Showing posts with label NFC. Show all posts
Showing posts with label NFC. Show all posts

04 December 2013

Building for both: a tap+send/Bluetooth connection helper for Windows Phone 8 AND Windows 8.1

On my way to the November 2013 MVP Summit, at Matthijs Hoekstra’s house in Sammamish, and back again in the Netherlands I spent considerable time trying to get my tap+send and Bluetooth connection helper to not only work on Windows 8.1 as well, but also to make it provide cross-platform communication between Windows Phone 8 and Windows 8.1. Unfortunately the MSDN PixPresenter sample suggest you can connect between Windows Phone and Windows 8 by sharing app ids in the PeerFinder.AlternateIdentities property, and so does the MSDN documentation on said property. That way, my friends, lay only mud pies and frustration. I don’t doubt that it will work for tap+send, but as the majority of the current Windows 8.x devices (including Microsoft’s own excellent Surface devices) do not include NFC capabilities, the chances of making a successful connection between a Windows Phone and a random Windows 8 computer using tap+send are very small.

I seem to have a thing with Italians these days – I had a lot of fun with a bunch of them at the Summit, and it was not until this Italian developer called Andrea Boschin pointed me to a recent blog post by him that I found a way out of this. Using this knowledge I adapted DevicePairConnectionHelper once again, so now it’s not only cross platform, but it can also connect between Windows Phone 8 and Windows 8.1. If you are completely new to this subject, I suggest you read the previous two articles about this subject as well.

What it can do

In the demo solution, that sports both a Windows 8.1 Store application and a Windows Phone 8 application, you will find a shared file DevicePairConnectionHelper2.cs containing the updated DevicePairConnectionHelper – now supporting  the following communication paths:

  • Windows Phone 8 to Windows Phone 8 – tap+send
  • Windows Phone 8 to Windows Phone 8 – Bluetooth browsing
  • Windows 8.1 to Windows 8.1 – WifiDirect browsing
  • Windows 8.1 to Windows Phone 8 – Bluetooth.

In theory it should support Windows 8.1 to Windows 8.1 over tap+send as well, but lacking even a single NFC enabled Windows 8.1 device, this is hard to test for me.

How to set it up and use it

A very important precondition– the devices can only find each other when the phone is paired to the Windows 8.1 computer. Now the odd thing is – as you have paired the phone to the computer, you will see that is “connected” on both the computer and the phone, for a very short time. And then it flashes off again, so they are not connected. This is a bit confusing, but it is normal. They now ‘know’ each other, and that is what’s important.

As far as the the updated DevicePairConnectionHelper goes, it works nearly the same as the previous one, but it has two extras, as far as using it is concerned.

  • In the constructor, you can now optionally provide a GUID that describes a Bluetooth Service
  • There is a new boolean property ConnectCrossPlatform that you can set to true – then the Window 8 phone will try to connect to a Windows 8 machine using Bluetooth.

To set it up, you have to take the following things into account:

  • In you Windows Phone 8 app manifest, you have to select the ID_CAP_PROXIMITY capability
  • In you Windows 8 app manifest, you will have to the following capabilities
    • Private Networks (Client & Server)
    • Proximity
  • After you have saved you manifest, you have to open the Package.appmanifest manually (right click, hit View Code) and add a Bluetooth rfcomm service. Andrea explains how this is done, and I repeat it here for completeness:
<Capabilities>
  <Capability Name="internetClient" />
  <Capability Name="privateNetworkClientServer" />
  <DeviceCapability Name="proximity" />
  <m2:DeviceCapability Name="bluetooth.rfcomm">
    <m2:Device Id="any">
      <m2:Function Type="serviceId:A7EA96BB-4F95-4A91-9FDD-3CE3CFF1D8BC" />
    </m2:Device>
  </m2:DeviceCapability>
</Capabilities>

The stuff in Italics is what you add – verbatim. Except for the serviceId. Make and id up yourself, generate a guid, but don’t copy this one. Don’t re-use it over applications. But keep it ready, for you will need it in your code.

So, in your Windows 8 app, you now create a DevicePairConnectionHelper and fire it off like this:

var d = new DevicePairConnectionHelper("A7EA96BB-4F95-4A91-9FDD-3CE3CFF1D8BC");
d.ConnectCrossPlatform = true;
d.Start(ConnectMethod.Browse);

And you do exactly the same on Windows Phone 8. Usually the best way to connect is:

  • Start both the Windows 8.1 and the Windows Phone 8 app.
  • First start connect on the Windows 8.1 computer. That usually pretty quickly returns with zero peers found, but it keeps advertising it’s service. Then hit connect on the Windows Phone 8
  • After some time – sometimes half a minute – the Windows Phone 8 gets the peers

Below is the Windows 8 demo app as it has found my main desktop computer “Karamelk”) (that sports a Bluetooth dongle), and next to it the screen of the Windows 8.1 computer, still searching for contacts

wp_ss_20131204_0001     image

Then I hit “Select contact”. The first time, the Windows 8.1 you get a popup asking if the phone can use the connection. And if you give it permission, the apps connect, and it then it looks like this:

wp_ss_20131205_0001      imagewp_ss_20131205_0003

Now you can send messages back and forth.

