I'm writing a Winsock server in C++ that collects data from a analog-to-digital converter and runs a server so that clients can log in and request the data. I currently have it running at least three threads (main thread, analog input thread, and a server thread), plus the server spins off a new thread for each connected client. I'm testing the code now and it accepts connections from a client three times, but refuses connection on the fourth attempt. This is the while loop I'm using to receive connections and spin off threads for each client. When the server is refusing connections, it's still in this loop. I know from some debugging printf statements.
while (serverActive) {
//Accept client sockets as long as the server remains active
ClientSocket = accept(ListenSocket, NULL, NULL);
if (ListenSocket == INVALID_SOCKET) {
printf("Accept failed");
closesocket(ListenSocket);
WSACleanup();
return 1;
}
std::thread clientThr(clientHandlerThread, ClientSocket);
clientThr.detach();
}
This is the code for the client handler thread. All the if-elseif-else statements in the middle are just the protocol I'm setting up to communicate with clients. The tester client code I'm using closes the socket from the client side. I read some other postings where it said this is sometimes the problem, but it doesn't seem to be the problem in this case. Any thoughts?
int clientHandlerThread(SOCKET client) {
int iResult, iSendResult;
char recvbuf[DEFAULT_BUFLEN];
int recvbuflen = DEFAULT_BUFLEN;
char * p_m6 = reinterpret_cast< char *>(&data_ai_SC1Mod6[0]);
char * p_m7 = reinterpret_cast< char *>(&data_ai_SC1Mod7[0]);
char * p_m8 = reinterpret_cast< char *>(&data_ai_SC1Mod8[0]);
//Receive data until the client closes the connection
do {
iResult = recv(client, recvbuf, recvbuflen, 0);
if (iResult > 0) {
recvbuf[iResult] = (char)0;
printf("Received Command: ");
printf(recvbuf);
printf("\n");
if (recvbuf[4] == 'V') {
if (recvbuf[6] == '6') {
iSendResult = send(client, "SCXI>", 5, 0);
iSendResult = send(client, p_m6, 64, 0);
iSendResult = send(client, "<SCXI", 5, 0);
}
else if (recvbuf[6] == '7') {
iSendResult = send(client, "SCXI>", 5, 0);
iSendResult = send(client, p_m7, 64, 0);
iSendResult = send(client, "<SCXI", 5, 0);
}
else if (recvbuf[6] == '8') {
iSendResult = send(client, "SCXI>", 5, 0);
iSendResult = send(client, p_m8, 64, 0);
iSendResult = send(client, "<SCXI", 5, 0);
}
else {
iSendResult = send(client, "SCXI>Unrecognized Module<SCXI", 29, 0);
}
}
else {
iSendResult = send(client, "SCXI>Unrecognized Command<SCXI", 30, 0);
}
if (iSendResult == SOCKET_ERROR) {
printf("Send failed");
closesocket(client);
WSACleanup();
return 1;
}
}
else {
closesocket(client);
WSACleanup();
return 1;
}
} while (iResult > 0);
closesocket(client);
WSACleanup();
return 0;
}
It starts refusing connections after the first connect thread exits, because you're incorrectly calling WSACleanup() in the thread. Remove it. You should also remove it from the accept loop. You should only call it when you are ready to exit the entire process.
NB you're testing the wrong socket in the accept loop.
NB 2 Your code makes the untenable assumption that every recv() receives one entire single message.
Related
Edit: Working on a solution - turns out googling 204.204.204.204 gets me further than more descriptive requests.
Honestly. Wits end. I have no idea how I can spend an entire day doing something that took 10 minutes in Flask (Server) and Javascript (client). I need this to run in C++ and allow a client to connect via BlueStacks' port on the same machine. The client is unimportant because I can't even get that far.
I've tried WinSocks, I've tried WxWidget's networking implementation, I've even tried some random C++ wrapper thing. All of them failed (typically within the EXAMPLE! As in, copy paste and errors everywhere). So I ultimately went back to WinSockets and followed a tutorial on YouTube.
