Boost ASIO - process data while still receiving - c++

I am new to Boost ASIO and have the following use case:
A client sends 1 MB data to a server. The server is able to process each byte of the data independent from the remaining data. My current solution is using the read_some and write_some methods for the server and client, respectively. This works well, but I would like to speed up my implementation by letting the server directly process the data while it still receives them. I already had a look at the documented examples but could not find one that fits my requirements.
I also wonder how I can take track how many bytes are received so far. I always have the same amount of data that the client sends.
Thank you in advance! Best regards.

Related

Does Boost Asio networking send/recieve have any sort of data completeness guarantee?

I've been using boost asio sockets (UDP and TCP) to handle a custom protocol between my client server program. Its been working great until I discovered that on TCP async_send/async_recieve calls that data can arrived in combined chunks.
For example, if I make two send calls each with it's own packet, they can arrive combined at a single receive call. I wrongly assumed that every send corresponds to a receive, but I'm obviously wrong. It however has worked well for the longest time until I found the issue running the client for a different OS.
So my question is: are there any guarantees to the completeness of the data on arrival for every receive call? (e.g. async_send 128 bytes arrive in multiples of 128 bytes, or how it arrives must always be treated as random, like 1 bytes arrives then 127 bytes is possible)
More specifically, does this mean that:
Data can arrive concatenated or partial for every send call, and I
have to always handle the concatenated/partial data manually
Is this true for both UDP and TCP asio sockets?
I searched around and couldn't find any documentation on this so I was wondering if anyone have any idea.
First its important to understand that boost asio socket receive and sends methods just mean that they ordered the underlying network stack to receive or send data. By network stack this could be the windows socket API.
If you are sending data right to the same computer, via so called loopback addresses, the operating system (if there is any) can just "give" it to the listening i.e. receiving program. Thats the scenario where you would be most lucky to get things in order and always complete for all cases.
However if you want you are addressing another computer or because the operating system is in the mood, you will have different behaviour:
TCP was designed that you will get you data in the order you have send it. But the chunks or packet size if will be sent differs even on the same connection and is a key feature of TCP. Your OS or hardware network adapter might do some send or receive buffering too, before informing you. However things won't get lost.
So in short for TCP: You can make sure the data is complete by waiting for a certain point in your data async_read_until is just there for this case. Data from multiple send calls might be in one receive or many
UDP was designed to have a low latency in contrast to TCP, but without its ordering and completeness guarantees. So when you send a UDP datagram i.e. packet, usually the OS and network adapter will try to send it out ASAP. However on the way to the other computer, the internet might loose it, or hold one packet back until the one you send after the first, so that data you send later, could be received later, while you can also get the sent first, later, or might not. But when you receive a datagram it's complete in it self.
So in short for UDP: Data will arrive in datagram chunks, but some datagrams might be missing, or might arrive in another order than sent. The data from one send might be in one receive, might not, or later
So after some more testing here's what I concluded: the answer is no. Boost Asio sockets does not have magic that can enforce data completeness beyond what the TCP/UDP protocols enforces.
Edit:
So here's more of my research:
For TCP, it acts like a data stream. So packets may arrive partial or combined and is complete. So the user application need to handle deserialization of combined or partial data.
For UDP, because it is a datagram packet, if the packet arrives, it is guaranteed to be independent and complete. So there is no need to handle partial or combined packets.

Boost asio - synchronous write / read - how to do?

First, I want to say that I'm new with Boost asio, and I see a lot of examples but it remains things I don't understand.
I want to create a server, that will accept two clients (it will use two socket). The first client will send messages to the server and the server will send this message to the other client (yes, it is useless to use a server, but it's not the point here, I want to understand how all this work). This will happen until one of the client close.
So, I created a server, the server wait for the clients, and then, it must wait for the first client to send some message. And this is my question: what must I do after?
I thought I need to read the first socket, and then write on the second, and so and so, but how I know if the first client writed on the socket? Same, how I know if the second client read the second socket?
I don't need code, I just want to know the good way to do that.
Thanks a lot for reading!
When you perform async_read you specifify a callback which is going to be called whenever any data is read to the buffer ( you should provide the buffer also, check the async_read's documentation ). Respectively you should provide callback for the async_write to know when your data is already sent. So, from the server perspective, for the client which 'writes' you should do async_read, and for the second client which 'reads' you should do async write. With the offered dataflow client1->server->client2 it is hard to recognize which client the server should read from and which one is write to. It's up to you. You can choose the first connected client as writer and the second as reader, for example.
You might want to start with asio iostreams. It's a high-level iostream-like abstraction above asynchronous sockets.
P.S.: also, don't forget to run io_service.run() loop somewhere. Because all the asio callbacks are executed within that loop.