You can still use this component to connect two Windows Phones to each other like you used to, and you now can also can connect two computers to each other and exchange messages.

A final piece of warning as far as usage is concerned – if you set ConnectCrossPlatform to true, the Windows Phone 8 will do cross-platform connect – but that’s the only thing it will do. Apparently it can’t find other Windows Phone 8 devices in that mode – just Windows 8.1 computers. For a Windows 8.1 computer, it does not matter – whether ConnectCrossPlatform is on or off, it will find other computers as well as phones. The text “Bluetooth” next to the right radio button is actually wrong on Windows 8.1, since the connection between computer actually uses WiFi Direct.

 

How it works

Just like last time – when I added Bluetooth – there was surprisingly little to change. The actual difficult stuff was already found out by Andrea ;-). It turns out that on the Windows Phone side you don’t have to do much, but on the Windows 8.1 side you have to resort to some trickery and use the Bluetooth Rfcomm API.

First of all we need a property to instruct the component to connect cross-platform (or not) and some stuff to hold the service GUID that we need:

public bool ConnectCrossPlatform { get; set; }

private Guid rfcommServiceUuid;

public string RfcommServiceUuid
{
  get
  {
    return rfcommServiceUuid == Guid.Empty ? null : rfcommServiceUuid.ToString();
  }
  set
  {
    Guid tmpGuid;
    if (Guid.TryParse(value, out tmpGuid))
    {
      rfcommServiceUuid = tmpGuid;
    }
  }
}

The RfcommServiceUuid property looks a bit complex, but it’s only to ensure there’s an actual GUID in it. Then comes the actual cross-platform connecting stuff. Most is just simply taken from Andrea, and for an explanation of what he is actually doing I kindly refer to his post (because I understand about half of it).

#if WINDOWS_PHONE
    private async Task InitBrowseWpToWin()
    {
      var t = new Task(() =>
      {
        PeerFinder.AlternateIdentities["Bluetooth:SDP"] = 
          rfcommServiceUuid.ToString();
      });
      t.Start();
      await t;
    }

    private void StopInitBrowseWpToWin()
    {
      if (PeerFinder.AlternateIdentities.ContainsKey("Bluetooth:SDP"))
      {
        PeerFinder.AlternateIdentities.Remove("Bluetooth:SDP");
      }
    }
#endif

#if NETFX_CORE
    // Code in this part largely based on 
    // http://www.silverlightshow.net/items/Windows-8.1-Play-with-Bluetooth-Rfcomm.aspx

    private const uint ServiceVersionAttributeId = 0x0300;
    private const byte ServiceVersionAttributeType = 0x0A;
    private const uint ServiceVersion = 200;

    private RfcommServiceProvider provider;

    private async Task InitBrowseWpToWin()
    {
      provider = await RfcommServiceProvider.CreateAsync(
                       RfcommServiceId.FromUuid(rfcommServiceUuid));

      var listener = new StreamSocketListener();
      listener.ConnectionReceived += HandleConnectionReceived;

      await listener.BindServiceNameAsync(
        provider.ServiceId.AsString(),
        SocketProtectionLevel.BluetoothEncryptionAllowNullAuthentication);

      using (var writer = new DataWriter())
      {
        writer.WriteByte(ServiceVersionAttributeType);
        writer.WriteUInt32(ServiceVersion);

        var data = writer.DetachBuffer();
        provider.SdpRawAttributes.Add(ServiceVersionAttributeId, data);
        provider.StartAdvertising(listener);
      }
    }

    private void HandleConnectionReceived(StreamSocketListener listener,
      StreamSocketListenerConnectionReceivedEventArgs args)
    {
      provider.StopAdvertising();
      listener.Dispose();
      DoConnect(args.Socket);
    }
    
    // Borrowed code ends
    
    private void StopInitBrowseWpToWin()
    {
      if (provider != null)
      {
        provider.StopAdvertising();
        provider = null;
      }
    }
#endif

Important to notice is that I use Bluetooth:SDP in stead of Bluetooth:Paired like Andrea does. If I use the paired option, I get a list of all devices paired to my phone, including my Jabra headset, my Surface Pro, a Beewi Mini Cooper Coupé Red I got on the last MVP Summit and the desktop computer that I try to connect to. I use SDP (Service Discovery Protocol) to find the device that actually provides the one service I am looking for – not so much a Bluetooth connection from a device that happens to be in the list of paired devices. Notice the Windows Store portion actually makes a “RfcommServiceProvider” with the Guid as identifier, and the Windows Phone portion sets that same Guid as a string to the AlternateIdentities.