int ServerStuff() {
WSADATA WsData;
WORD ver = MAKEWORD(2, 2);
int wsOK = WSAStartup(ver, &WsData);
if (wsOK != 0) {
wxLogMessage("Can't initialize Winsock! Quitting");
return false;
}
//Create a socket
SOCKET listening = socket(AF_INET, SOCK_STREAM, 0);
if (listening == INVALID_SOCKET) {
wxLogMessage("Can't create a socket! Quitting");
return false;
}
//Bind the ip and port to a socket
sockaddr_in hint;
hint.sin_family = AF_INET;
hint.sin_port = htons(54000);
hint.sin_addr.S_un.S_addr = INADDR_ANY; //Could also use inet_pton
bind(listening, (sockaddr*)&hint, sizeof(hint));
//Tell winsock the socket is for listening
listen(listening, SOMAXCONN);
//Wait for a connection
sockaddr_in client;
int clientSize = sizeof(client);
SOCKET clientSocket = accept(listening, (sockaddr*)&client, &clientSize);
//if (clientSocket == INVALID_SOCKET) {
// wxLogMessage("Client Invalid Socket");
// return false;
//}
char host[NI_MAXHOST]; //Client's remote name
char service[NI_MAXHOST]; //Service (port) the client is connected on
ZeroMemory(host, NI_MAXHOST);
ZeroMemory(service, NI_MAXHOST);
if (getnameinfo((sockaddr*)&client, sizeof(client), host, NI_MAXHOST, service, NI_MAXSERV, 0) == 0) {
wxLogMessage("Can't initialize Winsock! Quitting");
}
else {
inet_ntop(AF_INET, &client.sin_addr, host, NI_MAXHOST);
wxLogMessage(host);
int wut = client.sin_port;
wxString mystring = wxString::Format(wxT("%i"), wut);
wxLogMessage("Connected on port");
wxLogMessage(mystring);
//wxLogMessage(to_string(ntohs(client.sin_port)));
}
wxLogMessage("Got this far somehow");
//Close listening socket - we don't need it anymore - later on we'll learn how to accept multiple client
closesocket(listening);
//while loop: accept and echo message back to client
char buf[4096];
while (true)
{
ZeroMemory(buf, 4096);
//Wait for client to send data
int bytesReceived = recv(clientSocket, buf, 4096, 0);
if (bytesReceived == SOCKET_ERROR) {
//wxLogMessage("ERROR in recv");
break;
}
if (bytesReceived == 0) {
wxLogMessage("Client Disconnected");
break;
}
//Echo back to client
send(clientSocket, buf, bytesReceived + 1, 0);
//Close the socket
closesocket(clientSocket);
//Cleanup winsock
WSACleanup();
wxLogMessage("Welp");
}
}
// event handlers
void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
{
// true is to force the frame to close
ServerStuff();
//Close(true);
}
On the YouTube video ("Creating a TCP Server in C++" - not allowed to post links) this works! The command window opens, is blank infinitely until he connects a client and then the client sends a message and the server replies with the same exact message in return.
Not mine. Mine just rushes through everything and then closes. My log used to immediately quit on the commented code where it states the client socket is invalid so I commented it out. Now my output is:
204.204.204.204
Connected on port
52428
Got this far somehow
I don't know what to do. I'm just trying to send data over a same-machine TCP connection. I'm baffled as to how this is so difficult. It seems like some random process is immediately trying to connect as a client to my server ? But why is it allowed to connect on port 52428 when I'm explicitly hosting on 54000?
My goal:
Start Server
Connect to Server using a Java App within BlueStacks
Send data from Server to Client
It makes more sense for the computer to be the server because there will be multiple BlueStacks instances and I'd prefer to not have to "spawn" multiple programs / servers for what I'm doing.
I see a few mistakes in your socket code.
not calling WSACleanup() if WSAStartup() is successful and then something goes wrong afterwards.
not calling closesocket() if socket() is successful and then something goes wrong afterwards.
not zeroing out the sockaddr_in that you pass to bind(). Random bytes in the struct can cause bind() to fail.
ignoring the return values of bind(), listen(), accept(), and send().
not treating the return value of getnameinfo() correctly. It returns 0 on success, not failure.
sending +1 extra byte back to the client than you received from the client. If the client sends fewer bytes than your buffer can hold, that extra byte would be 0x00 due to your ZeroMemory() call. But if the client actually sends enough bytes to completely fill your buffer, then you would send an extra byte from memory that you do not own. If you really want to send a null terminator after everything you echo, do so explicitly. Otherwise, a true echo server should only send back exactly what it receives, no more, no less.
Try something more like this:
void ServerStuff() {
WSADATA WsData;
int ret = WSAStartup(MAKEWORD(2, 2), &WsData);
if (ret != 0) {
wxLogMessage("Can't initialize Winsock! Error: %d", ret);
return;
}
//Create a socket
SOCKET listening = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if (listening == INVALID_SOCKET) {
wxLogMessage("Can't create a socket! Error: %d", WSAGetLastError());
WSACleanup();
return;
}
//Bind the ip and port to a socket
sockaddr_in hint = {};
hint.sin_family = AF_INET;
hint.sin_port = htons(54000);
hint.sin_addr.s_addr = INADDR_ANY; //Could also use inet_pton
ret = bind(listening, (sockaddr*)&hint, sizeof(hint));
if (ret == SOCKET_ERROR) {
wxLogMessage("Can't bind socket! Error: %d", WSAGetLastError());
closesocket(listening);
WSACleanup();
return;
}
//Tell winsock the socket is for listening
ret = listen(listening, SOMAXCONN);
if (ret == SOCKET_ERROR) {
wxLogMessage("Can't listen on socket! Error: %d", WSAGetLastError());
closesocket(listening);
WSACleanup();
return;
}
//Wait for a connection
sockaddr_in client = {};
int clientSize = sizeof(client);
SOCKET clientSocket = accept(listening, (sockaddr*)&client, &clientSize);
if (clientSocket == INVALID_SOCKET) {
wxLogMessage("Can't accept a client! Error: %d", WSAGetLastError());
closesocket(listening);
WSACleanup();
return;
}
char host[NI_MAXHOST] = {}; //Client's remote name
ret = getnameinfo((sockaddr*)&client, sizeof(client), host, NI_MAXHOST, NULL, 0, 0);
if (ret != 0) {
wxLogMessage("Can't get client name info! Error: %d", ret);
inet_ntop(AF_INET, &(client.sin_addr), host, NI_MAXHOST);
}
wxLogMessage("Client: %s, Connected on port: %hu", host, ntohs(client.sin_port));
//Close listening socket - we don't need it anymore - later on we'll learn how to accept multiple client
closesocket(listening);
//while loop: accept and echo message back to client
char buf[4096];
int bytesReceived;
while (true)
{
//Wait for client to send data
bytesReceived = recv(clientSocket, buf, sizeof(buf), 0);
if (bytesReceived == SOCKET_ERROR) {
wxLogMessage("Can't read from client! Error: ", WSAGetLastError());
break;
}
if (bytesReceived == 0) {
wxLogMessage("Client Disconnected");
break;
}
//Echo back to client
ret = send(clientSocket, buf, bytesReceived, 0);
if (ret == SOCKET_ERROR) {
wxLogMessage("Can't send to client! Error: ", WSAGetLastError());
break;
}
}
//Close the socket
closesocket(clientSocket);
//Cleanup winsock
WSACleanup();
wxLogMessage("Welp");
}
I'm writing a simple TCP server and client where the server echoes back the message to the client. But I have a problem with the first read()/recv() call from the client side. Whenever a client connects to the server, it sends a welcome message, but I cannot display the welcome message on the client side. What i get in return from recv()/read() is 0, which indicates that the socket is closed or 0 bytes read. I know it isn't closed since the server echoes back messages but with a delay(example bellow). The read()/recv() works fine after I've written to the server from the client side. So my question is:
Why does the first read()/recv() call receive return a 0?
