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Also, this feature allows nodes in the mesh to exert control over how many neighbors a node has, which in turn, impacts the robustness of the mesh. Communication within a PeerChannel mesh is tuned to keep repetitive message passing to a minimum. When a node in the mesh sends a message to the mesh, it is really sending a message to its neighbors. Upon receipt of a message, each neighbor inspects the message and then forwards the message to its neighbors.
If a PeerChannel node receives a message from a neighbor, it will not forward that message back to that neighbor. Also, if a PeerChannel node frequently receives a message from a neighbor that it has previously received and processed, the connection to that neighbor may be terminated in the next maintenance cycle.
These features are implemented by a local cache on each node. Internally, each node in a PeerChannel mesh caches the value of the WS-Addressing Message ID and an identifier of the neighbor that delivered the message. A node checks this cache when deciding which neighbors to deliver the message to. The combination of these features results in a mesh that is tuned to deliver messages to nodes in the mesh with a minimum of repetition and network bandwidth consumption. As I mentioned previously, a PeerChannel node can also send a message to a subset of the nodes in the mesh.
This is accomplished by assigning a hop count to a message, which is actually a way to track the number of nodes the message has been forwarded through. Do not confuse this mechanism with directional messaging, in which a message is targeted to a particular node. Rather, a hop count is a way to draw a fuzzy boundary around the nodes that will receive the message. For example, if a PeerChannel node Node A has three neighbors and sends a message to the mesh with a hop count of 1, then that message will be delivered to three nodes.
Likewise, if each of Node A's neighbors has three unique neighbors, and Node A sends a message to the mesh with a hop count of 2, then the message will be delivered to nine nodes.
However, if any of Node A's neighbors have common neighbors, then this number will decrease proportionately. Physically, a hop count is expressed in a message as an integer in a header block. When a node receives a message that has a hop count, it inspects the value of the hop count. If the value is greater than zero, the node decrements the hop count monotonically, and forwards the message with the decremented hop count value on to the appropriate neighbors.
If a received message contains a hop count of zero, then the message is not forwarded. It is also important to note that the hop count header block is excluded from message signing, so changing this value does not impact the integrity of the digital signature applied to the message, and prevents the overhead associated with repeatedly generating digital signatures and serializing them into the appropriate parts of the message.
The purpose of the application, as you can tell from its name, is to allow all nodes in the mesh to view the same picture. At a high level, the steps required to build this application are as follows:. Figure 3 shows the finished app. Steps 1 and 2 are necessary when developing any Windows Forms application, so I won't show them here. As with any Windows Communication Foundation application, the first development step is to define the service contract.
A service contract that will be used by PeerChannel is similar to other Windows Communication Foundation contracts except that PeerChannel requires that all OperationContractAttribute annotations set the IsOneWay instance property to true. This property states that the receiver of the message should not send a reply.
If you want the receiver to send a reply, you may define the service contract as a duplex contract, but each OperationContractAttribute annotation must still set the IsOneWay instance property to true. For the purposes of this example, I won't create a duplex contract there are several examples of duplex contracts in the Windows SDK. The contract I will use is shown here:. Notice that the SharePicture interface method is annotated with the OperationContractAttribute attribute, and the IsOneWay instance property is set to true.
The SharePicture operation accepts a System. Stream as a parameter because this operation will be used to propagate the bytes of a picture to other nodes in the mesh. With our service contract defined, it is now time to add the Windows Communication Foundation code that will connect our application to the PeerChannel mesh and passively wait for messages from the mesh.
First, I implement my newly defined service contract in the Form. Then, I define a field of type ServiceHost. Received messages will be dispatched to a single instance of the frmPictureViewer type.
To indicate this functionality, I must assign the proper ServiceBehavior to the frmPictureViewer type. These two steps are shown in Figure 4.
Next, I must instantiate a ServiceHost, add an endpoint, and begin listening for incoming messages. Since I am building a Windows Forms application, the logical place to do this is the constructor of the form, as shown in Figure 5. At this point, I have done all I need to in order to connect to the mesh and listen for messages.
When compared to standard Windows Communication Foundation code, the only things that are different are the scheme of the Uri net. It is important to note that I have opted to put the mesh password directly in the code.
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