Oh – the Windows Phone version of InitBrowseWpToWin method is a bit convoluted – it’s just a way to make whatever is inside async as well, so it’s compatible with the signature of the Windows 8.1 version.

Another important thing to notice is that the Window 8.1 part needs an extra using:

#if NETFX_CORE
using Windows.Devices.Bluetooth.Rfcomm;
#endif

Anyway, where it all starts is here: at the constructor. Not much has changed – there’s only the extra optional parameter that’s being recorded for future use:

public DevicePairConnectionHelper2(string crossPlatformServiceUid = null)
{
  RfcommServiceUuid = crossPlatformServiceUid;
  Messenger.Default.Register<NavigationMessage>(this, ProcessNavigationMessage);
  PeerFinder.TriggeredConnectionStateChanged += PeerFinderTriggeredConnectionStateChanged;
  PeerFinder.ConnectionRequested += PeerFinderConnectionRequested;
}

The Start method has been slightly adapted- it’s now async, to accommodate the async InitBrowseWpToWin method

public async Task Start(ConnectMethod connectMethod = ConnectMethod.Tap, 
   string displayAdvertiseName = null)
{
  Reset();
  connectMode = connectMethod;
  if (!string.IsNullOrEmpty(displayAdvertiseName))
  {
    PeerFinder.DisplayName = displayAdvertiseName;
  }

  try
  {
    PeerFinder.Start();
  }
  catch (Exception)
  {
    Debug.WriteLine("Peerfinder error");
  }

  // Enable browse
  if (connectMode == ConnectMethod.Browse)
  {
    if (ConnectCrossPlatform)
    {
      await InitBrowseWpToWin();
    }

    await PeerFinder.FindAllPeersAsync().AsTask().ContinueWith(p =>
    {
      if (!p.IsFaulted)
      {
        FirePeersFound(p.Result);
      }
    });
  }
}}

A couple of things have changed here – first of all, the whole component is reset in stead of just the PeerFinder, because there's now potentially much more set up now than just the PeerFinder. The start of the PeerFinder is now in a try-catch because on Windows 8.1 some combinations of parameters cause an exception – while still the connection is set up. This is a typical ‘yeah whatever works’ solution. Then the cross platform stuff is set up – if that is required, and I also check first if the result of the task that returns from the PeerFinder is not faulted, which I did not do in earlier versions either.

The most important piece of refactoring is the DoConnect method. In the old version there was one – now there are three overloads:

private void DoConnect(PeerInformation peerInformation)
{
#if WINDOWS_PHONE
  if (peerInformation.HostName != null)
  {
    DoConnect(peerInformation.HostName, peerInformation.ServiceName);
    return;
  }
#endif

  PeerFinder.ConnectAsync(peerInformation).AsTask().ContinueWith(p =>
  {
    if (!p.IsFaulted)
    {
      DoConnect(p.Result);
    }
    else
    {
      Debug.WriteLine("connection fault");
      FireConnectionStatusChanged(TriggeredConnectState.Failed);
    }
  });
}

private void DoConnect(HostName hostname, string serviceName)
{
  var streamSocket = new StreamSocket();
  streamSocket.ConnectAsync(hostname, serviceName).AsTask().ContinueWith((p) => 
                            DoConnect(streamSocket));
}

private void DoConnect(StreamSocket receivedSocket)
{
  socket = receivedSocket;
  StartListeningForMessages();
  PeerFinder.Stop();
  FireConnectionStatusChanged(TriggeredConnectState.Completed);
}

It is a bit complicated, but these three methods cover all scenario’s

  1. If a Windows Phone connects to a Windows Phone, it calls the first method. Since this is not a cross-platform call, the HostName will be null, so it will do PeerFinder.ConnectAsync, receive a StreamSocket and proceed to call the 3rd DoConnect method.
  2. If a Windows 8.1 computer connects a Windows 8.1 computer – ditto
  3. If a Windows Phone connects a Windows 8.1 computer – the Phone will fine find that the HostName (and ServiceId) will be set, so it calls the 2nd DoConnect method. This will proceed to connect to the service, as pass on the result StreamSocket again to the 3rd method
  4. The Window 8.1 computer, upon being connected by a Windows Phone, will get a callback in HandleConnectionReceived (see above, in Andrea’s code) which will immediately result in a StreamSocket, so it call the 3rd DoConnect immediately.

For good measure – the 2nd DoConnect method is actually never used in a Windows 8.1 application.

And that’s about what I needed to do. The changes to the sample app are very limited – I added a checkbox on both of them, and a wrapping ConnectCrossPlatform property that is set by said checkbox. Also a minor detail – the Reset method in the NfcConnectViewModel no longer stops the PeerFinder first. This is especially important for the Windows 8.1 app – it never finds the phone, but the phone is still trying to make a connection. If the PeerFinder on Windows 8.1 is already stopped, you get all kind of funky errors when you select the computer on the phone.