TLDR; My client does not read()/recv() the welcome message sent from server. What am I doing wrong?
Server and client interaction(Notice empty 'Welcome message'):
As you can see, the socket isn't closed so the only reason read()/recv() returns 0 is because 0 bytes read.
Client code:
(SETUP NOT INCLUDED)
printf("Connected. \n");
memset(buffer, 0, 1025);
/********* PROBLEM IS THIS READ()/RECV() **********/
n = recv(sockfd, buffer, strlen(buffer), NULL);
if(n == 0){ //
//error("Error reading\n");
printf("Error reading socket.");
}
printf("Welcome message: \n%s", buffer);
while(1){
printf("\nPlease enter message: \n");
memset(buffer, 0, 256);
fgets(buffer, 255, stdin);
printf("You sent: %s", buffer);
n = write(sockfd, buffer, strlen(buffer));
if(n <= 0)
{
error("Error writing socket. \n");
}
//om bye, break
memset(buffer, 0, 256);
//Läser här endast efter write
n = read(sockfd, buffer, 255);
if(n < 0)
{
error("Error reading from socket. \n");
}
printf("You received: %s", buffer);
}
//end while
close(sockfd);
return 0;
Relevant Server code:
while(TRUE)
{
/* Clear socket set */
FD_ZERO(&readfds);
/* Add master socket to set */
FD_SET(masterSocket, &readfds);
/* For now maxSd is highest */
maxSd = masterSocket;
/* Add child sockets to set, will be 0 first iteration */
for(int i = 0; i < maxClients ; i++)
{
sd = clientSockets[i]; // sd = socket descriptor
/* If valid socket descriptor */
if(sd > 0)
{
FD_SET(sd, &readfds);
}
/* Get highest fd number, needed for the select function (later) */
if(sd > maxSd)
{
maxSd = sd;
}
}//end for-loop
/* Wait for activity on any socket */
activity = select(maxSd +1, &readfds, NULL, NULL, NULL);
if((activity < 0) && (errno != EINTR))
{
printf("****** Error on select. ******\n"); //no need for exit.
}
/* If the bit for the file descriptor fd is set in the
file descriptor set pointed to by fdset */
/* If something happend in the master socket, its a new connection */
if(FD_ISSET(masterSocket, &readfds))
{
//står här och läser
if((newSocket = accept(masterSocket, (struct sockaddr*)&address, (socklen_t*)&addrlen)) < 0)
{
perror("****** Could not accept new socket. ******\n");
exit(EXIT_FAILURE);
}
/* Print info about connector */
printf("New connection, socket fd is %d, ip is: %s, port: %d\n", newSocket, inet_ntoa(address.sin_addr), ntohs(address.sin_port));
/**************** THIS IS THE WRITE THAT DOESN'T GET DISPLAYED ON CLIENT ******************/
if( send(newSocket, message, strlen(message), 0) != strlen(message))
{
perror("****** Could not sent welcome message to new socket. ******\n");
}
puts("Welcome message sen successfully");
/* Add new socket to array of clients */
for(int i = 0; i < maxClients; i++)
{
if(clientSockets[i] == 0)
{
clientSockets[i] = newSocket;
printf("Adding socket to list of client at index %d\n", i);
break;
}
}
}//end masterSocket if
/* Else something happend at client side */
for(int i = 0; i < maxClients; i++)
{
sd = clientSockets[i];
if(FD_ISSET(sd, &readfds))
{
/* Read socket, if it was closing, else read value */
//denna read kan vara fel
if((valread = read( sd, buffer, 1024)) == 0)
{
getpeername( sd, (struct sockaddr*)&address, (socklen_t*)&addrlen);
printf("Host disconnected, ip %s, port %d.\n", inet_ntoa(address.sin_addr), ntohs(address.sin_port));
close(sd);
clientSockets[i] = 0;
}
else
{
buffer[valread] = '\0';
send(sd, buffer, strlen(buffer), 0);
}
}
}
I know this is a big wall of text but i am very thankful for anyone who takes their time with this problem.
