boost asio find beginning of message in tcp based protocol - c++

I want to implement a client for a sensor that sends data over tcp and uses the following protocol:
the message-header starts with the byte-sequence 0xAFFEC0CC2 of type uint32
the header in total is 24 Bytes long (including the start sequence) and contains the size in bytes of the message-body as a uint32
the message-body is sent directly after the header and not terminated by a demimiter
Currently, I got the following code (assume a connected socket exists)
typedef unsigned char byte;
boost::system::error_code error;
boost::asio::streambuf buf;
std::string magic_word_s = {static_cast<char>(0xAF), static_cast<char>(0xFE),
static_cast<char>(0xC0), static_cast<char>(0xC2)};
ssize_t n = boost::asio::read_until(socket_, buf, magic_word_s, error);
if(error)
std::cerr << boost::system::system_error(error).what() << std::endl;
buf.consume(n);
n = boost::asio::read(socket_, buf, boost::asio::transfer_exactly(20);
const byte * p = boost::asio::buffer_cast<const byte>(buf.data());
uint32_t size_of_body = *((byte*)p);
unfortunately the documentation for read_until remarks:
After a successful read_until operation, the streambuf may contain additional data beyond the delimiter. An application will typically leave that data in the streambuf for a subsequent read_until operation to examine.
which means that I loose synchronization with the described protocol.
Is there an elegant way to solve this?

Well... as it says... you just "leave" it in the object, or temporary store it in another, and handle the whole message (below called 'packet') if it is complete.
I have a similar approach in one of my projects. I'll explain a little how I did it, that should give you a rough idea how you can handle the packets correctly.
In my Read-Handler (-callback) I keep checking if the packet is complete. The meta-data information (header for you) is temporary stored in a map associated with the remote-partner (map<RemoteAddress, InfoStructure>).
For example it can look like this:
4 byte identifier
4 byte message-length
n byte message
Handle incoming data, check if identifier + message-length are received already, continue to check if message-data is completed with received data.
Leave rest of the packet in the temporary buffer, erase old data.
Continue with handling when next packet arrives or check if received data completes next packet already...
This approach may sound a little slow, but I get even with SSL 10MB/s+ on a slow machine.
Without SSL much higher transfer-rates are possible.
With this approach, you may also take a look into read_some or its asynchronous version.

Related

How to tell if SSL_read has received and processed all the records from single message