For those who find the discussion a bit arcane – there is, as always, a working demo solution for this article. It is built on top of my new not-yet-published WpWinNl library – that’s basically a cross-platform (no, not PCL, just a NuGet Package) version of the wp7nl library. Well as cross platform as it can be. Stay tuned, it will be available soon. But tackling this problem took a bit longer than I hoped, so I am a bit behind schedule

14 January 2013

An MVVM-friendly ‘tap-to-connect’ NFC socket network helper for Windows Phone 8

For my Windows Phone 8 game “Pull the Rope” I wrote a utility class to make pairing phones and obtaining a  two-way communication channel a little bit easier. I already dabbled into this while developing the game, but now I feel it’s time to show a more comprehensive solution.

I re-use the NavigationEventArgsExtensions and the NavigationMessage from my previous article “Handling Windows Phone 8 NFC startup events using the MVVMLight” without describing them further – I suggest you read this article as a preface to this one if you haven’t done so before. The utility class I describe in this article handles the pairing via tap-to-connect and provides – when that’s done – a method for sending a message and an event for receiving a message. I have peppered the code with debug statements, so can you nicely see in your output windows what’s exactly happening inside of the class when you are debugging on the phone.

Messages are sent and received as strings, therefore the message argument class is not very complex either:

using System;

namespace Wp7nl.Devices
{
  public class ReceivedMessageEventArgs : EventArgs
  {
    public string Message { get; set; }
  }
}
The start of the TtcSocketHelper (‘Tap-To-Connect’) class, as I have called it, is as follows:
using System;
using System.Diagnostics;
using System.Threading.Tasks;
using GalaSoft.MvvmLight.Messaging;
using Windows.Foundation;
using Windows.Networking.Proximity;
using Windows.Networking.Sockets;
using Windows.Storage.Streams;

namespace Wp7nl.Devices
{
  public class TtcSocketHelper
  {
    public TtcSocketHelper()
    {
      Messenger.Default.Register<NavigationMessage>(this, 
        ProcessNavigationMessage);
    }

    public virtual void Start()
    {
      PeerFinder.TriggeredConnectionStateChanged += 
         PeerFinderTriggeredConnectionStateChanged;

      PeerFinder.AllowBluetooth = true;
      PeerFinder.Start();
    }

    private void ProcessNavigationMessage(NavigationMessage message)
    {
      Debug.WriteLine("TtsHelper.ProcessNavigationMessage " + 
        message.NavigationEvent.Uri);

      if (message.IsStartedByNfcRequest)
      {
        Start();
      }
    }
  }
}
The constructor subscribes this helper class to a message that will need to be fired when the application navigates to it's main page. If it detects the app is started by an NfcRequest - i.e. a tap-to-connect, the PeerFinder is immediately started to allow for the further build-up of the connection. I already described this technique in the article I already mentioned. The method Start can also be called by an the application, for instance the press of a “connect” button. Note that I only allow Bluetooth connections – this is because this class comes from my game, which does not need the highest possible speed, but the lowest possible latency. Ironically Wi-Fi seems to have a little more latency than Bluetooth.

The next part is the handling of the connection process itself:

private void PeerFinderTriggeredConnectionStateChanged(object sender, 
             TriggeredConnectionStateChangedEventArgs args)
{
  switch (args.State)
  {
    case TriggeredConnectState.Completed:
      FireConnectionStatusChanged(args);
      socket = args.Socket;
      StartListeningForMessages();
      PeerFinder.Stop();
      break;
    default:
      FireConnectionStatusChanged(args);
      break;
  }
}

private void FireConnectionStatusChanged(TriggeredConnectionStateChangedEventArgs args)
{
  Debug.WriteLine("TtsHelper: " + args);
  if (ConnectionStatusChanged != null)
  {
    ConnectionStatusChanged(this, args );
  }
}

public event TypedEventHandler<object, 
             TriggeredConnectionStateChangedEventArgs> ConnectionStatusChanged;

private StreamSocket socket;

This is kind of nicked from the Bluetooth app to app sample at MSDN, although I made it a bit simpler: only on TriggeredConnectState.Completed I need to do something, i.e. obtain a socket. For the rest of the events, I just pass them to the outside world in case it’s interested.

