how to handle half open socket in middle of transfer? - c++

/*Basic Things has been done.*/
/*Like setting connection and receiving */
namespace bar = boost::asio::error;
void doWrite(char* buffer, size_t size_) {
boost::asio::async_write_some(socket, boost::asio::buffer(buffer ,size), boost::bind(&Handler, this, bar::error, bar::bytes_transferred));
}
/*handler*/
void handler(/*parameters*/)
{
}
while my server is continuously transferring the data. sometimes client gets crash /*purposely */.
errorCode.message() gives error of boost::asio::error::bad_descriptor and whole program crashes.
i have copied the program from boost chat server example.
if server is transmitting let say 1024 bytes and while writing client close in middle of writing of 1024 bytes. whole program crashes.
More Technical Wording:
how to handle half open socket in middle of transfer?

Be sure to do all operations either catching system_error or receiving (and checking) the error_code.
As you say, you already receive the boost::asio::error::bad_descriptor code, so I expect the program termination results because of a subsequent action on the same socket that throws.
Look for the overloads that take a boost::system::error_code& parameter (like e.g. http://www.boost.org/doc/libs/1_66_0/doc/html/boost_asio/reference/basic_stream_socket/close.html).

Related

Windows XP socket error with recv()

I'm having a strange behaviour with the recv() function.
My C++ (MFC) application with WinSock implements a simple HTTP client (non-blocking socket) for accessing HTML pages on a web server. Some of these pages are taking a few seconds for loading. On Windows 7 this is not a problem, because recv() also returns partial data. But on Windows XP the recv() function always returns SOCKET_ERROR and the error code is WSAEWOULDBLOCK. Only when the connection is finished the data is returned in one access.
Does anyone know this problem? How can I force Windows XP to also receive partial data?
I setted the buffer size (SO_RCVBUF) to 1000 Bytes. On Windows 7 this is also reflected to the TCP Window Size - on XP not.
The real problem which I have with this issue is, that I don't know how to check if the connection is still alive or not. How can I check if a connection is still alive? Or how can I specify a timeout (max time between two received packets from the server)?
By default, a socket operates in blocking mode, so the only way you can get a WSAEWOULDBLOCK error at all is if you explicitly put the socket into non-blocking mode instead. Doing so, you agree to handle WSAEWOULDBLOCK (otherwise, don't use non-blocking mode).
WSAEWOULDBLOCK is not a real error, it is just an indication that the operation you attempted to perform cannot be completed at that moment because it would block the calling thread. You need to detect this "error" and simply retry the same operation again at a later time, preferably after a socket state change is detected.
For recv(), WSAEWOULDBLOCK simply means there is no data available on the socket to be read at that moment. In non-blocking mode, you should be using select() (or WSAEventSelect(), or WSAAsyncSelect(), or Overlapped I/O, or an I/O Completion Port) to detect inbound data before you then read it.
That being said, you are implementing an HTTP client, so you must follow the HTTP protocol properly, regardless of the socket I/O mode you are using, regardless of your socket buffer sizes. You must follow the pseudo code logic I outlined in this answer on another question:
You must follow the rules outlined in RFC 2616. Namely:
Read until the "\r\n\r\n" sequence is encountered. Do not read any more bytes past that yet.
Analyze the received headers, per the rules in RFC 2616 Section 4.4. They tell you the actual format of the remaining response data.
Read the data per the format discovered in #2.