Following is the dilemma,
SSL_read, on success returns number of bytes read, SSL_pending is used to tell if the processed record has more that to be read, that means probably buffer provided is not sufficient to contain the record.
SSL_read may return n > 0, but what if this happens when first records has been processed and message effectively is multi record communication.
Question: I am using epoll to send/receive messages, which means I have to queue up event in case I expect more data. What check will ensure that all the records have been read from single message and it's time to remove this event and queue up an response event that will write the response back to client?
PS: This code hasn't been tested so it may be incorrect. Purpose of the code is to share the idea that I am trying to implement.
Following is code snippet for the read -
//read whatever is available.
while (1)
{
auto n = SSL_read(ssl_, ptr_ + tail_, sz_ - tail_);
if (n <= 0)
{
int ssle = SSL_get_error(ch->ssl_, rd);
auto old_ev = evt_.events;
if (ssle == SSL_ERROR_WANT_READ)
{
//need more data to process, wait for epoll notification again
evt_.events = EPOLLIN | EPOLLERR;
}
else if (err == SSL_ERROR_WANT_WRITE)
{
evt_.events = EPOLLOUT | EPOLLERR;
}
else
{
/* connection closed by peer, or
some irrecoverable error */
done_ = true;
tail_ = 0; //invalidate the data
break;
}
if (old_ev != evt_.events)
if (epoll_ctl(epoll_fd_, EPOLL_CTL_MOD, socket_fd_, &evt_) < 0)
{
perror("handshake failed at EPOLL_CTL_MOD");
SSL_free(ssl_);
ssl_ = nullptr;
return false;
}
}
else //some data has been read
{
tail_ = n;
if (SSL_pending(ssl_) > 0)
//buffer wasn't enough to hold the content. resize and reread
resize();
else
break;
}
}
```
enter code here
SSL_read() returns the number of decrypted bytes returned in the caller's buffer, not the number of bytes received on the connection. This mimics the return value of recv() and read().
SSL_pending() returns the number of decrypted bytes that are still in the SSL's buffer and haven't been read by the caller yet. This would be equivalent to calling ioctl(FIONREAD) on a socket.
There is no way to know how many SSL/TLS records constitute an "application message", that is for the decrypted protocol data to dictate. The protocol needs to specify where a message ends and a new message begins. For instance, by including the message length in the message data. Or delimiting messages with terminators.
Either way, the SSL/TLS layer has no concept of "messages", only an arbitrary stream of bytes that it encrypts and decrypts as needed, and transmits in "records" of its choosing. Similar to how TCP breaks up a stream of arbitrary bytes into IP frames, etc.
So, while your loop is reading arbitrary bytes from OpenSSL, it needs to process those bytes to detect separations between protocol messages, so it can then act accordingly per message.
What check will ensure that all the records have been read from single message and it's time to remove this event and queue up an response event that will write the response back to client?
I'd have hoped that your message has a header with the number of records in it. Otherwise the protocol you've got is probably unparseable.
What you'd need is to have a stateful parser that consumes all the available bytes and outputs records once they are complete. Such a parser needs to suspend its state once it reaches the last byte of decrypted input, and then must be called again when more data is available to be read. But in all cases if you can't predict ahead of time how much data is expected, you won't be able to tell when the message is finished - that is unless you're using a self-synchronizing protocol. Something like ATM headers would be a starting point. But such complication is unnecessary when all you need is just to properly delimit your data so that the packet parser can know exactly whether it's got all it needs or not.
That's the problem with sending messages: it's very easy to send stuff that can't be decoded by the receiver, since the sender is perfectly fine with losing data - it just doesn't care. But the receiver will certainly need to know how many bytes or records are expected - somehow. It can be told this a-priori by sending headers that include byte counts or fixed-size record counts (it's the same size information just in different units), or a posteriori by using unique record delimiters. For example, when sending printable text split into lines, such delimiters can be Unicode paragraph separators (U+2029).
It's very important to ensure that the record delimiters can't occur within the record data itself. Thus you need some sort of a "stuffing" mechanism, where if a delimiter sequence appears in the payload, you can alter it so that it's not a valid delimiter anymore. You also need an "unstuffing" mechanism so that such altered delimiter sequences can be detected and converted back to their original form, of course without being interpreted as a delimiter. A very simple example of such delimiting process is the octet-stuffed framing in the PPP protocol. It is a form of HDLC framing. The record separator is 0x7E. Whenever this byte is detected in the payload, it is escaped - replaced by a 0x7D 0x5E sequence. On the receiving end, the 0x7D is interpreted to mean "the following character has been XOR'd with 0x20". Thus, the receiver converts 0x7D 0x5E to 0x5E first (it removes the escape byte), and then XORs it with 0x20, yielding the original 0x7E. Such framing is easy to implement but potentially has more overhead than framing with a longer delimiter sequence, or even a dynamic delimiter sequence whose form differs for each position within the stream. This could be used to prevent denial-of-service attacks, when the attacker may maliciously provide a payload that will incur a large escaping overhead. The dynamic delimiter sequence - especially if unpredictable, e.g. by negotiating a new sequence for every connection - prevents such service degradation.

What about partial recv() on two byte header containing message length?

I have been reading some socket guides such as Beej's guide to network programming. It is quite clear now that there is no guarantee on how many bytes are received in a single recv() call. Therefore a mechanism of e.g. first two bytes stating the message length should be sent and then the message. So the receiver receives the first two bytes and then receives in a loop until the whole message has been received. All good and dandy!?
I was asked by a colleague about messages going out of sync. E.g. what if, somehow, I receive two bytes in once recv() call that are actually in the middle of the message itself and it would appear as a integer of some value? Does that mean that the rest of the data sent will be out of sync? And what about receiving the header partially, i.e. one byte at a time?
Maybe this is overthinking, but I can't find this mentioned anywhere and I just want to be sure that I would handle this if it could be a possible threat to the integrity of the communication.
Thanks.
It is not overthinking. TCP presents a stream so you should treat it this way. A lot of problems concerning TCP are due to network issues and will probably not happen during development.
Start a message with a (4 byte) magic that you can look for followed by a (4 byte) length in an expected order (normally big endian). When receiving, read each byte of the header at the time, so you can handle it anyway the bytes were received. Based on that you can accept messages in a lasting TCP connection.