Next is the part that initiates and performs the actual listening for messages, once the socket is obtained:

private async void StartListeningForMessages()
{
  if( socket != null )
  {
    if (!listening)
    {
      listening = true;
      while (listening)
      {
        var message = await GetMessage();
        if (listening)
        {
          if (message != null && MessageReceived != null)
          {
            MessageReceived(this, 
               new ReceivedMessageEventArgs {Message = message});
          }
        }
      }
    }
  }
}

private async Task<string> GetMessage()
{
  try
  {
    if (dataReader == null) dataReader = new DataReader(socket.InputStream);
    await dataReader.LoadAsync(4);
    var messageLen = (uint)dataReader.ReadInt32();

    await dataReader.LoadAsync(messageLen);
    var message = dataReader.ReadString(messageLen);
    Debug.WriteLine("Message received: " + message);

    return message;
  }
  catch (Exception ex)
  {
    Debug.WriteLine("GetMessage: " + ex.Message);
  }
  return null;
}

public event TypedEventHandler<object, ReceivedMessageEventArgs> MessageReceived;

private DataReader dataReader;

private bool listening;

The StartListeningForMessages basically enters an endless loop – endless that is, until the “listening” is set to “false” - waiting for GetMessage to return something. The GetMessage is almost 100% nicked from the Bluetooth app to app sample at MSDN. the first four bytes are supposed to contain the message length, the rest is payload, hence the two read actions.

Then of course we need a method to actually send messages:

private readonly object lockObject = new object();

public async void SendMessage(string message)
{
  Debug.WriteLine("Send message:" + message);
  if (socket != null)
  {
    try
    {
      lock (lockObject)
      {
        {
          if (dataWriter == null)
          {
            dataWriter = new DataWriter(socket.OutputStream);
          }

          dataWriter.WriteInt32(message.Length);
          dataWriter.StoreAsync();

          dataWriter.WriteString(message);
          dataWriter.StoreAsync();
        }
      }
    }
    catch (Exception ex)
    {
      Debug.WriteLine("SendMessage: " + ex.Message);
    }
  }
}
private readonly object lockObject = new object();

private DataWriter dataWriter;

which comes almost directly from my earlier article “Preventing high speed socket communication on Windows Phone 8 going south when using async/await”

And finally we have this brilliant method, which basically resets the TtcSocketHelper class back to its initial status.

public void Reset()
{
  PeerFinder.Stop();
  if (dataReader != null)
  {
    try
    {
      listening = false;
      if (dataReader != null)
      {
        dataReader.Dispose();
        dataReader = null;
      }
      if (dataWriter != null)
      {
        dataWriter.Dispose();
        dataWriter = null;
      }
      if (socket != null)
      {
        socket.Dispose();
        socket = null;
      }
    }
    catch (Exception ex)
    {
    }
  }
}

To use this class:

  • Make sure you app does fire a NavigationMessage as described here
  • Make a new TtcSocketHelper.
  • Subscribe to its ConnectionStatusChanged event
  • Subscribe to its MessageReceived event
  • Call Start
  • Wait until a TriggeredConnectState.Completed comes by
  • Call SendMessage – and see them appear in the method subscribed to MessageReceived on the other phone.

Oh, and don’t forget to set ID_CAP_PROXIMITY in your WMAppManifest.Xaml.right?

The source code – and a working demo of this component – can be found in the demo solution right here. It’s a very simple chat-application built upon TtcSocketHelper. Of course this is all MVVMLight based, and I start off with the basic viewmodel and its properties:

using System.Collections.ObjectModel;
using System.Windows;
using System.Windows.Input;
using GalaSoft.MvvmLight;
using GalaSoft.MvvmLight.Command;
using GalaSoft.MvvmLight.Messaging;
using Windows.Networking.Proximity;
using Wp7nl.Devices;

namespace TtcDemo.Viewmodels
{
  public class NfcConnectViewModel : ViewModelBase
  {
    private TtcSocketHelper ttcSocketHelper;

    public ObservableCollection<string> ConnectMessages { get; private set; }
    public ObservableCollection<string> ReceivedMessages { get; private set; }

    private bool canInitiateConnect;
    public bool CanInitiateConnect
    {
      get { return canInitiateConnect; }
      set
      {
        if (canInitiateConnect != value)
        {
          canInitiateConnect = value;
          RaisePropertyChanged(() => CanInitiateConnect);
        }
      }
    }

    private bool isConnecting;
    public bool IsConnecting
    {
      get { return isConnecting; }
      set
      {
        if (isConnecting != value)
        {
          isConnecting = value;
          RaisePropertyChanged(() => IsConnecting);
        }
      }
    }

    private bool canSend;
    public bool CanSend
    {
      get { return canSend; }
      set
      {
        if (canSend != value)
        {
          canSend = value;
          RaisePropertyChanged(() => CanSend);
        }
      }
    }
    
    private string message;
    public string Message
    {
      get { return message; }
      set
      {
        if (message != value)
        {
          message = value;
          RaisePropertyChanged(() => Message);
        }
      }
    }
  }
}

We have a TtcSocketHelper itself, and two ObservableCollections of strings. ConnectMessages serves is to report the connection progress, and ReceivedMessages hold the messages received by your ‘opponent’ once the connection is established. Then we have three booleans, that basically turn on or off certain parts of the user interface depending on the state:

  • Initially, IsConnecting is true and CanSend is false. That should show a part of the user interface to show ConnectMessages.
  • If the app is started by the user, CanInitiateConnect is true as well, so the user can click on some “connect” button as well. If the apps is started by an NFC request, the process of creating a connection is initiated by someone else and the user should not be able to press a “connect” button to prevent the whole process from being south. I my mind I call the instance of the app that has been started by the user “master”, the instance started by the NFC request “slave”.
  • If the connection has been successfully established, IsConnecting should become false and CanSend true, disabling the controls handling the connection setup, and enabling the controls doing the actual chatting stuff.

