How to send instant notification to smartphones over LAN with no internet - android

I have a situation where I want my computer in my local network to send a notification (push notification, SMS or whatever) to either an IOS of Android device that is on this same LAN. The trick is that I want to send this notification only when the LAN connection to the internet goes down. This means of course that my LAN cannot communicate with email servers, it cannot communicate with any APNs or GCMs, etc.
Is there any way to do this? My computer (the sender) is a Linux box and it will know the local IP addresses for any IOS or Android devices locally.

Yes this is possible.
You either need:
A) A server on the LAN to connect to, that the app knows about (compile-time or runtime configurable). The apps can connect to the server to exchange data, including messages. The server might be HTTPS, and the clients might poll every 5 seconds, or something more refined - using WebSockets.
OR
B) A peer-to-peer scheme. This can get quite complex, particularly given the varying nature of networking for mobile operating systems. As an extreme, you could use UDP for multicasting to multiple devices.
These are just two general examples, and you would need to research how to implement them for your needs. You should start with [A] for prototyping.

Related

How to communicate between 2 different android app on 2 different device (android)?

just want to know is there any methods to allow 2 different apps to communicate. Both of the apps are installed on different devices as well. I had gone throught quite a lot of research, but seem that INTENT, BROADCAST RECEIVER failed to meet my scenario. INTENT, BROADCAST RECEIVER can be work if both of the apps installed on the same device.
Here i can say you can use to make your things work :-
Sockets are typically used to accomplish this between Android devices (or between any peer devices).
When two devices desire to interact, you configure one or both of them to "listen" for connections on a socket and accept a connection from the other when that happens (or you can have a dedicated client and server and the client always initiates the connections).
You can exchange messages after the link has been made.
Android client server socket applications come in a variety of forms, but one that I found handy was:
Example of Android Server/Client using Socket on the client side (and its companion server side blog article - link included in the client blog)
It should be noted that you might need to add your own "protocol" on top of this. For instance, if you are sending a file that is unknown in length without a special "end" character, you might want to add a byte (or several bytes to represent an int, long, etc.) at the beginning to indicate the length of the transmission so the receiving side can tell when it has received everything (or that it has not received everything in case of an error).
connecting via networks (such as most 3G/4G) that forbid inbound connections
Even though there is nothing theoretically blocking sockets from functioning in these situations, many mobile operators will not permit inbound socket connections in practise. You would also need to determine the mobile's public IP address, which is doable but adds complexity. Whether your solution will only ever operate on a single operator's network, you can test it out to see if it works; but, if it doesn't, you could discover that using a server in the "middle" is preferable and easier: Devices A and B establish connections with servers Device A "discovers" device B after requesting the addresses of connected devices from the server. Device A sends device B a message.
Actually, it indicates that the messages should be forwarded to device B while sending them to the server. Device B is informed by the server that a message is available for it (using some sort of message notification like Google Cloud Messaging for example, or simply by the devices polling regularly to see if they have any messages). Device B accesses the server and downloads the messages. The aforementioned will function on pretty much any network that permits internet connectivity. It does have the drawback of having a server, but for the majority of mobile networks, it is probably a necessary approach.
You make one app a server using ServerSocket.
You make the other app a client using a Socket.
With both devices in the same network the client can connect to the server knowing its local ip.
After connection established they can communicate.

Web server on Android with remote access possibility

can someone confirm, that it is possible to create a web server on android device ( which uses 3G or 4G internet ) and access it via internet ( from the remote PC connected to the internet, not from the same local network ).
I know there already are some web servers for android ( iJetty, nanohttpd ) and the programms like ksweb, so it seems, that it should be possible.
However, I've done some searching in the internet and some people warn, that mobile devices work using NAT protocol, so it would be impossible.
Can somebody resolve the ambiguity?
Thank you in advance.
No, it is generally not possible. The dealbreaker problem is not with Android, but rather that just about any mobile network provider is going to block incoming connections.
For special purposes, you can do things like have the phone contact a publicly visible remote machine and create a tunnel with something like ssh through which inbound connections can then be sent if there is a server program listening on the loopback interface of the Android device. But this tends to be only useful for things like remote testing.
Were you using wifi you could do this, but you'd need to accept that Android is not designed to promise a high availability of any 3rd-party program. You would need a wakelock to keep the processor running. And you may even need to do things like periodically initiate outbound traffic from the device in order to keep the wifi stack/radio in a fully active mode so that it can accept connections.
Generally speaking, data you want to make remotely available from the device should be proactively uploaded to a mutually visible server. If you want to send requests to the device, look at using something like Google Cloud Messaging which is designed to wake up the device and a recipient application on it in order to deliver a brief message.

Network agnostic peer to peer connection on android

I need to either get an actually TCP connection between two android phones or minimally the ability to do a 4 step order dependent protocol ( A sends to B, B sends to A, A sends to B, B Sends to A) with small payloads (at worst 20kb per message )
This needs to work
without wifi, bluetooth, or nfc enabled (i.e. over 2/3/4G)
between Andriod phones and preferably between and Android and IOs as well as between iphones
Not require a third party server and preferably not require me to run a server
I am perfectly willing to make someone scan a qr code to "pair" the phones or exchange basic identifiers.
Is there anything better that I can do other than setting up my own server and running some network hole punching solution to open up a TCP or UDP stream between the two devices?
If there isn't, whats the best network hole punching solution for android?
What seems not to work:
Googles C2DM push notification seems to be meant for server to device messaging to trigger a pull.
Alljoyn seems to do exactly what I want in terms of messaging, except it appears requires users to enable wifi or bluetooth. The idea is to avoid using the cellular modem.
Android natively supports this for WiFI via this api, but again this is a non starter.
Finally, there is the Bump api , which does almost everything I want but requires a third party server. This is a no go on privacy grounds since the server learns when people use the app.