Check the received headers for the presence of a Connection: close header if the response is using HTTP 1.1, or the lack of a Connection: keep-alive header if the response is using HTTP 0.9 or 1.0. If detected, close your end of the socket connection because the server is closing its end. Otherwise, keep the connection open and re-use it for subsequent requests (unless you are done using the connection, in which case do close it).
Process the received data as needed.
In short, you need to do something more like this instead (pseudo code):
string headers[];
byte data[];
string statusLine = read a CRLF-delimited line;
int statusCode = extract from status line;
string responseVersion = extract from status line;
do
{
string header = read a CRLF-delimited line;
if (header == "") break;
add header to headers list;
}
while (true);
if ( !((statusCode in [1xx, 204, 304]) || (request was "HEAD")) )
{
if (headers["Transfer-Encoding"] ends with "chunked")
{
do
{
string chunk = read a CRLF delimited line;
int chunkSize = extract from chunk line;
if (chunkSize == 0) break;
read exactly chunkSize number of bytes into data storage;
read and discard until a CRLF has been read;
}
while (true);
do
{
string header = read a CRLF-delimited line;
if (header == "") break;
add header to headers list;
}
while (true);
}
else if (headers["Content-Length"] is present)
{
read exactly Content-Length number of bytes into data storage;
}
else if (headers["Content-Type"] == "multipart/byteranges")
{
string boundary = extract from Content-Type header;
read into data storage until terminating boundary has been read;
}
else
{
read bytes into data storage until disconnected;
}
}
if (!disconnected)
{
if (responseVersion == "HTTP/1.1")
{
if (headers["Connection"] == "close")
close connection;
}
else
{
if (headers["Connection"] != "keep-alive")
close connection;
}
}
check statusCode for errors;
process data contents, per info in headers list;
As you can see, HTTP requires reading CRLF-delimited lines of text, or fixed lengths of raw bytes. To do that, you must call recv() in a loop until you encounter the terminating CRLF, or have received the expected number of bytes, whichever the case may be. Whether you use a synchronous loop that just ignores WSAEWOULDBLOCK errors while looping, or you use a state machine driven by asynchronous events/callbacks, that is up to you to decide. That doesn't change how you must process the HTTP protocol.
This applies to all versions of Windows (even all platforms that use BSD-style socket APIs). What you are encountering is not a Windows bug at all. It is an underlying flaw in your understanding of how to use socket I/O correctly and effectively.
As for checking if the connection is alive, recv() will return 0 if the server closed the connection gracefully, or will report an error otherwise (usually WSAECONNABORTED or WSAECONNRESET, though there can be others). But an abnormal disconnect may take a long time to detect, so you should implement timeouts in your code instead. In synchronous mode, you can use setsockopt(SO_RCVTIMEO). In non-blocking mode, you can use select(). In asynchronous (overlapped) mode, you can use WaitForSingleObject() on whatever event/object you use to drive your state machine.
You can't expect recv to give you any data on a non-blocking socket. If there's no data available it returns WOULDBLOCK. You just need to call recv again (normally after select notifies you some data is available). Whether you get data on the first (or any) call is going to depend on how fast the server is sending it.
When the socket is closed you'll get a different error from recv, like WSAECONNRESET or WSAENOTCONN. select will also notify you when the socket is closed.
It's very strange.
Today I have changed my software to use blocking sockets. But it still doesn't work on Windows XP. Windows 7 is no problem.
So I thought: Let's try another PC. On this PC (also Windows XP) it does work. Now I tried a 3rd PC with Windows XP and here it also works.
I still don't know what the problem is but I think there must be a bug with the PC.

