I'm making a game in C# and I want to display the progress (movements and so on) of opponent. So I send events in game via TCP protocol to opponent.
I've already tried my application on localhost and it works but when I try to use my external address in order to communicate over the internet I get the error below in class TcpInformer.Connect():
a connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond (my external IP address):(port)
I thought the problem was that I was behind NAT. But I've already set up portforwarding for port 49731 on IP 10.0.0.1 and nothing changed.
My second guess was Windows firewall but even when I stopped the firewall my app didn't start working.
My code for connecting of the two PCs is:
TcpInformer peer;
TcpHost server;
public void PrepareConnection() // for server (host)
{
playerType = PlayerType.One;
server = new TcpHost(form, this);
server.Start("10.0.0.1", 49731);
}
public void PrepareConnection2() // for client
{
playerType = PlayerType.Two;
peer = new TcpInformer(form, this);
peer.Connect("MY EXTERNAL IP", 49731);
}
// classes TcpHost and TcpInformer
public interface ITcpCommunication
{
#region Operations (3)
void ReadData();
void SendData(byte[] message);
void SendData(byte[] message, int size);
#endregion Operations
}
public class TcpInformer : ITcpCommunication
{
#region Fields (9)
private NetworkStream con_ns;
private TcpClient con_server;
private bool connected;
private Fmain form;
private SecondPlayer player;
private int port;
private string server;
private string stringData;
#endregion Fields
#region Delegates and Events (1)
// Events (1)
public event SimulationEventHandler ReadEvent;
#endregion Delegates and Events
#region Constructors (1)
public TcpInformer(Fmain form, SecondPlayer player)
{
this.form = form;
connected = false;
this.player = player;
}
#endregion Constructors
#region Methods (6)
// Public Methods (5)
///
///
///
/// e.g., server = "127.0.0.1"
/// e.g., port = 9050
public void Connect(string server, int port)
{
this.port = port;
this.server = server;
connected = true;
try
{
con_server = new TcpClient(this.server, this.port);
}
catch (SocketException ex)
{
connected = false;
MessageBox.Show("Unable to connect to server" + ex.Message);
return;
}
con_ns = con_server.GetStream();
}
public void Disconnect()
{
form.Debug("Disconnecting from server...", "Player2Net");
con_ns.Close();
con_server.Close();
}
public void ReadData()
{
if (con_ns != null)
{
if (con_ns.DataAvailable)
{
byte[] data = new byte[1200];
int received = con_ns.Read(data, 0, data.Length);
player.ProcessReceivedData(data, received);
}
}
else
{
form.Debug("Warning: con_ns is not inicialized.","player2");
}
}
public void SendData(byte[] message)
{
con_ns.Write(message, 0, message.Length);
con_ns.Flush();
}
public void SendData(byte[] message, int size)
{
if (con_ns != null)
{
con_ns.Write(message, 0, size);
}
}
// Private Methods (1)
private void Debug(string message)
{
form.Debug("Connected to: " + server + "port: " + port.ToString() + ": " + message, "Player2Net");
}
#endregion Methods
}
public class TcpHost : ITcpCommunication
{
#region Fields (9)
private ASCIIEncoding enc;
private Fmain form;
private TcpListener listener;
private SecondPlayer player;
private int port;
private Socket s;
private string server;
private bool state;
#endregion Fields
#region Delegates and Events (1)
// Events (1)
public event SimulationEventHandler ReadEvent;
#endregion Delegates and Events
#region Constructors (1)
public TcpHost(Fmain form, SecondPlayer player)
{
this.player = player;
this.form = form;
state = false;
enc = new ASCIIEncoding();
}
#endregion Constructors
#region Methods (5)
// Public Methods (5)
public void Close()
{
state = false;
s.Close();
listener.Stop();
}
public void ReadData()
{
if (state == true)
{
if (s.Available > 0) // if there's any data
{
byte[] data = new byte[1200];
int received = s.Receive(data);
player.ProcessReceivedData(data, received);
}
}
}
public void SendData(byte[] message)
{
if (state == true)
{
s.Send(message);
}
}
public void SendData(byte[] message, int size)
{
if (state == true)
{
s.Send(message, size, SocketFlags.None);
}
}
public void Start(string p_ipAddress, int listenPort)
{
//IPAddress ipAddress = IPAddress.Loopback
IPAddress ipAddress = IPAddress.Parse(p_ipAddress);
IPEndPoint ipLocalEndPoint = new IPEndPoint(ipAddress, listenPort);
//listener = new TcpListener(ipAddress, listenPort);
listener = new TcpListener(ipLocalEndPoint);
server = "[provider]";
port = listenPort;
listener.Start();
form.Debug("Server is running", "Player1Net");
form.Debug("Listening on port " + listenPort, "Player1Net");
form.Debug("Waiting for connections...", "Player1Net");
s = listener.AcceptSocket();
form.Debug("Connection accepted from " + s.RemoteEndPoint, "Player1Net");
state = true;
}
#endregion Methods
}
Is there a way how to check what is wrong? Help is much appreciated!