Sub-functions to send and receive string over socket - c++

I assume that for messages that are of only 1 byte (a char), I will use read() and write() directly.
For those messages having size > 1 bytes, I use two subfunctions to read and write them over sockets.
For example, I have the server construct a string called strcities (list of city) and print it out --> nothing strange. Then send the number of bytes of this string to the client, and then the actual string.
The client will first read the number of bytes, then the actual city list.
For some reason my code sometimes work and sometimes doesn't. If it works, it also prints out some extra characters that I have no idea where they come from. If it doesn't, it hangs and forever waits in the client, while the server goes back to the top of the loop and wait for next command from the client. Could you please take a look at my codes below and let me know where I did wrong?
Attempt_read
string attempt_read(int rbytes) { // rbytes = number of bytes of message to be read
int count1, bytes_read;
char buffer[rbytes+1];
bool notdone = true;
count1 = read(sd, buffer, rbytes);
while (notdone) {
if (count1 == -1){
perror("Error on write call");
exit(1);
}
else if (count1 < rbytes) {
rbytes = rbytes - count1; // update remaining bytes to be read
count1 = read(sd, buffer, rbytes);
}
else {notdone = false;}
} // end while
string returnme;
returnme = string(buffer);
return returnme;
}
Attempt_write
void attempt_write(string input1, int wbytes) { // wbytes = number of bytes of message
int count1;
bool notdone = true;
count1 = write(sd, input1.c_str(), wbytes);
while (notdone) {
if (count1 == -1){
perror("Error on write call");
exit(1);
}
else if (count1 < wbytes) {
wbytes = wbytes - count1;
count1 = write(sd, input1.c_str(), wbytes);
}
else {notdone = false;}
} // end while
return;
}

1) string class has a method size() that will return the length of the string, so you do not actually need a second attempt_write parameter.
2) You can transfer length of message before message or you can transfer a terminating 0 after, if you only will sent an ASCII strings. Because your connection could terminate at any time, it is better to send exact length before sending the string, so your client could know, what to expect.
3) What compilator do you use, that would allow char buffer[rbytes+1]; ? A standard c++ would require char buffer = new char[rbytes+1]; and corresponding delete to avoid a memory leaks.
4) In your code, the second read function call use same buffer with no adjustment to length, so you, practically, overwrite the already received data and the function will only work, if all data will be received in first function call. Same goes for write function
I would suggest something like this:
void data_read(unsigned char * buffer, int size) {
int readed, total = 0;
do {
readed = read(sd, buffer + total, size - total);
if (-1 == writted) {
perror("Error on read call");
exit(1);
}
total += readed;
} while (total < size);
}
string attempt_read() {
int size = 0;
data_read((unsigned char *) &size, sizeof(int));
string output(size, (char) 0x0);
data_read((unsigned char *) output.c_str(), size);
return output;
}
void data_write(unsigned char * buffer, int size) {
int writted, total = 0;
do {
writted = write(sd, buffer + total, size - total);
if (-1 == writted) {
perror("Error on write call");
exit(1);
}
total += writted;
} while (total < size);
}
void attempt_write(string input) {
int size = input.size();
data_write((unsigned char *) &size, sizeof(int));
data_write((unsigned char *) input.c_str(), size);
}

Related

Why is msgrcv() feeding garbage characters into the buffer?