The third arg to recv specifies a number bytes to read from the socket. And now look at your code:
memset(buffer, 0, 1025);
recv(sockfd, buffer, strlen(buffer), NULL);
First, you zero out whole buffer and then call strlen on it. No wonder it returns 0, as strlen counts non-zero bytes.
Instead, put the buffer length into a variable and use it everywhere:
const int bufSize = 1025;
memset(buffer, 0, bufSize);
recv(sockfd, buffer, bufSize, NULL);
I'm not sure if it's the sole cause of the issue but... in your client code you have...
memset(buffer, 0, 1025);
Then shortly after...
n = recv(sockfd, buffer, strlen(buffer), NULL);
strlen(buffer) at this point will return zero, so the call to recv does exactly what is requested -- it reads zero bytes.
Note also that the welcome message as sent by the server is not null terminated. Thus, your client has no way of knowing when the welcome message ends and the subsequent data begins.
Please understand that I am new to IOCP and my code may not be so perfect.
I tried many examples from around here, neither one helps me.
My actual problem is in the client side, I have no idea if I am connecting properly to a IOCP server, neither if I send the data properly and recv gives me WSAerror 10038 ...
WSADATA wsd;
struct addrinfo *result = NULL, *ptr = NULL, hints;
WSAOVERLAPPED RecvOverlapped;
SOCKET ConnSocket = INVALID_SOCKET;
WSABUF DataBuf;
DWORD RecvBytes, Flags;
CRITICAL_SECTION criti;
char buffer[DATA_BUFSIZE];
int err = 0;
int rc;
// Load Winsock
rc = WSAStartup(MAKEWORD(2, 2), &wsd);
if (rc != 0) {
return 1;
}
// Make sure the hints struct is zeroed out
SecureZeroMemory((PVOID)& hints, sizeof(struct addrinfo));
// Initialize the hints to retrieve the server address for IPv4
hints.ai_family = AF_INET;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
rc = getaddrinfo(IP, Port, &hints, &result);
if (rc != 0) {
return 1;
}
for (ptr = result; ptr != NULL; ptr = ptr->ai_next) {
if ((ConnSocket = socket(ptr->ai_family, ptr->ai_socktype, ptr->ai_protocol)) == INVALID_SOCKET){
freeaddrinfo(result);
return 1;
}
rc = connect(ConnSocket, ptr->ai_addr, (int)ptr->ai_addrlen);
if (rc == SOCKET_ERROR) {
if (WSAECONNREFUSED == (err = WSAGetLastError())) {
closesocket(ConnSocket);
ConnSocket = INVALID_SOCKET;
continue;
}
freeaddrinfo(result);
closesocket(ConnSocket);
WSACleanup();
return 1;
}
break;
}
if (ConnSocket == INVALID_SOCKET) {
freeaddrinfo(result);
return 1;
}
int nZero = 0;
// Make sure the RecvOverlapped struct is zeroed out
SecureZeroMemory((PVOID)& RecvOverlapped, sizeof(WSAOVERLAPPED));
// Create an event handle and setup an overlapped structure.
RecvOverlapped.hEvent = WSACreateEvent();
if (RecvOverlapped.hEvent == NULL) {
freeaddrinfo(result);
closesocket(ConnSocket);
return 1;
}
DataBuf.len = DATA_BUFSIZE;
DataBuf.buf = buffer;
// send data to server here?
// removed the packets, it`s not supposed to be public
// Call WSARecv until the peer closes the connection
// or until an error occurs
while (1) {
Flags = 0;
RecvBytes = 0;
rc = WSARecv(ConnSocket, &DataBuf, 1, &RecvBytes, &Flags, &RecvOverlapped, NULL);
if ((rc == SOCKET_ERROR) && (WSA_IO_PENDING != (err = WSAGetLastError()))) {
closesocket(ConnSocket);
break;
}
rc = WSAWaitForMultipleEvents(1, &RecvOverlapped.hEvent, TRUE, INFINITE, TRUE);
if (rc == WSA_WAIT_FAILED) {
break;
}
rc = WSAGetOverlappedResult(ConnSocket, &RecvOverlapped, &RecvBytes, FALSE, &Flags);
if (rc == FALSE) {
break;
}
// here I have a protocol where I read the received data
WSAResetEvent(RecvOverlapped.hEvent);
// If 0 bytes are received, the connection was closed
if (RecvBytes == 0)
break;
}
WSACloseEvent(RecvOverlapped.hEvent);
closesocket(ConnSocket);
freeaddrinfo(result);
WSACleanup();
I expect to be able to send data and receive the response from IOCP, but if I send 3 packets, I receive back 2 only or sometimes even 1, when I am sending 3 packets back.
Can some show me a working example to connect and send+recv data to a IOCP server?
Many thanks!
You're using TCP. TCP is a stream protocol, not a datagram protocol. You cannot tell it what packets to send, and it cannot tell you what packets it received (it doesn't even know because that's handled at the IP layer). It just doesn't work that way.