And yeah, I know, usually CanSend != IsConnecting so I could replace this with one boolean. But that makes the designer’s job harder, as I will show further on.

Finally we have the Message property, which is where the message the user wants to send. We’ll come to that later. The viewmodel is initialized via a method “Init”, now called in the constructor:

public NfcConnectViewModel()
{
  Init();
}

private void Init()
{
  Messenger.Default.Register<NavigationMessage>(this, ProcessNavigationMessage);

  if (ConnectMessages == null)
  {
    ConnectMessages = new ObservableCollection<string>();
  }

  if (ReceivedMessages == null)
  {
    ReceivedMessages = new ObservableCollection<string>();
  }

  if (!IsInDesignMode)
  {
    if (ttcSocketHelper == null)
    {
      ttcSocketHelper = new TtcSocketHelper();
      ttcSocketHelper.ConnectionStatusChanged += ConnectionStatusChanged;
      ttcSocketHelper.MessageReceived += TtsHelperMessageReceived;
    }
    else
    {
      CanSend = true;          
    }
  }
  IsConnecting = true;
}

It doesn’t really do that much – apart from initializing the ObservableCollections, creating an instance of TtcSocketHelper and subscribing to its events, and setting the initial status. There are two things to note here – one, in design mode both CanSend and IsConnecting are true so all the parts of the GUI are enabled. This is to remain friends with the designer, who can now shut on or off both the connection part of the GUI and the messaging part when he/she chooses using Blend, making the design process a lot easier - in stead of having to muck around in your code – or worse, by coming to complain to you.

The second thing to note is that this viewmodel also subscribes to NavigationMessage (just as TtcSocketHelper itself) . This is because the viewmodel likes to know as well if it’s in a master or slave app:

private void ProcessNavigationMessage(NavigationMessage message)
{
  CanInitiateConnect = !message.IsStartedByNfcRequest;
}

so it can enable or disable the connect button. The handling of the connection messages is done by ConnectionStatusChanged:

private void ConnectionStatusChanged(object sender,
  TriggeredConnectionStateChangedEventArgs e)
{
  Deployment.Current.Dispatcher.BeginInvoke(() =>
    ConnectMessages.Add(GetMessageForStatus(e.State)));
    
  if (e.State == TriggeredConnectState.Completed)
  {
    Deployment.Current.Dispatcher.BeginInvoke(() =>
    {
      IsConnecting = false;
      CanSend = true;
    });
  }
}

private static string GetMessageForStatus(TriggeredConnectState state)
{
  switch (state)
  {
    case TriggeredConnectState.Listening:
      return "Listening....";

    case TriggeredConnectState.PeerFound:
      return "Opponent found";

    case TriggeredConnectState.Connecting:
      return "Opponent found";

    case TriggeredConnectState.Completed:
      return "Connection succesfull!";

    case TriggeredConnectState.Canceled:
      return "Connection canceled";

    default: //TriggeredConnectState.Failed:    
      return "Connection failed";
  }
}

That first adds a message to ConnectMessages using a little helper method GetMessageForStatus (I’d suggest loading this from a resource if you do this in a real app) . After that, if it detects a TriggeredConnectState.Completed message coming by, switches from connect mode to chat mode, so to speak. Since all these events are raised outside of the UI thread, say hello to your old friend Dispatcher to prevent cross-thread access exceptions. Oh, and then of course there’s the little matter of enabling the user actually starting the whole connection process:

public ICommand StartCommmand
{
  get
  {
    return new RelayCommand(
        () =>
        {
          ConnectMessages.Add("Connect started...");
          CanSend = false;
          CanInitiateConnect = false;
          ttcSocketHelper.Start();
        });
  }
}

It adds a message to ConnectMessage (to show “see, I am really doing something!”), disables the connect button (as to prevent an annoying Windows Phone certification tester crashing your program) and then it starts the helper. All this is only needed to handle the build-up of the connection. All that actually handles the chatting is merely this:

public ICommand SendComand
{
  get
  {
    return new RelayCommand(
      () =>
      {
        ttcSocketHelper.SendMessage(Message);
        Message = string.Empty;
      }
   );
  }
}

private void TtsHelperMessageReceived(object sender,
                                      ReceivedMessageEventArgs e)
{
  Deployment.Current.Dispatcher.BeginInvoke(() =>
    ReceivedMessages.Add(e.Message));
}

As you can see it’s only a command that relays the message to the TtcSocketHelper and then clears the field, and a simple method listening for messages and adding received message contents to ReceivedMessages, once again with the aid of the Dispatcher.

