I'm writing a toy meeting-point/relay server listening on port 5555 for two clients "A" and "B".
It works like this: every byte received by the server from the firstly-connected client A will be sent to the secondly-connected client B, even if A and B don't know their respective IP:
A -----------> server <----------- B # they both connect the server first
A --"hello"--> server # A sends a message to server
server --"hello"--> B # the server sends the message to B
This code is currently working:
# server.py
import socket, time
from threading import Thread
socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
socket.bind(('', 5555))
socket.listen(5)
buf = ''
i = 0
def handler(client, i):
global buf
print 'Hello!', client, i
if i == 0: # client A, who sends data to server
while True:
req = client.recv(1000)
buf = str(req).strip() # removes end of line
print 'Received from Client A: %s' % buf
elif i == 1: # client B, who receives data sent to server by client A
while True:
if buf != '':
client.send(buf)
buf = ''
time.sleep(0.1)
while True: # very simple concurrency: accept new clients and create a Thread for each one
client, address = socket.accept()
print "{} connected".format(address)
Thread(target=handler, args=(client, i)).start()
i += 1
and you can test it by launching it on a server, and do two netcat connections to it: nc <SERVER_IP> 5555
.
How can I then pass the information to the clients A and B that they can talk directly to each other without making the bytes transit via the server?
There are 2 cases:
General case, i.e. even if A and B are not in the same local network
Particular case where these two clients are in the same local network (example: using the same home router), this will be displayed on the server when the 2 clients will connect to the server on port 5555:
('203.0.113.0', 50340) connected # client A, router translated port to 50340 ('203.0.113.0', 52750) connected # same public IP, client B, router translated port to 52750
Remark: a previous unsuccesful attempt here: UDP or TCP hole punching to connect two peers (each one behind a router) and UDP hole punching with a third party