Mind you that when starting a new connection per message, you know the starting point. However, it doesn't hurt sending a magic either, if only to filter out some invalid messages.
A checksum is not necessary because TCP shows a reliable stream of bytes which was already checked by the receiving part of TCP, and syncing will only be needed if there was a coding issue with sending/receiving.
On the other hand, UDP sends packets, so you know what to expect, but then the delivery and order is not guaranteed.
Your colleague is mistaken. TCP data cannot arrive out of order. However you should investigate the MSG_WAITALL flag to recv() to overcome the possibility of the two length bytes arriving separately, and to eliminate the need for a loop when receiving the message body.
Its your responsibility to make you client and server syncing together, how ever in TCP there is no out of order delivery, if you got something by calling recv() you can think there isn't anything behind that that you doesn't received.
So the question is how to synchronize sender and receiver ? its easy, as stefaanv said, sender and receiver are knowing their starting point. so you can define a protocol for your network communication. for example a protocol could be defined this way :
4 bytes of header including message type and payload length
Rest of message is payload length
By this, you have to send 4 byte header before sending actual payload, then sending actual payload followed.
Because TCP has garauntied Inorder reliable delivery, you can make two recv() call for each pack. one recv() call with length of 4 bytes for getting next payload size, and another call to recv() with size specified in header. Its necessary to make both recv() blocking to getting synchronized all the time.
An example would be like this:
#define MAX_BUF_SIZE 1024 // something you know
char buf[MAX_BUF_SIZE];
int recvLen = recv(fd, buff, 4, MSG_PEEK);
if(recvLen==4){
recvLen = recv(fd, buff, 4);
if(recvLen != 4){
// fatal error
}
int payloadLen = extractPayloadLenFromHeader(buf);
recvLen = recv(fd, buff, payloadLen, MSG_PEEK);
if(recvLen == payloadLen){
recvLen = recv(fd, buff, payloadLen); // actual recv
if(recvLen != payloadLen){
// fatal error
}
// do something with received payload
}
}
As you can see, i have first called recv with MSG_PEEK flag to ensure is there really 4 bytes available or not, then received actual header. same for payload

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.

Using Boost.Asio to get "the whole packet"

I have a TCP client connecting to my server which is sending raw data packets. How, using Boost.Asio, can I get the "whole" packet every time (asynchronously, of course)? Assume these packets can be any size up to the full size of my memory.
Basically, I want to avoid creating a statically sized buffer.
Typically when you build a custom protocol on the top of TCP/IP you use a simple message format where first 4 bytes is an unsigned integer containing the message length and the rest is the message data. If you have such a protocol then the reception loop is as simple as below (not sure what is ASIO notation, so it's just an idea)
for(;;) {
uint_32_t len = 0u;
read(socket, &len, 4); // may need multiple reads in non-blocking mode
len = ntohl(len);
assert (len < my_max_len);
char* buf = new char[len];
read(socket, buf, len); // may need multiple reads in non-blocking mode
...
}
typically, when you do async IO, your protocol should support it.
one easy way is to prefix a byte array with it's length at the logical level, and have the reading code buffer up until it has a full buffer ready for parsing.
if you don't do it, you will end up with this logic scattered all over the place (think about reading a null terminated string, and what it means if you just get a part of it every time select/poll returns).
TCP doesn't operate with packets. It provides you one contiguous stream. You can ask for the next N bytes, or for all the data received so far, but there is no "packet" boundary, no way to distinguish what is or is not a packet.

Handling partial return from recv() TCP in C

I've been reading through Beej's Guide to Network Programming to get a handle on TCP connections. In one of the samples the client code for a simple TCP stream client looks like:
if ((numbytes = recv(sockfd, buf, MAXDATASIZE-1, 0)) == -1) {
perror("recv");
exit(1);
}
buf[numbytes] = '\0';
printf("Client: received '%s'\n", buf);
close(sockfd);
I've set the buffer to be smaller than the total number of bytes that I'm sending. I'm not quite sure how I can get the other bytes. Do I have to loop over recv() until I receive '\0'?
*Note on the server side I'm also implementing his sendall() function, so it should actually be sending everything to the client.
See also 6.1. A Simple Stream Server in the guide.
Yes, you will need multiple recv() calls, until you have all data.
To know when that is, using the return status from recv() is no good - it only tells you how many bytes you have received, not how many bytes are available, as some may still be in transit.
It is better if the data you receive somehow encodes the length of the total data. Read as many data until you know what the length is, then read until you have received length data. To do that, various approaches are possible; the common one is to make a buffer large enough to hold all data once you know what the length is.
Another approach is to use fixed-size buffers, and always try to receive min(missing, bufsize), decreasing missing after each recv().
The first thing you need to learn when doing TCP/IP programming: 1 write/send call might take
several recv calls to receive, and several write/send calls might need just 1 recv call to receive. And anything in-between.
You'll need to loop until you have all data. The return value of recv() tells you how much data you received. If you simply want to receive all data on the TCP connection, you can loop until recv() returns 0 - provided that the other end closes the TCP connection when it is done sending.
If you're sending records/lines/packets/commands or something similar, you need to make your own protocol over TCP, which might be as simple as "commands are delimited with \n".
The simple way to read/parse such a command would be to read 1 byte at a time, building up a buffer with the received bytes and check for a \n byte every time. Reading 1 byte is extremely inefficient, so you should read larger chunks at a time.
Since TCP is stream oriented and does not provide record/message boundaries it becomes a bit more tricky - you'd
have to recv a piece of bytes, check in the received buffer for a \n byte, if it's there - append the bytes to previously received bytes and output that message. Then check the remainder of the buffer after the \n - which might contain another whole message or just the start of another message.
Yes, you have to loop over recv() until you receive '\0' or an
error happen (negative value from recv) or 0 from recv().
For the first option: only if this zero is part of your
protocol (the server sends it). However from your code it seems that
the zero is just to be able to use the buffer content as a
C-string (on the client side).
The check for a return value of 0 from recv:
this means that the connection was closed (it could be part
of your protocol that this happens.)