Since this article is already way longer than I planned, I limit myself to the part of the XAML that is actually interesting:

<!-- Connect panel-->
<Grid x:Name="ConnectGrid" Margin="0,0,0,76" Grid.RowSpan="2" 
   Visibility="{Binding IsConnecting, Converter={StaticResource VisibilityConverter}}">
  <Grid.RowDefinitions>
    <RowDefinition Height="425*"/>
    <RowDefinition Height="106*"/>
  </Grid.RowDefinitions>
  <Button Content="Connect" HorizontalAlignment="Center" VerticalAlignment="Top"
     IsEnabled="{Binding CanInitiateConnect}" Command="{Binding StartCommmand}" 
     Grid.Row="1"/>
  <ListBox ItemsSource="{Binding ConnectMessages}" Background="#FF091630"/>
</Grid>

<!-- Message panel-->
<Grid x:Name="MessageGrid" 
      Visibility="{Binding CanSend, Converter={StaticResource VisibilityConverter}}" >
  <Grid.RowDefinitions>
    <RowDefinition Height="110*"/>
    <RowDefinition Height="100*"/>
    <RowDefinition Height="412*"/>
  </Grid.RowDefinitions>
  <TextBox Height="72" Margin="0,10,0,0" TextWrapping="Wrap" VerticalAlignment="Center" 
    Text="{Binding Message, Mode=TwoWay}"/>
  <Button Content="send message" Grid.Row="1" Command="{Binding SendComand, Mode=OneWay}"/>
  <ListBox Grid.Row="2" ItemsSource="{Binding ReceivedMessages}" 
           Background="#FF091630" Margin="12,0"/>
</Grid

wp_ss_20130116_0002[1]wp_ss_20130116_0001[1]You can see ConnectGrid whose visibility is controlled by IsConnecting, and a MessageGrid whose visibility is controlled by CanSend. Then there is the Connect button that is enabled or disabled by CanInitiateConnect. The two faces of the application look like as showed on the right. On the left image you see the app just after connect has been initiated by the ‘master’ the right shows the app after having received a message from the first phone and the user of the second phone responding.

I will add the classes described in this article to the wp8-specific version of  my wp7nl CodePlex library soon. In the mean time, you can find them in the Wp7nl.Contrib project of the demo solution.

For the record, there’s also a ResetCommand in the viewmodel that makes it possible to reset the whole connection process, but that’s currently not bound to a button of sorts. I leave that as exercise for the reader ;-)

A final word: I am aware of the fact that I could also have used the Visual State Manager to turn pieces of the GUI on and off (and animate that, too) but I did not want to add even more complexity to this article.

26 December 2012

Handling Windows Phone 8 NFC startup events using the MVVMLight Messenger

wp_ss_20121226_0002As regular readers of this blog know, I am currently playing around with NFC on Windows Phone 8. I peeked a little in the Bluetooth app to app sample at MSDN to understand how to find a ‘peer’. A peer is defined as the same app, installed on a different phone. So basically you go around installing the app on two phones, start it on phone 1, make sure it calls PeerFinder.Start(), tap the phones together and presto - the popup as displayed in the image on the right appears. If you check ‘open app’ – or whatever it shows in the language you have selected – the app is started on the second phone as well.

You can distinguish between an app being started by itself, or with the “open app” button by overriding the OnNavigatedTo method from the app’s main startup page. If the app is all started up by itself, the NavigationEventArgs.Uri just contains the name of the main page, for instance “MainPage.xaml”. But if it is started by an NFC event, the Uri ends with the following rather funny long string:

ms_nfp_launchargs=Windows.Networking.Proximity.PeerFinder:StreamSocket

Annoyingly, the OnNavigatedTo event is only available inside the page’s code. If you want to handle this the MVVM way, you want this to be taken care of by a view model or a model, not by the page’s code behind.

I have gone the following route. First, I define a little extension method that easily helps me to determine if the app was initiated by the user or by an NFC event:

using System.Windows.Navigation;

namespace Wp7nl.Devices
{
  public static class NavigationEventArgsExtensions
  {
    public static bool IsStartedByNfcRequest(this NavigationEventArgs e)
    {
      var isStartedByNfcRequest = false;
      if (e.Uri != null)
      {
        isStartedByNfcRequest = 
          e.Uri.ToString()
          .Contains("ms_nfp_launchargs=Windows.Networking.Proximity.PeerFinder:StreamSocket");
      }
      return isStartedByNfcRequest;
    }
  }
}

And as I don’t like to pass bare events around, I make a little wrapper class to use as a message:

using System.Windows.Navigation;
using Wp7nl.Devices;

namespace PullTheRope.Logic.Messages
{
  public class NavigationMessage
  {
    public NavigationEventArgs NavigationEvent { get; set; }

    public bool IsStartedByNfcRequest
    {
      get 
      { 
        return NavigationEvent != null && NavigationEvent.IsStartedByNfcRequest();
      }
    }
  }
}