How to send and receive data up to SO_SNDTIMEO and SO_RCVTIMEO without corrupting connection?

I am currently planning how to develop a man in the middle network application for TCP server that would transfer data between server and client. It would behave as regular client for server and server for remote client without modifying any data. It will be optionally used to detect and measure how long server or client is not able to receive data that is ready to be received in situation when connection is inactive.
I am planning to use blocking send and recv functions. Before any data transfer I would call a setsockopt function to set SO_SNDTIMEO and SO_RCVTIMEO to about 10 - 20 miliseconds assuming it will force blocking send and recv functions to return early in order to let another active connection data to be routed. Running thread per connection looks too expensive. I would not use async sockets here because I can not find guarantee that they will get complete in a parts of second especially when large data amount is being sent or received. High data delays does not look good. I would use very small buffers here but calling function for each received byte looks overkill.
My next assumption would be that is safe to call send or recv later if it has previously terminated by timeout and data was received less than requested.
But I am confused by contradicting information available at msdn.
send function
https://msdn.microsoft.com/en-us/library/windows/desktop/ms740149%28v=vs.85%29.aspx
If no error occurs, send returns the total number of bytes sent, which
can be less than the number requested to be sent in the len parameter.
SOL_SOCKET Socket Options
https://msdn.microsoft.com/en-us/library/windows/desktop/ms740532%28v=vs.85%29.aspx
SO_SNDTIMEO - The timeout, in milliseconds, for blocking send calls.
The default for this option is zero, which indicates that a send
operation will not time out. If a blocking send call times out, the
connection is in an indeterminate state and should be closed.
Are my assumptions correct that I can use these functions like this? Maybe there is more effective way to do this?
Thanks for answers
While you MIGHT implement something along the ideas you have given in your question, there are preferable alternatives on all major systems.
Namely:
kqueue on FreeBSD and family. And on MAC OSX.
epoll on linux and related types of operating systems.
IO completion ports on Windows.
Using those technologies allows you to process traffic on multiple sockets without timeout logics and polling in an efficient, reactive manner. They all can be considered successors of the ancient select() function in socket API.
As for the quoted documentation for send() in your question, it is not really confusing or contradicting. Useful network protocols implement a mechanism to create "backpressure" for situations where a sender tries to send more data than a receiver (and/or the transport channel) can accomodate for. So, an application can only provide more data to send() if the network stack has buffer space ready for it.
If, for example an application tries to send 3Kb worth of data and the tcp/ip stack has only room for 800 bytes, send() might succeed and return that it used 800 bytes of the 3k offered bytes.
The basic approach to forwarding the data on a connection is: Do not read from the incoming socket until you know you can send that data to the outgoing socket. If you read greedily (and buffer on application layer), you deprive the communication channel of its backpressure mechanism.
So basically, the "send capability" should drive the receive actions.
As for using timeouts for this "middle man", there are 2 major scenarios:
You know the sending behavior of the sender application. I.e. if it has some intent on sending any data within your chosen receive timeout at any time. Some applications only send sporadically and any chosen value for a receive timeout could be wrong. Even if it is supposed to send at a specific time interval, your timeouts will cause trouble once someone debugs the sending application.
You want the "middle man" to work for unknown applications (which must not use some encryption for middle man to have a chance, of course). There, you cannot pick any "adequate" timeout value because you know nothing about the sending behavior of the involved application(s).
As a previous poster has suggested, I strongly urge you to reconsider the design of your server so that it employs an asynchronous I/O strategy. This may very well require that you spend significant time learning about each operating systems' preferred approach. It will be time well-spent.
For anything other than a toy application, using blocking I/O in the manner that you suggest will not perform well. Even with short timeouts, it sounds to me as though you won't be able to service new connections until you have completed the work for the current connection. You may also find (with short timeouts) that you're burning more CPU time spinning waiting for work to do than actually doing work.
A previous poster wisely suggested taking a look at Windows I/O completion ports. Take a look at this article I wrote in 2007 for Dr. Dobbs. It's not perfect, but I try to do a decent job of explaining how you can design a simple server that uses a small thread pool to handle potentially large numbers of connections:
Windows I/O Completion Ports
http://www.drdobbs.com/cpp/multithreaded-asynchronous-io-io-comple/201202921
If you're on Linux/FreeBSD/MacOSX, take a look at libevent:
Libevent
http://libevent.org/
Finally, a good, practical book on writing TCP/IP servers and clients is "Practical TCP/IP Sockets in C" by Michael Donahoe and Kenneth Calvert. You could also check out the W. Richard Stevens texts (which cover the topic completely for UNIX.)
In summary, I think you should take some time to learn more about asynchronous socket I/O and the established, best-of-breed approaches for developing servers.
Feel free to private message me if you have questions down the road.

