WSAConnect() vs ConnectEx() - c++

I am using IOCP in my client, but I find it more convenient to use a blocking call when connecting to the server. So is there any problem in using the blocking WSAConnect() instead of the non-blocking ConnectEx() when working with IOCP?

Yes, it's perfectly fine.
a call to WSAConnect will block the thread until a connection has being created/ an error has occured. then, you can do asynchronous IO and get notification about completed packets with your application IOCP. the IOCP will not give any packets regarding WSAConnect.
Another point is that IOCP works exculsivly with Overlapped IO. if your function does not consume any memory location of OVERLAPPED struct (like WSAConnect), you can be sure that IOCP will not deal with that API call. even if OVERLAPPED supplied, that doesn't mean that the action is asynchronous and will be published in the IOCP.
you might want to take a look at Boost.Asio for C++ and libuv for C. the code then will be portable as well (and less buggish). another intresting platform is microsoft Casablanca, which is cross platform, but in my experince the performance is catastrophic.

Related

accept a socket in one thread and write data in different thread [duplicate]

I am implementing a simple server, that accepts a single connection and then uses that socket to simultaneously read and write messages from the read and write threads.
What is the safe and easy way to simultaneously read and write from the same socket descriptor in c/c++ on linux?
I dont need to worry about multiple threads read and writing from the same socket as there will be a single dedicated read and single dedicated write thread writing to the socket.
In the above scenario, is any kind of locking required?
Does the above scenario require non blocking socket?
Is there any opensource library, that would help in the above scenario?
In the above scenario, is any kind of locking required?
None.
Does the above scenario require non blocking socket?
The bit you're probably worried about - the read/recv and write/send threads on an established connection - do not need to be non-blocking if you're happy for those threads to sit there waiting to complete. That's normally one of the reasons you'd use threads rather than select, epoll, async operations, or io_uring - keeps the code simpler too.
If the thread accepting new clients is happy to block in the call to accept(), then you're all good there too.
Still, there's one subtle issue with TCP servers you might want to keep in the back of your mind... if your program grows to handle multiple clients and have some periodic housekeeping to do. It's natural and tempting to use a select or epoll call with a timeout to check for readability on the listening socket - which indicates a client connection attempt - then accept the connection. There's a race condition there: the client connection attempt may have dropped between select() and accept(), in which case accept() will block if the listening socket's not non-blocking, and that can prevent a timely return to the select() loop and halt the periodic on-timeout processing until another client connects.
Is there any opensource library, that would help in the above scenario?
There are hundreds of libraries for writing basic servers (and asking for 3rd party lib recommendations is off-topic on SO so I won't get into it), but ultimately what you've asked for is easily achieved atop an OS-provided BSD sockets API or the Windows bastardisation ("winsock").
Sockets are BI-DIRECTIONAL. If you've ever actually dissected an Ethernet or Serial cable or seen the low-level hardware wiring diagram for them, you can actually SEE distinct copper wires for the "TX" (transmit) and "RX" (receive) lines. The software for sending the signals, from the device controller up to most OS APIs for a 'socket', reflects this and it is the key difference between a socket and an ordinary pipe on most systems (e.g. Linux).
To really get the most out of sockets, you need:
1) Async IO support that uses IO Completion Ports, epoll(), or some similar async callback or event system to 'wake up' whenever data comes in on the socket. This then must call your lowest-level 'ReadData' API to read the message off the socket connection.
2) A 2nd API that supports the low-level writes, a 'WriteData' (transmit) that pushes bytes onto the socket and does not depend on anything the 'ReadData' logic needs. Remember, your send and receive are independent even at the hardware level, so don't introduce locking or other synchronization at this level.
3) A pool of Socket IO threads, which blindly do any processing of data that is read from or will be written to a socket.
4) PROTOCOL CALLBACK: A callback object the socket threads have smart pointers to. It handles any PROTOCOL layer- such as parsing your data blob into a real HTTP request- that sits on top of the basic socket connection. Remember, a socket is just a data pipe between computers and data sent over it will often arrive as a series of fragments- the packets. In protocols like UDP the packets aren't even in order. The low-level 'ReadData' and 'WriteData' will callback from their threads into here, because it is where content-aware data processing actually begins.
5) Any callbacks the protocol handler itself needs. For HTTP, you package the raw request buffers into nice objects that you hand off to a real servlet, which should return a nice response object that can be serialized into an HTTP spec-compliant response.
Notice the basic pattern: You have to make the whole system fundamentally async (an 'onion of callbacks') if you wish to take full advantage of bi-directional, async IO over sockets. The only way to read and write simultaneously to the socket is with threads, so you could still synchronize between a 'writer' and 'reader' thread, but I'd only do it if the protocol or other considerations forced my hand. The good news is that you can get great performance with sockets using highly async processing, the bad is that building such a system in a robust way is a serious effort.
You don't have to worry about it. One thread reading and one thread writing will work as you expect. Sockets are full duplex, so you can read while you write and vice-versa. You'd have to worry if you had multiple writers, but this is not the case.