And it contains a convenient shortcut method as well. Then the only thing you have to do is indeed override the OnNavigatedTo method, like this:

protected override void OnNavigatedTo(NavigationEventArgs e)
{
  base.OnNavigatedTo(e);
  Messenger.Default.Send(new NavigationMessage {NavigationEvent = e});
}

This is the only ‘breaking’ of the purist's MVVM approach – but as the event is nowhere else available, it’s also the only way to get it done. Sometimes you have to take the pragmatic approach. Anyway, somewhere in your model or view model you define which method should be called when the message is received

Messenger.Default.Register<NavigationMessage>(this, ProcessNavigationMessage);

a method to trap it

private void ProcessNavigationMessage(NavigationMessage message)
{
  // whatever – we are back in MVVM territory
}

and I trust you can take it from there ;-) .

Be aware the events generated are generated outside the GUI thread, so if you try to data bind properties changed from the event method, you might run into cross thread access errors. Deployment.Current.Dispatcher.BeginInvoke is your friend, then.

16 December 2012

Preventing high speed socket communication on Windows Phone 8 going south when using async/await

Currently I am working on a Windows Phone 8 action game in which you can fight a kind of duel. This involves pairing the phones via NFC and then obtaining a socket trough which the phones can exchange game information. Liking to steal from examples myself (why do you think I name my blog this way, eh?) I stole code from the Bluetooth app to app sample at MSDN. Now this is a great sample but it has one kind of problem for me.

I’ll skip the pairing, the obtaining of the socket and the definition of the data reader – that’s all documented in the MSDN sample. The method to send a message to the opponent was, in condensed form:

public async void SendMessage(string message)
{
  if (dataWriter == null)
  {
    dataWriter = new DataWriter(socket.OutputStream);
  }

  dataWriter.WriteInt32(message.Length);
  await dataWriter.StoreAsync();

  dataWriter.WriteString(message);
  await dataWriter.StoreAsync();
}

while at the same time both opponenents where listening using a simple method like

public async Task GetMessage()
{
  if (dataReader == null) dataReader = new DataReader(socket.InputStream);
  await dataReader.LoadAsync(4);
  var messageLen = (uint)dataReader.ReadInt32();
  Debug.WriteLine(messageLen);

  await dataReader.LoadAsync(messageLen);
  var message = dataReader.ReadString(messageLen);
  Debug.WriteLine(message);
  return message;
}

From the debug statements in this code you can see things weren’t exactly working as planned. Now the way this is supposed to work is as follows: as the opponent sends a message using SendMessage, the other phone is receiving a message via the socket in GetMessage. The first four bytes contain an unsigned integer containing the length of the rest of the message – which is supposed to be a string.

I noticed that while things went off to a good start, sooner or later one of the two phones would stop receiving messages or both games crashed simultaneously. I got all kind of null value errors, index out of range and whatnot. When I started debugging, I found out that while the app on phone 1 said it sent a 3-character string, the receiving app on phone 2 sometimes got a huge number for the message length, that obviously wasn’t sent, it read past the end of the stream – crash.

The MSDN sample works fine, as long as it is used for the purpose it was written, i.e. sending out (chat) messages at a kind of sedate pace – not for sending a lot of events per second to keep a game in sync. The essence of a stream is that it’s a stream indeed – things have to be written and read in the right order. For what happened of course was a race condition between two or more events in a short timeframe. The first event wrote the message length, the second event as well, then possibly a third, before the first one came to writing the actual message, and whatever arrived on the other phone was a garbled jumble of bytes that did exactly reflect what happened on the sending phone, but wasn’t the orderly message length – message payload stream the other phone expected.

The way I solved it – in a ‘there-I-fixed-it’ kind of way – was to use a lock on the write code so at least stuff went in the stream in the order the other phone was expecting it:

public async void SendMessage(string message)
{
  lock (this)
  {
    if (dataWriter == null)
    {
      dataWriter = new DataWriter(socket.OutputStream);
    }

    dataWriter.WriteInt32(message.Length);
    dataWriter.StoreAsync();

    dataWriter.WriteString(message);
    dataWriter.StoreAsync();
  }
}

Note you have to remove the “await” before the StoreAsync methods as those are not allowed within a lock. This method makes sure one message – and the whole message – is written on the stream and nothing comes in between.

Update – the first version of this posting contained a small error – which has been graciously pointed out to me by a few readers (see comments section). Also, I’ve been pointed to an article by Scott Hanselman about a similar subject. I’ve tried using the AsyncLock by Stephen Toub he describes but found out that although it works very good and my game does become a bit more fluid, the lag in getting messages across is a lot higher. Net effect: while the game runs more smoothly on both phones, the game state actually gets out of sync very fast, making the game unplayable. Apparently the AsyncLock approach doesn’t work for high speed continuous message exchange, so for now I’ll stick to the approach I described above.