Unix socket hangs on recv, until I place/remove a breakpoint anywhere

[TL;DR version: the code below hangs indefinitely on the second recv() call both in Release and Debug mode. In Debug, if I place or remove a breakpoint anywhere in the code, it makes the execution continue and everything behaves normally]
I'm coding a simple client-server communication using UNIX sockets. The server is in C++ while the client is in python. The connection (TCP socket on localhost) gets established no problem, but when it comes to receiving data on the server side, it hangs on the recv function. Here is the code where the problem happens:
bool server::readBody(int csock) // csock is the socket filedescriptor
{
int bytecount;
// protobuf-related variables
google::protobuf::uint32 siz;
kinMsg::request message;
// if the code is working, client will send false
// I initialize at true to be sure that the message is actually read
message.set_endconnection(true);
// First, read 4-characters header for extracting data size
char buffer_hdr[5];
if((bytecount = recv(csock, buffer_hdr, 4, MSG_WAITALL))== -1)
::std::cerr << "Error receiving data "<< ::std::endl;
buffer_hdr[4] = '\0';
siz = atoi(buffer_hdr);
// Second, read the data. The code hangs here !!
char buffer [siz];
if((bytecount = recv(csock, (void *)buffer, siz, MSG_WAITALL))== -1)
::std::cerr << "Error receiving data " << errno << ::std::endl;
//Finally, process the protobuf message
google::protobuf::io::ArrayInputStream ais(buffer,siz);
google::protobuf::io::CodedInputStream coded_input(&ais);
google::protobuf::io::CodedInputStream::Limit msgLimit = coded_input.PushLimit(siz);
message.ParseFromCodedStream(&coded_input);
coded_input.PopLimit(msgLimit);
if (message.has_endconnection())
return !message.endconnection();
return false;
}
As can be seen in the code, the protocol is such that the client will first send the number of bytes in the message in a 4-character array, followed by the protobuf message itself. The first recv call works well and does not hang. Then, the code hangs on the second recv call, which should be recovering the body of the message.
Now, for the interesting part. When run in Release mode, the code hangs indefinitely and I have to kill either the client or the server. It does not matter whether I run it from my IDE (qtcreator), or from the CLI after a clean build (using cmake/g++).
When I run the code in Debug mode, it also hangs at the same recv() call. Then, if I place or remove a breakpoint ANYWHERE in the code (before or after that line of code), it starts again and works perfectly : the server receives the data, and reads the correct message.endconnection() value before returning out of the readBody function. The breakpoint that I have to place to trigger this behavior is not necessarily trigerred. Since the readBody() function is in a loop (my C++ server waits for requests from the python client), at the next iteration, the same behavior happens again, and I have to place or remove a breakpoint anywhere in the code, which is not necessarily triggered, in order to go past that recv() call. The loop looks like this:
bool connection = true;
// server waiting for client connection
if (!waitForConnection(connectionID)) std::cerr << "Error accepting connection" << ::std::endl;
// main loop
while(connection)
{
if((bytecount = recv(connectionID, buffer, 4, MSG_PEEK))== -1)
{
::std::cerr << "Error receiving data "<< ::std::endl;
}
else if (bytecount == 0)
break;
try
{
if(readBody(connectionID))
{
sendResponse(connectionID);
}
// if client is requesting disconnection, break the while(true)
else
{
std::cout << "Disconnection requested by client. Exiting ..." << std::endl;
connection = false;
}
}
catch(...)
{
std::cerr << "Erro receiving message from client" << std::endl;
}
}
Finally, as you can see, when the program returns from readBody(), it sends back another message to the client, which processes it and prints in the standard output (python code working, not shown because the question is already long enough). From this last behavior, I can conclude that the protocol and client code are OK. I tried to put sleep instructions at many points to see whether it was a timing problem, but it did not change anything.
I searched all over Google and SO for a similar problem, but did not find anything. Help would be much appreciated !
The solution is to not use any flags. Call recv with 0 for the flags or just use read instead of recv.
You are requesting the socket for data that is not there. The recv expects 10 bytes, but the client only sent 6. The MSG_WAITALL states clearly that the call should block until 10 bytes are available in the stream.
If you dont use any flags, the call will succeed with a bytecount at 6, which is the exact same effect than with MSG_DONTWAIT, without the potential side effects of non-blocking calls.
I did the test on the github project, it works.
The solution is to replace MSG_WAITALL by MSG_DONTWAIT in the recv() calls. It now works fine. To summarize, it makes the recv() calls non blocking, which makes the whole code work fine.
However, this still raises many questions, the first of which being: why was it working with this weird breakpoint changing thing ?
If the socket was blocking in the first place, one could assume that it is because there is no data on the socket. Let's assume both situations here :
There is no data on the socket, which is the reason why the blocking recv() call was not working. Changing it to a non blocking recv() call would then, in the same situation, trigger an error. If not, the protobuf deserialization would afterwards fail trying to deserialize from an empty buffer. But it does not ...
There is data on the socket. Then, why on earth would it block in the first place ?
Obviously there is something that I don't get about sockets in C, and I'd be very happy if somebody has an explanation for this behavior !

How would one avoid race conditions from multiple threads of a server sending data to a client? C++