This sentence is packed with wisdom: "TCP is a bidirectional, connection oriented, byte stream protocol that provides reliable, ordered delivery but does not preserve application message boundaries." Punch "TCP" into your favorite search engine and study until you understand precisely what every word in that sentence means. You will never write reliable, or even correct, TCP code until you do.
Whether the server is using IOCP or some other internal architecture has no effect on clients. That's totally invisible.
I created 2 programs in c++ using visual studio 2008: a windows service based on this service which i added tcp server code to and a client program using MFC, which has a listbox that displays the ip address and hostname of the computer thats running the service. The user then chooses a server and clicks a connect button. Since there will be many servers running, I used some PHP script on a web host site. The service sends its ip address and host name to the web host, the web host puts the information into a list and the client then accesses this list.
all this works fine with the server code but when i put the server code into the windows service, the client program freezes and doesn't respond when the connect button is clicked. The ip address and host name still appear in the client listbox, i just can't connect to the server i select.
is the windows service stopping the server code from working?
here is the cpp file that contains the server code in the service program:
char* WebPost(char Website[], char Webpage[], char Request[], int RetLen)
{
// Sends an HTTP Post request with POST Data...
SOCKET WebSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
struct hostent *WebHost;
WebHost = gethostbyname(Website);
if (WebHost == NULL)
{
if (WSAGetLastError() == WSANOTINITIALISED)
printf("Error Not Connected!");
else
printf("Error: %d", WSAGetLastError());
Sleep(1000);
exit(0);
}
SOCKADDR_IN SockAddr;
SockAddr.sin_port = htons(80);
SockAddr.sin_family = AF_INET;
SockAddr.sin_addr.s_addr = *((unsigned long*)WebHost->h_addr);
connect(WebSocket, (SOCKADDR*)(&SockAddr), sizeof(SockAddr));
char PostRequest[1024];
sprintf(PostRequest,
"POST %s HTTP/1.1\r\n"
"Host: %s\r\n"
"Content-Length: %hu\r\n"
"Content-Type: application/x-www-form-urlencoded\r\n"
"\r\nD=%s\0",
Webpage, Website,
strlen(Request)+2, Request
);
send(WebSocket, PostRequest, strlen(PostRequest), 0);
// Get return data
char* Data = new char[RetLen];
recv(WebSocket, Data, 4, 0);
for (;;)
{ // Skip HTTP headers
Data[0] = Data[1];
Data[1] = Data[2];
Data[2] = Data[3];
recv(WebSocket, &Data[3], 1, 0);
if (Data[0] == '\r' && Data[1] == '\n'
&& Data[2] == '\r' && Data[3] == '\n')
break;
}
int DataLen = recv(WebSocket, Data, RetLen, 0);
Data[DataLen] = '\0'; // Return the data
shutdown(WebSocket, 2);
closesocket(WebSocket);
return Data;
}
void ServStart()
{
WSADATA wsaData;
if (WSAStartup(MAKEWORD(2,2), &wsaData) != 0)
{
printf("WSAStartup failed with error %ld.\n", WSAGetLastError());
exit(0);
}
if (LOBYTE(wsaData.wVersion) != 2 || HIBYTE(wsaData.wVersion) != 2)
{
printf("The dll do not support the Winsock version %u.%u!\n", LOBYTE(wsaData.wVersion),HIBYTE(wsaData.wVersion));
WSACleanup();
exit(0);
}
//Start listening
ListeningSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if (ListeningSocket == INVALID_SOCKET)
{
printf("Error at socket, error code: %ld.\n", WSAGetLastError());
WSACleanup();
exit(0);
}
ServerAddr.sin_family = AF_INET;
ServerAddr.sin_port = htons(Port);
ServerAddr.sin_addr.s_addr = htonl(INADDR_ANY);
if (bind(ListeningSocket, (SOCKADDR *)&ServerAddr, sizeof(ServerAddr)) == SOCKET_ERROR)
{
printf("bind failed. Error code: %ld.\n", WSAGetLastError());
closesocket(ListeningSocket);
WSACleanup();
exit(0);
}
if (listen(ListeningSocket, 5) == SOCKET_ERROR)
{
printf("listen: Error listening on socket %ld.\n", WSAGetLastError());
closesocket(ListeningSocket);
WSACleanup();
exit(0);
}
char ac[80];
if (gethostname(ac, sizeof(ac)) == SOCKET_ERROR)
{
printf("Error when getting local host name: ", WSAGetLastError());
exit(0);
}
struct hostent *phe = gethostbyname(ac);
if (phe == 0)
{
printf("Error: ", WSAGetLastError());
exit(0);
}
struct in_addr addr;
memcpy(&addr, phe->h_addr_list[0], sizeof(struct in_addr)); // use the first ip-address
printf("IP used by Server: %s\n", inet_ntoa(addr)); // inet_ntoa(addr) provides the local address.
MyIP = inet_ntoa(addr);
char SendBuf[32];
// * is used as a separator, because it's not allowed in the hostname.