C++ how to accept server-push data?

My situation: I would like to create a hobby project for improving my C++ involving real-time/latency programming.
I have decided I will write a small Java program which will send lots of random stock prices to a client, where the client will be written in C++ and accept all the prices.
I do not want the C++ client to have to poll/have a while loop which continuously checks for data even if there is none.
What options do I have for this? If it's easier to accomplish having a C++ server then that is not a problem.
I presume for starters I will have to use the boost ASIO package for networking?
I will be doing this on windows 7.
Why not just have the Java server accept connections and then wait for some duration of time. e.g. 10 seconds. Within that time if data becomes available, send it and close the connection.
Then the C++ client can have a thread which opens a connection whenever the previous one has completed.
That should give quite low latency without creating connections very often when there is no new data.
This is basically the Comet web programming model, which is used for many applications.
Think about how a web server receives data. When a URL is accessed the data is pushed to the server. The server need not poll the client (or indeed know anything about the client other than its a service pushing bytes towards it).
You could use a Java servlet to accept the data over HTTP and write the code in this fashion. Similarly, boost::asio has a server example that should get you started. Under the hood, you could enable persistent HTTP so that the connections aren't opened / closed frequently. This'll make the coding model much simpler.
I do not want the C++ client to have to poll/have a while loop which
continuously checks for data
Someone HAS to.
Need not be you. I've never used boost ASIO, but it might provide a callback registration. If yes, then just register a callback function of yours with boost, boost would do the waiting and give you a call back when it gets some data.
Other option is of course that you use some functions which are synchronous. Like (not a real function) Socket.read() which blocks the thread until there is data in the socket or it's closed. But in this case you're dedicating a thread of your own.
--edit--
Abt the communication itself. Just pick any IPC mechanism (sockets/pipes/files/...), someone already described one I think. Once you send the data, the data itself is "encoded" and "decoded" by you, so you can create your own protocol. E.g. "%%<STOCK_NAME>=<STOCK_PRICE>##" where "%%", = and ## (markers to mark start, mid and end) that you add on sender side and remove on receiver side to get stock name and price.
You can develop the protocol further based on your needs. Like you can also send buy/sell recommendation or, text alert msgs with major stock exchange news. As long as your client and server understand how the data is "encoded" you're good.
Finally, if you want to secure teh communication (and say you're not using some secure layer (SSL)) then you can encrypt the data. But that's a different chapter. :)
HTH

Sending large chunks of data over Boost TCP?