I was following a tutorial on youtube on building a chat program using winsock and c++. Unfortunately the tutorial never bothered to consider race conditions, and this causes many problems.
The tutorial had us open a new thread every time a new client connected to the chat server, which would handle receiving and processing data from that individual client.
void Server::ClientHandlerThread(int ID) //ID = the index in the SOCKET Connections array
{
Packet PacketType;
while (true)
{
if (!serverptr->GetPacketType(ID, PacketType)) //Get packet type
break; //If there is an issue getting the packet type, exit this loop
if (!serverptr->ProcessPacket(ID, PacketType)) //Process packet (packet type)
break; //If there is an issue processing the packet, exit this loop
}
std::cout << "Lost connection to client ID: " << ID << std::endl;
}
When the client sends a message, the thread will process it and send it by first sending packet type, then sending the size of the message/packet, and finally sending the message.
bool Server::SendString(int ID, std::string & _string)
{
if (!SendPacketType(ID, P_ChatMessage))
return false;
int bufferlength = _string.size();
if (!SendInt(ID, bufferlength))
return false;
int RetnCheck = send(Connections[ID], _string.c_str(), bufferlength, NULL); //Send string buffer
if (RetnCheck == SOCKET_ERROR)
return false;
return true;
}
The issue arises when two threads (Two separate clients) are synchronously trying to send a message at the same time to the same ID. (The same third client). One thread may send to the client the int packet type, so the client is now prepared to receive an int, but then the second thread sends a string. (Because the thread assumes the client is waiting for that). The client is unable to process correctly and results in the program being unusable.
How would I solve this issue?
One solution I had:
Rather than allow each thread to execute server commands on their own, they would set an input value. The main server thread would loop through all the input values from each thread and then execute the commands one by one.
However I am unsure this won't have problems of its own... If a client sends multiple messages in the time frame of a single server loop, only one of the messages will send (since the new message would over-write the previous message). Of course there are ways around this, such as arrays of input or faster loops, but it still poses a problem.
Another issue that I thought of was that a client with a lower ID would always end up having their message sent first each loop. This isn't that big of a deal but if there was a situation, say, a trivia game, where two clients entered the correct answer in the same loop then the client with the lower ID would end up saying the answer "first" every time.
Thanks in advance.
If all I/O is being handled through a central server, a simple (but certainly not elegant) solution is to create a barrier around the I/O mechanisms to each client. In the simplest case this can just be a mutex. Associate that barrier with each client and anytime someone wants to send that client something (a complete message), lock the barrier. Unlock it when the complete message is handled. That way only one client can actually send something to another client at a time. In C++11, see std::mutex.

Operation canceled error in async_write

I am trying to send a large amount of data around 50KByte or above over a TCP socket using the following command in C++:
boost::asio::async_write(sock, boost::asio::buffer(sbuff, slen),
boost::bind((&send_handler), placeholders::error));
Where sbuff is a pointer to the data to be transmitted, and slen is the length of the data.
Sometimes the operation successes and sometimes I get an error with Operation cancelled
Here is the code part for the receiver, waiting for a specific amount of the data to be received.
boost::asio::async_read(_sock,
boost::asio::buffer(rbuf, rlen),
boost::bind(&session::handle_read_payload,
this,
placeholders::bytes_transferred,
placeholders::error));
void session::handle_read_payload(buffer<uint8> &buff, size_t rbytes, const boost::system::error_code &e)
Where rlen is the number of the bytes to wait to receive. And rbuf is a pointer to where I store the received bytes.
I checked the flow of the TCP packets between the two machines using Wireshark and I found that suddenly the receiver sends back a packet with FIN flag set to the sender, which terminates the connection.
So can anyone tell me what might be the root of the problem? IS there any problem with my code?
Does it matter if I call _acceptor.listen(); before async_accept. Because when I tested without _acceptor.listen(); , it works perfectly. So what would be the difference?
From the discussion in the comments to the question, it sounds very much like there is a disagreement between the sender and the receiver about the size of the message being sent.
The receiver receives what it thinks is a complete message then closes the socket while the sender still thinks there is more data that the receiver has not accepted.
To diagnose the problem, I suggest that you display slen on the sender side, and display rlen on the receiver side before issuing the respective read/write requests (by display I mean write to a log or to std::cerr or whatever other approach works for your application.) If the two numbers are not equal you know where to look for the underlying cause of the problem. If they are equal -- then more investigation will be needed.

