示例#1
0
            private void Configure([NotNull] string interfaceName, int port)
            {
                // In case the beacon was configured twice
                if (m_udpSocket != null)
                {
                    m_poller.Remove(m_udpSocket);

#if NET35
                    m_udpSocket.Close();
#else
                    m_udpSocket.Dispose();
#endif
                }

                m_udpPort   = port;
                m_udpSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);

                m_poller.Add(m_udpSocket, OnUdpReady);

                // Ask operating system for broadcast permissions on socket
                m_udpSocket.EnableBroadcast = true;

                // Allow multiple owners to bind to socket; incoming
                // messages will replicate to each owner
                m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);

                IPAddress bindTo = null;
                IPAddress sendTo = null;

                if (interfaceName == "*")
                {
                    bindTo = IPAddress.Any;
                    sendTo = IPAddress.Broadcast;
                }
                else if (interfaceName == "loopback")
                {
                    bindTo = IPAddress.Loopback;
                    sendTo = IPAddress.Broadcast;
                }
                else
                {
                    var interfaceCollection = new InterfaceCollection();

                    var interfaceAddress = !string.IsNullOrEmpty(interfaceName)
                        ? IPAddress.Parse(interfaceName)
                        : null;

                    foreach (var @interface in interfaceCollection)
                    {
                        if (interfaceAddress == null || @interface.Address.Equals(interfaceAddress))
                        {
                            // because windows and unix differ in how they handle broadcast addressing this needs to be platform specific
                            // on windows any interface can recieve broadcast by requesting to enable broadcast on the socket
                            // on linux to recieve broadcast you must bind to the broadcast address specifically
                            //bindTo = @interface.Address;
                            sendTo = @interface.BroadcastAddress;
#if NET35 || NET40
                            if (Environment.OSVersion.Platform == PlatformID.Unix)
#else
                            if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
#endif
                            {
                                bindTo = @interface.BroadcastAddress;
                            }
                            else
                            {
                                bindTo = @interface.Address;
                            }
                            sendTo = @interface.BroadcastAddress;

                            break;
                        }
                    }
                }

                if (bindTo != null)
                {
                    m_broadcastAddress = new IPEndPoint(sendTo, m_udpPort);
                    m_udpSocket.Bind(new IPEndPoint(bindTo, m_udpPort));
                }

                m_pipe.SendFrame(bindTo?.ToString() ?? "");
            }
示例#2
0
            private void Configure([NotNull] string interfaceName, int port)
            {
                // In case the beacon was configured twice
                if (m_udpSocket != null)
                {
                    m_poller.RemovePollInSocket(m_udpSocket);
                    m_udpSocket.Close();
                }

                m_udpPort   = port;
                m_udpSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);

                m_poller.AddPollInSocket(m_udpSocket, OnUdpReady);

                // Ask operating system for broadcast permissions on socket
                m_udpSocket.EnableBroadcast = true;

                // Allow multiple owners to bind to socket; incoming
                // messages will replicate to each owner
                m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);

                IPAddress bindTo = null;
                IPAddress sendTo = null;

                if (interfaceName == "*")
                {
                    bindTo = IPAddress.Any;
                    sendTo = IPAddress.Broadcast;
                }
                else
                {
                    var interfaceCollection = new InterfaceCollection();

                    var interfaceAddress = !string.IsNullOrEmpty(interfaceName)
                        ? IPAddress.Parse(interfaceName)
                        : null;

                    foreach (var @interface in interfaceCollection)
                    {
                        if (interfaceAddress == null || @interface.Address.Equals(interfaceAddress))
                        {
                            sendTo = @interface.BroadcastAddress;
                            bindTo = @interface.Address;
                            break;
                        }
                    }
                }

                if (bindTo != null)
                {
                    m_broadcastAddress = new IPEndPoint(sendTo, m_udpPort);
                    m_udpSocket.Bind(new IPEndPoint(bindTo, m_udpPort));

                    string hostname = "";

                    try
                    {
                        if (!IPAddress.Any.Equals(bindTo) && !IPAddress.IPv6Any.Equals(bindTo))
                        {
                            var host = Dns.GetHostEntry(bindTo);
                            hostname = host != null ? host.HostName : "";
                        }
                    }
                    catch (Exception)
                    {}

                    m_pipe.Send(hostname);
                }
            }
示例#3
0
            private void Configure([NotNull] string interfaceName, int port)
            {
                // In case the beacon was configured twice
                if (m_udpSocket != null)
                {
                    m_poller.Remove(m_udpSocket);

#if NET35
                    m_udpSocket.Close();
#else
                    m_udpSocket.Dispose();
#endif
                }

                m_udpPort   = port;
                m_udpSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);

                m_poller.Add(m_udpSocket, OnUdpReady);

                // Ask operating system for broadcast permissions on socket
                m_udpSocket.EnableBroadcast = true;

                // Allow multiple owners to bind to socket; incoming
                // messages will replicate to each owner
                m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);

                IPAddress bindTo = null;
                IPAddress sendTo = null;

                if (interfaceName == "*")
                {
                    bindTo = IPAddress.Any;
                    sendTo = IPAddress.Broadcast;
                }
                else if (interfaceName == "loopback")
                {
                    bindTo = IPAddress.Loopback;
                    sendTo = IPAddress.Broadcast;
                }
                else
                {
                    var interfaceCollection = new InterfaceCollection();

                    var interfaceAddress = !string.IsNullOrEmpty(interfaceName)
                        ? IPAddress.Parse(interfaceName)
                        : null;

                    foreach (var @interface in interfaceCollection)
                    {
                        if (interfaceAddress == null || @interface.Address.Equals(interfaceAddress))
                        {
                            sendTo = @interface.BroadcastAddress;
                            bindTo = @interface.Address;
                            break;
                        }
                    }
                }

                if (bindTo != null)
                {
                    m_broadcastAddress = new IPEndPoint(sendTo, m_udpPort);
                    m_udpSocket.Bind(new IPEndPoint(bindTo, m_udpPort));
                }

                m_pipe.SendFrame(bindTo?.ToString() ?? "");
            }