//So it won't interfere with it.
sprintf(SendBuf, "%hhu|%s*%s", cAddIP, MyIP, ac); // Send the server the IP and host name
WebPost(WEBSITE, WEBPAGE, SendBuf, 0);
printf("listening for connections...\n\n");
}
void ShutDown() // Shut down the server (tells the web server I am offline)
{
char SendBuf[32]; // Remove my IP from the list of online servers...
char ac[80];
if (gethostname(ac, sizeof(ac)) == SOCKET_ERROR)
{
printf("Error when getting local host name: ", WSAGetLastError());
exit(0);
}
sprintf(SendBuf, "%hhu|%s*%s", cRemIP, MyIP,ac);
WebPost(WEBSITE, WEBPAGE, SendBuf, 0);
printf("Successful shutdown\n");
Sleep(1000);
WSACleanup();
}
void ServLoop()
{
SOCKADDR_IN SenderInfo;
SOCKET NewConnection;
int ByteReceived, nlen;
char recvbuff[1024];
for (;;)
{
//Main program loop
NewConnection = SOCKET_ERROR;
while(NewConnection == SOCKET_ERROR)
{
NewConnection = accept(ListeningSocket, NULL, NULL); // this is a blocking function
printf("New client got connected, ready to receive and send data...\n\n");
ByteReceived = recv(NewConnection, recvbuff, sizeof(recvbuff), 0);
if (ByteReceived > 0)
{
getsockname(ListeningSocket, (SOCKADDR *)&ServerAddr, (int *)sizeof(ServerAddr));
memset(&SenderInfo, 0, sizeof(SenderInfo));
nlen = sizeof(SenderInfo);
getpeername(NewConnection, (SOCKADDR *)&SenderInfo, &nlen);
}
}
if (shutdown(NewConnection, 2) != 0)
printf("there is something wrong with the shutdown. The error code: %ld\n", WSAGetLastError());
else
printf("shutdown is working...\n");
}
}
// --------------------------------------------
BOOL ConsoleProc(DWORD Msg)
{
switch (Msg)
{
case CTRL_CLOSE_EVENT:
case CTRL_LOGOFF_EVENT:
case CTRL_SHUTDOWN_EVENT:
ShutDown();
return false;
}
return false;
}
// -----------------------------------------------------
CSampleService::CSampleService(PWSTR pszServiceName,
BOOL fCanStop,
BOOL fCanShutdown,
BOOL fCanPauseContinue) :
CServiceBase(pszServiceName, fCanStop, fCanShutdown, fCanPauseContinue),
m_dwTimeout(10 * 1000)
{
// Create a manual-reset event that is not signaled at first to indicate
// the service is stopping.
m_hStoppingEvent = CreateEvent(NULL, TRUE, FALSE, NULL);
if (m_hStoppedEvent == NULL)
{
throw GetLastError();
}
// Create a manual-reset event that is not signaled at first to indicate
// the stopped signal of the service.
m_hStoppedEvent = CreateEvent(NULL, TRUE, FALSE, NULL);
if (m_hStoppedEvent == NULL)
{
throw GetLastError();
}
}
CSampleService::~CSampleService(void)
{
if (m_hStoppedEvent)
{
CloseHandle(m_hStoppedEvent);
m_hStoppedEvent = NULL;
}
if (m_hStoppingEvent)
{
CloseHandle(m_hStoppingEvent);
m_hStoppingEvent = NULL;
}
}
void CSampleService::OnStart(DWORD dwArgc, LPWSTR *lpszArgv)
{
WriteErrorLogEntry(L"CSampleService::Start: function entry");
// Log a service start message to the Application log.
WriteEventLogEntry(L"CppWindowsService in OnStart", EVENTLOG_INFORMATION_TYPE);
// Queue the main service function for execution in a worker thread.
CThreadPool::QueueUserWorkItem(&CSampleService::ServiceWorkerThread, this);
WriteErrorLogEntry(L"CSampleService::Start: function exit");
}
void CSampleService::ServiceWorkerThread(void)
{
WriteErrorLogEntry(L"CSampleService::ServiceWorkerThread: running");
// Periodically check if the service is stopping.
while (WaitForSingleObject(m_hStoppingEvent, m_dwTimeout) == WAIT_TIMEOUT)
{
// Perform main service function here...
// Handle console events
SetConsoleCtrlHandler((PHANDLER_ROUTINE)ConsoleProc, TRUE);
ServStart(); // Main loop is in another thread
ServLoop(); // The never returning server loop
}
// Signal the stopped event.
SetEvent(m_hStoppedEvent);
WriteErrorLogEntry(L"CSampleService::ServiceWorkerThread: done");
}
void CSampleService::OnStop()
{
ShutDown(); //shut down server
SetServiceStatus(SERVICE_STOP_PENDING, ERROR_SUCCESS, 30 * 1000);
WriteErrorLogEntry(L"CSampleService::Stop: function entry");
// Log a service stop message to the Application log.
WriteEventLogEntry(L"CppWindowsService in OnStop", EVENTLOG_INFORMATION_TYPE);
// Indicate that the service is stopping and wait for the finish of the
// main service function (ServiceWorkerThread).