I have to send mesh data via TCP from one computer to another... These meshes can be rather large. I'm having a tough time thinking about what the best way to send them over TCP will be as I don't know much about network programming.
Here is my basic class structure that I need to fit into buffers to be sent via TCP:
class PrimitiveCollection
{
std::vector<Primitive*> primitives;
};
class Primitive
{
PRIMTYPES primType; // PRIMTYPES is just an enum with values for fan, strip, etc...
unsigned int numVertices;
std::vector<Vertex*> vertices;
};
class Vertex
{
float X;
float Y;
float Z;
float XNormal;
float ZNormal;
};
I'm using the Boost library and their TCP stuff... it is fairly easy to use. You can just fill a buffer and send it off via TCP.
However, of course this buffer can only be so big and I could have up to 2 megabytes of data to send.
So what would be the best way to get the above class structure into the buffers needed and sent over the network? I would need to deserialize on the recieving end also.
Any guidance in this would be much appreciated.
EDIT: I realize after reading this again that this really is a more general problem that is not specific to Boost... Its more of a problem of chunking the data and sending it. However I'm still interested to see if Boost has anything that can abstract this away somewhat.
Have you tried it with Boost's TCP? I don't see why 2MB would be an issue to transfer. I'm assuming we're talking about a LAN running at 100mbps or 1gbps, a computer with plenty of RAM, and don't have to have > 20ms response times? If your goal is to just get all 2MB from one computer to another, just send it, TCP will handle chunking it up for you.
I have a TCP latency checking tool that I wrote with Boost, that tries to send buffers of various sizes, I routinely check up to 20MB and those seem to get through without problems.
I guess what I'm trying to say is don't spend your time developing a solution unless you know you have a problem :-)
--------- Solution Implementation --------
Now that I've had a few minutes on my hands, I went through and made a quick implementation of what you were talking about: https://github.com/teeks99/data-chunker There are three big parts:
The serializer/deserializer, boost has its own, but its not much better than rolling your own, so I did.
Sender - Connects to the receiver over TCP and sends the data
Receiver - Waits for connections from the sender and unpacks the data it receives.
I've included the .exe(s) in the zip, run Sender.exe/Receiver.exe --help to see the options, or just look at main.
More detailed explanation:
Open two command prompts, and go to DataChunker\Debug in both of them.
Run Receiver.exe in one of the
Run Sender.exe in the other one (possible on a different computer, in which case add --remote-host=IP.ADD.RE.SS after the executable name, if you want to try sending more than once and --num-sends=10 to send ten times).
Looking at the code, you can see what's going on, creating the receiver and sender ends of the TCP socket in the respecitve main() functions. The sender creates a new PrimitiveCollection and fills it in with some example data, then serializes and sends it...the receiver deserializes the data into a new PrimitiveCollection, at which point the primitive collection could be used by someone else, but I just wrote to the console that it was done.
Edit: Moved the example to github.
Without anything fancy, from what I remember in my network class:
Send a message to the receiver asking what size data chunks it can handle
Take a minimum of that and your own sending capabilities, then reply saying:
What size you'll be sending, how many you'll be sending
After you get that, just send each chunk. You'll want to wait for an "Ok" reply, so you know you're not wasting time sending to a client that's not there. This is also a good time for the client to send a "I'm canceling" message instead of "Ok".
Send until all packets have been replied with an "Ok"
The data is transfered.
This works because TCP guarantees in-order delivery. UDP would require packet numbers (for ordering).
Compression is the same, except you're sending compressed data. (Data is data, it all depends on how you interpret it). Just make sure you communicate how the data is compressed :)
As for examples, all I could dig up was this page and this old question. I think what you're doing would work well in tandem with Boost.Serialization.
I would like to add one more point to consider - setting TCP socket buffer size in order to increase socket performance to some extent.
There is an utility Iperf that let test speed of exchange over the TCP socket. I ran on Windows a few tests in a 100 Mbs LAN. With the 8Kb default TCP window size the speed is 89 Mbits/sec and with 64Kb TCP window size the speed is 94 Mbits/sec.
In addition to how to chunk and deliver the data, another issue you should consider is platform differences. If the two computers are the same architecture, and the code running on both sides is the same version of the same compiler, then you should, probably, be able to just dump the raw memory structure across the network and have it work on the other side. If everything isn't the same, though, you can run into problems with endianness, structure padding, field alignment, etc.
In general, it's good to define a network format for the data separately from your in-memory representation. That format can be binary, in which case numeric values should be converted to standard forms (mainly, changing endianness to "network order", which is big-endian), or it can be textual. Many network protocols opt for text because it eliminates a lot of formatting issues and because it makes debugging easier. Personally, I really like JSON. It's not too verbose, there are good libraries available for every programming language, and it's really easy for humans to read and understand.
One of the key issues to consider when defining your network protocol is how the receiver knows when it has received all of the data. There are two basic approaches. First, you can send an explicit size at the beginning of the message, then the receiver knows to keep reading until it's gotten that many bytes. The other is to use some sort of an end-of-message delimiter. The latter has the advantage that you don't have to know in advance how many bytes you're sending, but the disadvantage that you have to figure out how to make sure the the end-of-message delimiter can't appear in the message.
Once you decide how the data should be structured as it's flowing across the network, then you should figure out a way to convert the internal representation to that format, ideally in a "streaming" way, so you can loop through your data structure, converting each piece of it to network format and writing it to the network socket.
On the receiving side, you just reverse the process, decoding the network format to the appropriate in-memory format.
My recommendation for your case is to use JSON. 2 MB is not a lot of data, so the overhead of generating and parsing won't be large, and you can easily represent your data structure directly in JSON. The resulting text will be self-delimiting, human-readable, easy to stream, and easy to parse back into memory on the destination side.