Synchronisation in a Multi-Threaded C++11 application

I work on a multi-threaded Server application written in C++ and executed on a embedded Linux. One Thread (I call them Communication-Thread) should handle all socket I/Os (send and receive message).
Dependent on the received message, the Communication-Thread send the message to another Thread (e.g. Controller-Thread) which handle the required sequence. A return message is created at the end of the sequence by the Controller-Thread. This message is written back to the Communication-Thread, which should transfer them to the client.
The Communication between this two threads is implemented with Queues which are protected through mutex and condition_variable. Now when the Communication-Thread received a socket message, it transfer them to the Controller-Thread and wait for a message from the Controller-Thread.
So no benefit is given through the multi-threaded architecture. My goal is to wait in the Communication-Thread for a socket message OR a 'queued' message.
For that I thinking to change the queue implementation between the Threads and replace them with a pipe or a eventfd. Then I would use the select() function in the Communication-Thread to observe the queue and socket simultaneously. But I have some concerns about the performance of this solution.
Has someone a better idea or solution for this problem?
Compact question:
I would observe a socket and some kind of messages in a multi-threaded application, simultaneously.
Do some one know a more efficient implementation than pipes or eventfd for this type of problem?
Thanks for any hint on this topic
Use boost::asio, if it is available on your embedded Linux version. It is designed to do exactly what you want, has a great interface and really good functionality. Have a look at the tutorials. It takes a little getting used to, but it makes multithreaded networking applications a lot easier.

Winsock - Best way to read, write, send, and receive from sockets

What is the best way to read and write from multiple client sockets on a single thread? I've heard that select() is oldschool and there are better options available. Is the best option currently to use one of WSAAsyncSelect, WSAEventSelect?
Also, what is the difference between WSARecv() and recv(), and WSASend() and send()? Are the WSA versions the most modern way to send and recv data through winsock?
If your single thread is also implementing a GUI then WSAAsyncSelect is designed for this purpose: You get your socket notifications through messages in the Windows queue that your GUI thread must service anyway.
If your single thread is dedicated to the sockets and does not need a message loop, then WSAEventSelect might be more convenient, and a little faster.

is winsock2 thread safe?

I am writing a small 3 servers and 1 client program. the 2 servers send tcp messages and the last one sends upd datagrams using winsock2.
I am wondering if i can make simulanious recvfrom() by using threads (OpenMP or boost::threads) so that 2 threads listen from the same socket on the same port at the same time.
I am using VC++ 2010 on windows7.
Thank you for your help.
Yes, sockets are thread-safe, however you have to be careful. One common pattern (when using blocking IO) is to have one thread receiving data on a socket and another thread sending data on the same socket. Having multiple threads receiving data from a socket is usually fine for UDP socket, but doesn't make much sense for TCP sockets most of the time. There is a warning in the documentation for WSARecv:
WSARecv should not be called on the same socket simultaneously from
different threads, because it can result in an unpredictable buffer
order.
But this usually isn't of any concern if you are using UDP and the protocol is stateless.
Also note that the WSAEINPROGRESS error code mainly applies to Winsock 1.1:
WSAEINPROGRESS: A blocking Windows Sockets 1.1 call is in progress, or the service provider is still processing a callback function.
And the description of WSAEINPROGRESS further states:
Operation now in progress.
A blocking operation is currently executing. Windows Sockets only allows a single blocking operation—per- task or thread—to be outstanding, and if any other function call is made (whether or not it references that or any other socket) the function fails with the WSAEINPROGRESS error.
Note that this talks about a single blocking operation per-task or thread.
Furthermore there is an additional warning in the documentation for WSARecv:
Issuing another blocking Winsock call inside an APC that interrupted an ongoing blocking Winsock call on the same thread will lead to undefined behavior, and must never be attempted by Winsock clients.
But apart from those warnings you should be fine.
Update: to add some external references:
alt.winsock.programming: Is socket thread-safe?
and Winsock Programmer’s FAQ: Is Winsock thread-safe?
Winsock allows only one blocking IO call on a socket. More than one blocking call from different thread would end up with "WSAEINPROGRESS" error. http://msdn.microsoft.com/en-us/library/windows/desktop/ms740668%28v=vs.85%29.aspx#WSAEINPROGRESS.
If you want to make concurrent IO request you could try using asynchronous IO or overlapped IO (in windows parlance). But I guess you would want concurrent processing of data more than concurrent reading data. In which case you could have one thread issuing IO requests and others for processing.