SetEvent(m_hStoppingEvent);
if (WaitForSingleObject(m_hStoppedEvent, INFINITE) != WAIT_OBJECT_0)
{
SetServiceStatus(SERVICE_STOP_PENDING, ERROR_INVALID_DATA, 30 * 1000);
WriteErrorLogEntry(L"OnStop: Service Start", GetLastError());
throw GetLastError();
}
WriteErrorLogEntry(L"CSampleService::Stop: function exit");
}
The answer to your specific question is, yes, a windows service can run a TCP server.
The answer to why yours does not work is not clear. At first glance the service code looks reasonable. It's possible connections to your service are being blocked by your OS firewall (i.e. your console one is in the accept list but your service one is not). You might convert some of your error printf logic into something that prints to a file instead (e.g. fprintf?) so you can take a look at what's going on...
Sure, of course it can. Why would it not be possible?
I have a WinSock server setup, which is properly accepting clients and relaying the appropriate information. The server takes two clients, receives a fixed size buffer of 256 bytes, stores it, and then relays the other buffer to the client. (Ie. client1 sends its buffer, server saves it, then sends client1 the buffer for client2).
Anytime client1 changes its buffer, it takes roughly 4 seconds for client2 to receive the changes. If client2 makes a change, client1 receives the update almost instantly (less than 0.1s).
Nagle's algorithm is disabled and I've tried changing the order which the server processes the requests, but client1 always lags. The data always shows up intact, but takes too long. Below is the loop the server uses to process the data:
for(;;)
{
// check if more clients can join
if (numClients < MAX_CLIENTS)
{
theClients[numClients] = accept(listeningSocket, NULL, NULL);
if (theClients[numClients] == INVALID_SOCKET)
{
nret = WSAGetLastError();
JBS::reportSocketError(nret, "server accept()");
closesocket(listeningSocket);
WSACleanup();
exit(0);
}
// disable Nagle's algorithm
int flag = 1;
int result = setsockopt(theClients[numClients], IPPROTO_TCP, TCP_NODELAY,
(char *) &flag, sizeof(int));
if (result < 0)
{
nret = WSAGetLastError();
JBS::reportSocketError(nret, "client connect()");
closesocket(theClients[numClients]);
WSACleanup();
}
// make the socket non-blocking
u_long iMode = 1;
ioctlsocket(theClients[numClients],FIONBIO, &iMode);
cout << "Client # " << numClients << " connected." << endl;
numClients++;
started = true;
}
else
{
// we've received all the connections, so close the listening socket
closesocket(listeningSocket);
}
// process client2
if (theClients[1] != INVALID_SOCKET)
{
memset(keys2, 0, 255);
// receive the updated buffer
nBytes = recv(theClients[1], keys2, sizeof(keys2), 0);
receiveResult = WSAGetLastError();
if ((receiveResult != WSAEWOULDBLOCK) && (receiveResult != 0))
{
JBS::reportSocketError(receiveResult, "server receive keys2()");
shutdown(theClients[1],2);
closesocket(theClients[1]);
WSACleanup();
exit(0);
break;
}
// send client1's buffer to client2
send(theClients[1],keys1,sizeof(keys1),0);
sendResult = WSAGetLastError();
if((sendResult != WSAEWOULDBLOCK) && (sendResult != 0))
{
JBS::reportSocketError(sendResult, "server send keys1()");
shutdown(theClients[1],2);
closesocket(theClients[1]);
WSACleanup();
exit(0);
break;
}
}
// process client1
if (theClients[0] != INVALID_SOCKET)
{
memset(keys1, 0, 255);
// receive the updated buffer
nBytes = recv(theClients[0], keys1, sizeof(keys1), 0);
receiveResult = WSAGetLastError();
if ((receiveResult != WSAEWOULDBLOCK) && (receiveResult != 0))
{
JBS::reportSocketError(receiveResult, "server receive keys1()");
shutdown(theClients[0],2);
closesocket(theClients[0]);
WSACleanup();
exit(0);
break;
}
// send client2's buffer to client1
send(theClients[0],keys2,sizeof(keys2),0);
sendResult = WSAGetLastError();
if((sendResult != WSAEWOULDBLOCK) && (sendResult != 0))
{
JBS::reportSocketError(sendResult, "server send keys2()");
shutdown(theClients[0],2);
closesocket(theClients[0]);
WSACleanup();
exit(0);
break;
}
}
Sleep((float)(1000.0f / 30.0f));
}
Client sending code:
int nError, sendResult;
sendResult = send(theSocket, keys, sizeof(keys),0);
nError=WSAGetLastError();
if((nError != WSAEWOULDBLOCK) && (nError != 0))
{
JBS::reportSocketError(sendResult, "client send()");
shutdown(theSocket,2);
closesocket(theSocket);
WSACleanup();
}
I've pasted your code below, with some inline comments in it, mostly because I can't fit it all reaonsably in a comment. How are you determining that it's taking four seconds for changes to get from client1 to client2? Visual inspection? Does this mean that Client1 & Client2 are running on the same machine (no different network latency issues to worry about)?
I've highlighted some blocks that look wrong. They may not be, it may be because you've tried to simplify the code that you've posted and you've missed some bits. I've also made some suggestions for where you might want to add some logging. If the sockets are really non-blocking you should be coming back from all of the calls very quickly and failing to read data, unless the client has sent it. If you've got a 4 second delay, then the problem could be:
the client hasn't sent it... is Nagle disabled on the client? If this were the case, I'd expect successive calls to recv to happen, with no data.