(Android, iOS, Windows, Linux) Server Polling Vs Push vs Implement Server

I'm building a multi-OS mirroring system which I would like to implement using a hybrid client-server and p2p communication method (at least that's the best way I have of describing it).
My issue is that at some point I have a central server (appengine, so there are limitations to what I could do because of time and networking capability constraints) that would need to get a message to a host of different devices which are not necessarily running the same OS (Windows, Android, iOS, Linux, etc...).
Android and iOS (or any other mobile platform) are the main problems it looks like I will be having on 2 levels.
1 - They are both limited by battery power (more so than a laptop and desktops shouldn't have that issue at all), so whichever method I use needs to take that into account.
2 - NAT (harder because the user has relatively less control over their firewall than on a network that they are running). My central server will maintain a table of which device has what IP address, but from what I understand if there is NAT or a firewall it won't be able to get to it if the port was not forwarded.
Since I will be writing a specific client for each OS I prefer a solution that is more universal. I have been leaning towards writing an extremely simple HTTP server that sits on each client and takes requests (which appengine is able to send) and treats them as messages that alert the client to perform an action (either with the server or another client). However, I run into the issue of NAT/firewall. For instance if appengine needs to send a message to AndroidDevice1 it would grab its IP address from a table and make a request to it. However this doesn't work if the ports aren't forwarded correctly, and if the user is on 3g/4g the firewall is controlled by the data provider.
Because of this, I started thinking about using Android C2DM but I want a solution I could implement across platforms.
The only other method I could think of is to just have the client poll the server for messages. This has the battery and network consumption issue though.
Would there be any other way to implement this, and if not, which one of the above methods are best in terms of balancing usability, power and data consumption and user input (the less the user has to do to get the client set up (ie port forwarding, etc...) the better)? Please note that I do not intend for this to become a discussion/flame war but a logical presentation of facts.
Thanks in advance!
You can create a persistent TCP connection from the device to the server and then communicate over this open connection. This would be a very simple connection with keepalive packets for the most part.
In theory this would consume some battery through the radio, but in practice I have experienced that the battery is not affected much at all. Key is to keep the communication over this line to a minimum.
If AppEngine does not allow this approach, you can run your own socket server and then communicate between this server and the appengine server using REST. A socket server I have used is Apache MINA and had no issues with scalability.
Another problem you will have with this approach or any other approach is that on iOS (afaik) you cannot keep a tcp socket open when the App goes into background. The only thing to communicate with the iOS device is Apple Push Notification Service
I would prefer rather than having HTTP Connection you should create TCP/IP tunnel and make communication fast and reliable. I have one Chat application which runs perfact for me using TCP/IP. If you use this you will have same logic for multiple platforms. Only thing you need to write is different code for iOS and android.

Android broadcasting over 3g

I'm in the early stages of writing an app that will need to broadcast data to several other devices.
My first thought was using an UDP broadcast, however according to both
http://code.google.com/p/boxeeremote/wiki/AndroidUDP and
Android 3G UDP Broadcast
he UDP will not be able to push through the NAT when on the mobile network
(which is essential for my app).
I know that i could either use a server to broadcast however i'd rather avoid generating to much traffic on my home server.
The last alternative that i can think of is having several tcp/ip connections and looping through all connected clients and sending the broadcast. But since I'm counting on having at least 30 listeners I believe this will be to expensive.
I do not have any broadcast associated code yet, that's why I haven't posted any;)
Is there a way to break through the NAT? Will the phone be able to handle 30 simultaneous tcp/ip connections? Or should i look into some other method of broadcasting?
Any hint would be greatly appreciated!
Kind regards
Johan Risch
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I will be sending strings of length 10-20 characters once every 30-360 seconds
(will be controllable by the user) containing geo points in string format. The order in which the data will be sent is not important, that's why I thought of udp first.
I've set up my server so that when a user logs in he/she updates my database with his/her current ip.
Preferably i'd like it to work globally, but as long as it would work within the mobile networks in the same country.
That's about all the relevant information i can think of, hope this clears some things up!
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The NAT doesn't pass UDP through because UDP has no destination address, so technically UDP has to be sent to all subnetworks of the network. When the network is your home LAN, it's no big deal, but when the network is your ISP or university backbone or cellular provider, the UDP could be replicated to hundreds of thousands of subnets. That's a packet storm that will degrade network performance for everyone, and it's massive overkill for your particular app since you really only want to talk to a small number of clients.
This problem has been solved many times already. Instant Messaging clients have a similar situation as yours: want to do direct P2P messaging when possible, through firewalls. How do they do it? The original NAT traversal / firewall traversal solution was to set up a message relay server. All clients talk to the server, and the server echos messages from one client to the others as appropriate. It works with NATs and firewalls because the client initiates the outgoing connection to the server.
If the clients are able to establish a peer to peer connection, then the relay server can just give the clients each other's IP addresses and stop relaying messages.
UPNP is a protocol that enables clients to request a firewall to open a port for incoming traffic. BitTorrent clients use UPNP to enable clients to connect P2P for file sharing. Clients find each other via the torrent server. Most home LAN firewall routers support UPNP now, but it seems doubtful to me that a cellular network provider would provide UPNP support for over the air connections.
Another (remote) possibility is multicast TCP/IP, but as I recall this is really optimized for "push" content flowing from the server to clients rather than client-originated peer to peer.
Your best bet is to take a look at the open source IM clients out there, particularly ones with Android implementations, and see how they're doing IM. Jabber is one that comes to mind, I'm sure there are others. You could even use an IM system's messaging API as your data transport layer and more or less stay out of the wire level details completely.

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