator xqe = null;
private static DocumentBuilder db = null;
private static StaticQueryContext ctx = null;
/**
* Utility for debug, should not be called outside your IDE
*
* #param args xml, xqFile, xqParameter
*/
public static void main(String[] args) {
XmlObject instance = null;
try {
instance = XmlObject.Factory.parse(new File(args[0]));
} catch (XmlException ex) {
Logger.getLogger(SaxonInvocator.class.getName()).log(Level.SEVERE, null, ex);
} catch (IOException ex){
Logger.getLogger(SaxonInvocator.class.getName()).log(Level.SEVERE, null, ex);
}
System.out.print(transform(instance, args[1], args[2]));
}
public static String transform(XmlObject input, String xqFile, String xqParameter) {
String result = null;
try {
proc = new Processor(false);
proc.getUnderlyingConfiguration().getOptimizer().setOptimizationLevel(0);
ctx = proc.getUnderlyingConfiguration().newStaticQueryContext();
ctx.setModuleURIResolver(new ModuleURIResolver() {
#Override
public StreamSource[] resolve(String moduleURI, String baseURI, String[] locations) throws XPathException {
StreamSource[] modules = new StreamSource[locations.length];
for (int i = 0; i < locations.length; i++) {
modules[i] = new StreamSource(getResourceAsStream(locations[i]));
}
return modules;
}
});
db = proc.newDocumentBuilder();
XQueryCompiler comp = proc.newXQueryCompiler();
XQueryExecutable exp = comp.compile(getResourceAsStream(xqFile));
xqe = exp.load();
ByteArrayInputStream bais = new ByteArrayInputStream(input.xmlText().getBytes("UTF-8"));
StreamSource ss = new StreamSource(bais);
XdmNode node = db.build(ss);
xqe.setExternalVariable(
new QName(xqParameter), node);
result = xqe.evaluate().toString();
} catch (SaxonApiException e) {
e.printStackTrace();
} catch (UnsupportedEncodingException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return result;
}
public static InputStream getResourceAsStream(String resource) {
InputStream stream = SaxonInvocator.class.getResourceAsStream("/" + resource);
if (stream == null) {
stream = SaxonInvocator.class.getResourceAsStream(resource);
}
if (stream == null) {
stream = SaxonInvocator.class.getResourceAsStream("my/project/" + resource);
}
if (stream == null) {
stream = SaxonInvocator.class.getResourceAsStream("/my/project/" + resource);
}
return stream;
}
}
If a change it into a relative path like
import module namespace common = "http://my-xquery-utils" at "common.xquery";
I get
Error on line 22 column 1
XQST0059: java.io.FileNotFoundException
I am not sure how the ModuleURIResolver should be used.
Saxon questions are best asked on the Saxon forum at http://saxonica.plan.io - questions asked here will probably be noticed eventually but sometimes, like this time, they aren't our first priority.
The basic answer is that for the relative URI to resolve, the base URI needs to be known, which means that you need to ensure that the baseURI property in the XQueryCompiler is set. This happens automatically if you compile the query from a File, but not if you compile it from an InputStream.
If you don't know a suitable base URI to set, the alternative is to write a ModuleURIResolver, which could for example fetch the module by making another call on getResourceAsStream().

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