The recv call is taking too long... is the socket really in non-blocking mode?
The send call is taking too long... is the socket in non-blocking mode, is it buffered, is the client trying to receive the data?
Having the times each section of code takes will help to track down where your problem is.
You can get the time, using something like this (borrowed from the web):
struct timeval tv;
struct timezone tz;
struct tm *tm;
gettimeofday(&tv, &tz);
tm=localtime(&tv.tv_sec);
printf(" %d:%02d:%02d %d \n", tm->tm_hour, tm->tm_min,
m->tm_sec, tv.tv_usec);
Your code:
for(;;)
{
/* This block of code is checking the server socket and accepting
* connections, until two? (MAX_CLIENTS isn't defined in visible code)
* connections have been made. After this, it is attempting to close
* the server socket everytime around the loop. This may have side
* effects (although probably not), so I'd clean it up, just in case
*/
/* LOG TIME 1 */
// check if more clients can join
if (numClients < MAX_CLIENTS)
{
theClients[numClients] = accept(listeningSocket, NULL, NULL);
if (theClients[numClients] == INVALID_SOCKET)
{
nret = WSAGetLastError();
JBS::reportSocketError(nret, "server accept()");
closesocket(listeningSocket);
WSACleanup();
exit(0);
}
// disable Nagle's algorithm
int flag = 1;
int result = setsockopt(theClients[numClients], IPPROTO_TCP, TCP_NODELAY,
(char *) &flag, sizeof(int));
if (result < 0)
{
nret = WSAGetLastError();
JBS::reportSocketError(nret, "client connect()");
closesocket(theClients[numClients]);
WSACleanup();
}
// make the socket non-blocking
u_long iMode = 1;
ioctlsocket(theClients[numClients],FIONBIO, &iMode);
cout << "Client # " << numClients << " connected." << endl;
numClients++;
/* This started variable isn't used, is it supposed to be wrapping
* this server code in an if statement?
*/
started = true;
}
else
{
// we've received all the connections, so close the listening socket
closesocket(listeningSocket);
}
/* LOG TIME 2 */
// process client2
if (theClients[1] != INVALID_SOCKET)
{
memset(keys2, 0, 255);
// receive the updated buffer
/* LOG TIME 3 */
nBytes = recv(theClients[1], keys2, sizeof(keys2), 0);
/* LOG TIME 4 */
receiveResult = WSAGetLastError();
if ((receiveResult != WSAEWOULDBLOCK) && (receiveResult != 0))
{
JBS::reportSocketError(receiveResult, "server receive keys2()");
shutdown(theClients[1],2);
closesocket(theClients[1]);
WSACleanup();
exit(0);
break;
}
// send client1's buffer to client2
/* LOG TIME 5 */
send(theClients[1],keys1,sizeof(keys1),0);
/* LOG TIME 6 */
sendResult = WSAGetLastError();
if((sendResult != WSAEWOULDBLOCK) && (sendResult != 0))
{
JBS::reportSocketError(sendResult, "server send keys1()");
shutdown(theClients[1],2);
closesocket(theClients[1]);
WSACleanup();
exit(0);
break;
}
}
// process client1
/* If the client has been accepted (note that because this
* is part of the same block of code, and there's no protection
* around it, the first connection will process it's first
* receive/send combination before the second socket has been accepted)
*/
if (theClients[0] != INVALID_SOCKET)
{
memset(keys1, 0, 255);
// receive the updated buffer
/* You're trying a receive against a non-blocking socket. I would expect this
* to fail with WSAEWOULDBLOCK, if nothing has been sent by the client, but
* this block of data will still be sent to the client
*/
/* LOG TIME 7 */
nBytes = recv(theClients[0], keys1, sizeof(keys1), 0);
/* LOG TIME 8 */
receiveResult = WSAGetLastError();
if ((receiveResult != WSAEWOULDBLOCK) && (receiveResult != 0))
{
JBS::reportSocketError(receiveResult, "server receive keys1()");
shutdown(theClients[0],2);
closesocket(theClients[0]);
WSACleanup();
exit(0);
break;
}
// send client2's buffer to client1
/* The first time around the loop, you're sending the buffer to the
* first connected client, even though the second client hasn't connected yet.
* This will continue 30 times a second, until the second client connects. Does
* the client handle this correctly?
*/
/* LOG TIME 9 */
send(theClients[0],keys2,sizeof(keys2),0);
/* LOG TIME 10 */
sendResult = WSAGetLastError();
if((sendResult != WSAEWOULDBLOCK) && (sendResult != 0))
{
JBS::reportSocketError(sendResult, "server send keys2()");
shutdown(theClients[0],2);
closesocket(theClients[0]);
WSACleanup();
exit(0);
break;
}
}
Sleep((float)(1000.0f / 30.0f));
}
Client sending code:
int nError, sendResult;
/* There's no recv / loop in this section
*/
sendResult = send(theSocket, keys, sizeof(keys),0);
nError=WSAGetLastError();
if((nError != WSAEWOULDBLOCK) && (nError != 0))
{
JBS::reportSocketError(sendResult, "client send()");
shutdown(theSocket,2);
closesocket(theSocket);
WSACleanup();
}