Winsock2 tcp/ip - some data packets are ignored probably due to null terminator from the previous packet

I wrote a simple client-server program. Network.h is a header file which uses Winsock2.h (TCP/IP mode) to create socket, accept/connect in blocking mode, send/recv in non-blocking mode. I made it so that the function string TNetwork::Recv(int size) will return the string "Nothing" if it gets WSAWOULDBLOCK error (no data is received yet)
Here is my main function:
int main(){
string Ans;
TNetwork::StartUp(); //WSA start up, etc
cin >> Ans;
if (Ans == "0"){ // 0 --> server
TNetwork::SetupAsServer(); //accept connection (in blocking mode!)
while (true){
TNetwork::Send("\nAss" + '\0'); //without null terminator, the client may read extra bytes, causing undefined behavior (?)
TNetwork::Send("embly" + '\0');
cin >> Ans;
}
}
else{ // others --> regard Ans as IP address. e.g. I can type "127.0.0.1"
TNetwork::SetupAsClient(Ans);
string Rec;
while (true){
Rec = TNetwork::Recv(1000);
if (Rec != "Nothing"){
cout << Rec;
}
}
}
system("PAUSE");
}
Supposedly, the client would print "Assembly" when connected, and when the server enters anything to its console window. Sometimes, though, the client would only print out "\nAss" in the console without the "embly.
To my understanding, TCP/IP ensures all data to be sent and in the correct order, so I guess what happens is that both packets arrive at the same time, which happen quite often over the unstable internet. And due to this null terminator, the client would ignore the "embly", since the Recv() function stopped reading when it hits a null terminator.
So, how can I ensure that the client will always read all data packets correctly?
Yes, the network stack will send the data in the correct order and doesn't care what termination type you use. This has to do with how you're receiving and processing the data stream (note: not packets, stream). If you receive all 11 bytes and print it to the screen, the print function will stop when it reaches the zero, but the rest of the data is still there.
Note: since it's a stream, what happens if you received only 10 bytes of data from the stream? You need to scan what you receive for the zero to know if you've received a full "zero-terminated string" if that's how you want to communicate your data.
EDIT: Also, I don't think "\nAss" + '\0' is doing what you think it is. Instead of adding a 0 character to the end of the string (which already has one, by the way), it's adding 0 to your string pointer.
As #mark points out, TCP is all about streams, not packets. TCP takes care of ensuring that data is reliably transmitted from A to B and that the data is delivered to the consumer in the order in which it was transmitted. Yes, the data is packetized on the wire, but the TCP stack on the system takes those packets and builds the stream which it makes available to you through the recv() function. The TCP stack handles out-of-order data, missing data, and duplicated data such that by the time your application sees it, the stream is a mirror-copy of when the sender sent.
To properly receive TCP data, you will typically need some kind of loop that reads data from the socket when it becomes available. The way I normally do this is to have a thread that is dedicated to servicing the socket. In the thread function is a loop that reads data from the socket when it becomes available and is idle otherwise. This loop reads data into a buffer of, say, 1 KB. Once the data is received from the socket into this buffer, the buffer is copied to another thread for processing. In the thread function for the processing thread is a loop that receives the 1 KB buffers from the socket thread and adds them to the back end of a master buffer of, say, 1 MB. The processing thread then processes the messages out of this master buffer and makes them available to the application.
For a simple demo application, two threads may be overkill. The two threads I've described could be certainly be combined into one, but for my application, it is more efficient to have two threads and take advantage of the multiple cores on my system. The point is, if you're going to have a front-end UI, there's not going to be a way around using at least one thread and still have the UI be responsive.
One other thing. There are two commonly-used mechanisms for protocol design. You're using one, namely, a marker (e.g., a null terminator, etc.) to signal the begin/end of a message. I don't prefer this mechanism mainly because the marker may actually need to be part of the message at some point. The other mechanism is to have a header on each message that tells, at a minimum, how long the message is. I prefer this mechanism and include in my headers a sync word and the message type as well. For example,
struct Header
{
__int16 _sync; // a hex pattern, e.g., 0xABCD
__int16 _type;
__int32 _length;
}
That's a total of 8 bytes. So when processing from the master buffer, I read the first 8 bytes, verify the sync word, and get the length. I determine if there are 'length' bytes available in the master buffer. If not, I have to wait until the socket thread provides me more data before checking again. If so, I extract 'length' bytes from the master buffer and pass that to an object created according to the specified type, which knows how to interpret that particular message. Then repeat.
As I mentioned, I use a master buffer of 1 MB or so. As messages are processed, it is important to remove them from the master buffer so there is additional space available for new data on the back end. This involves simply copying the unprocessed data, if any, to the beginning of the buffer. In cases where data comes in faster than you can process it, the master buffer may need the ability to resize itself to accommodate the additional data.
I hope that's not overwhelming. Start simple and add as you go.