simultaneously read and write on the same socket in C or C++

I am implementing a simple server, that accepts a single connection and then uses that socket to simultaneously read and write messages from the read and write threads.
What is the safe and easy way to simultaneously read and write from the same socket descriptor in c/c++ on linux?
I dont need to worry about multiple threads read and writing from the same socket as there will be a single dedicated read and single dedicated write thread writing to the socket.
In the above scenario, is any kind of locking required?
Does the above scenario require non blocking socket?
Is there any opensource library, that would help in the above scenario?
In the above scenario, is any kind of locking required?
None.
Does the above scenario require non blocking socket?
The bit you're probably worried about - the read/recv and write/send threads on an established connection - do not need to be non-blocking if you're happy for those threads to sit there waiting to complete. That's normally one of the reasons you'd use threads rather than select, epoll, async operations, or io_uring - keeps the code simpler too.
If the thread accepting new clients is happy to block in the call to accept(), then you're all good there too.
Still, there's one subtle issue with TCP servers you might want to keep in the back of your mind... if your program grows to handle multiple clients and have some periodic housekeeping to do. It's natural and tempting to use a select or epoll call with a timeout to check for readability on the listening socket - which indicates a client connection attempt - then accept the connection. There's a race condition there: the client connection attempt may have dropped between select() and accept(), in which case accept() will block if the listening socket's not non-blocking, and that can prevent a timely return to the select() loop and halt the periodic on-timeout processing until another client connects.
Is there any opensource library, that would help in the above scenario?
There are hundreds of libraries for writing basic servers (and asking for 3rd party lib recommendations is off-topic on SO so I won't get into it), but ultimately what you've asked for is easily achieved atop an OS-provided BSD sockets API or the Windows bastardisation ("winsock").
Sockets are BI-DIRECTIONAL. If you've ever actually dissected an Ethernet or Serial cable or seen the low-level hardware wiring diagram for them, you can actually SEE distinct copper wires for the "TX" (transmit) and "RX" (receive) lines. The software for sending the signals, from the device controller up to most OS APIs for a 'socket', reflects this and it is the key difference between a socket and an ordinary pipe on most systems (e.g. Linux).
To really get the most out of sockets, you need:
1) Async IO support that uses IO Completion Ports, epoll(), or some similar async callback or event system to 'wake up' whenever data comes in on the socket. This then must call your lowest-level 'ReadData' API to read the message off the socket connection.
2) A 2nd API that supports the low-level writes, a 'WriteData' (transmit) that pushes bytes onto the socket and does not depend on anything the 'ReadData' logic needs. Remember, your send and receive are independent even at the hardware level, so don't introduce locking or other synchronization at this level.
3) A pool of Socket IO threads, which blindly do any processing of data that is read from or will be written to a socket.
4) PROTOCOL CALLBACK: A callback object the socket threads have smart pointers to. It handles any PROTOCOL layer- such as parsing your data blob into a real HTTP request- that sits on top of the basic socket connection. Remember, a socket is just a data pipe between computers and data sent over it will often arrive as a series of fragments- the packets. In protocols like UDP the packets aren't even in order. The low-level 'ReadData' and 'WriteData' will callback from their threads into here, because it is where content-aware data processing actually begins.
5) Any callbacks the protocol handler itself needs. For HTTP, you package the raw request buffers into nice objects that you hand off to a real servlet, which should return a nice response object that can be serialized into an HTTP spec-compliant response.
Notice the basic pattern: You have to make the whole system fundamentally async (an 'onion of callbacks') if you wish to take full advantage of bi-directional, async IO over sockets. The only way to read and write simultaneously to the socket is with threads, so you could still synchronize between a 'writer' and 'reader' thread, but I'd only do it if the protocol or other considerations forced my hand. The good news is that you can get great performance with sockets using highly async processing, the bad is that building such a system in a robust way is a serious effort.
You don't have to worry about it. One thread reading and one thread writing will work as you expect. Sockets are full duplex, so you can read while you write and vice-versa. You'd have to worry if you had multiple writers, but this is not the case.