right now, I am currently trying to output the contents of buf.mtext so I can make sure take the correct input before moving on with my program. Everything seems to work fine, except one thing; msgrcv() puts garbage characters into the buffer, and the reciever process outputs garbage characters.
Here is my sender process:
int main (void)
{
int i; // loop counter
int status_01; // result status
int msqid_01; // message queue ID (#1)
key_t msgkey_01; // message-queue key (#1)
unsigned int rand_num;
float temp_rand;
unsigned char eight_bit_num;
unsigned char counter = 0;
unsigned char even_counter = 0;
unsigned char odd_counter = 0;
srand(time(0));
struct message {
long mtype;
char mtext[BUFFER_SIZE];
} buf_01;
msgkey_01 = MSG_key_01; // defined at top of file
msqid_01 = msgget(msgkey_01, 0666 | IPC_CREAT)
if ((msqid_01 <= -1) { exit(1); }
/* wait for a key stroke at the keyboard ---- */
eight_bit_num = getchar();
buf_01.mtype = 1;
/* send one eight-bit number, one at a time ------------ */
for (i = 0; i < NUM_REPEATS; i++)
{
temp_rand = ((float)rand()/(float)RAND_MAX)*255.0;
rand_num = (int)temp_rand;
eight_bit_num = (unsigned char)rand_num;
if ((eight_bit_num % 2) == 0)
{
printf("Even number: %d\n", eight_bit_num);
even_counter = even_counter + eight_bit_num;
}
else
{
printf("Odd number: %d\n", eight_bit_num);
odd_counter = odd_counter + eight_bit_num;
}
/* update the counters ------------------------------ */
counter = counter + eight_bit_num;
if((eight_bit_num % 2) == 0) { even_counter = even_counter + eight_bit_num; }
else { odd_counter = odd_counter + eight_bit_num; }
buf_01.mtext[0] = eight_bit_num; // copy the 8-bit number
buf_01.mtext[1] = '\0'; // null-terminate it
status_01 = msgsnd(msqid_01, (struct msgbuf *)&buf_01, sizeof(buf_01.mtext), 0);
status_01 = msgctl(msqid_01, IPC_RMID, NULL);
}
Here is my receiver process:
int main() {
struct message {
long mtype;
char mtext[BUFFER_SIZE];
} buf;
int msqid;
key_t msgkey;
msgkey = MSG_key_01;
msqid = msgget(msgkey, 0666); // connect to message queue
if (msqid < 0) {
printf("Failed\n");
exit(1);
}
else {
printf("Connected\n");
}
if (msgrcv(msqid, &buf, BUFFER_SIZE, 0, 0) < 0) { // read message into buf
perror("msgrcv");
exit(1);
}
printf("Data received is: %s \n", buf.mtext);
printf("Done receiving messages.\n");
return 0;
}
The output is usually something like as follows:
Data received is: ▒
Done receiving messages.
I have made sure to clear my message queues each time after running the sender and receiver processes, as well, since I have come to find out this can cause issues. Thanks in advance for your help.
Turns out neither of the suggested solutions were the issue, as I suspected; the sender process actually works just fine. The problem was that I was trying to print buf.mtext instead of buf.mtext[0] which isn't an actual integer value. I fixed the issue by just doing this:
int temp_num = buf.mtext[0];
printf("Data recieved is %d \n", temp_num);

Socket Communication Data Corruption on Write/Read

I've got a C++ server that communicates with multiple clients. It uses a vector to store the handles to the sockets for those clients (playerSockets in the code below). At the end of the "game" I want the server to loop through that vector and write the same string to each client. However, sometimes the data that the client reads (and then displays) is "corrupted" as you can see in the screenshot, but this doesn't happen for the first client, only the second. I can't figure out why this is happening! I use this same technique (looping and writing) earlier in the program and it always works fine in that instance.
Here is what it is supposed to be shown:
Here and here's what I get:
Here is the server code that writes:
std::string announcement = "";
if (playerWon) {
...
}
} else {
announcement = "?No one won the game!\nGAME BOARD: " + cn.getGameBoard();
for (int player : gameData->playerSockets) {
write(player, announcement.c_str(), announcement.size() + 1);
}
}
And here's the client code that reads. Keep in mind that more than one client is running and connected to the server, and this issue only happens with a client OTHER THAN the first client in the server's loop:
static bool readMyTurn(int clientSd) {
...
char buf[BUFSIZE];
read(clientSd, buf, BUFSIZE);
string myTurn(buf);
cout << "MYMYMYMY: " << myTurn << endl;
myTurn.erase(0, 1);
cout << myTurn << endl;
...
}
UPDATE
Here is my current code to read until encountering the null-terminator character.
string readOneStringFromServer(int clientSd, string &leftovers) {
ssize_t nullTerminatorPosition = 0;
std::string stringToReturn = "";
do {
char buf[BUFSIZE];
ssize_t bytesRead = read(clientSd, buf, BUFSIZE);
nullTerminatorPosition = findPositionOfNullTerminator(buf, bytesRead);
// found a null terminator
if (nullTerminatorPosition != -1) {
// create a buffer to hold all of the chars from buf1 up to and including the null terminator
char upToNullTerminator[nullTerminatorPosition + 1];
// get those chars from buf1 and put them into buf2 (including the null terminator)
for (int i = 0; i < nullTerminatorPosition + 1; ++i) {
upToNullTerminator[i] = buf[i];
}
// use buf2 to create a string
stringToReturn += upToNullTerminator;
// check if there are leftover bytes after the null terminator
int leftoverBytes = bytesRead - nullTerminatorPosition - 1;
if (leftoverBytes != 0) {
// if there are, create a char array of that size
char leftoverChars[leftoverBytes];
// loop through buf1 and add the leftover chars to buf3
for (int i = nullTerminatorPosition + 1; i < bytesRead; ++i) {
leftoverChars[i - (nullTerminatorPosition + 1)] = buf[i];
}
// make a string out of those leftover chars
leftovers = leftoverChars;
} else {
// if there are no leftover bytes, then we want to "erase" what is currently held in leftovers so that
// it doesn't get passed to the next function call
leftovers = "";
}
// didn't find one
} else {
stringToReturn += buf;
}
} while (nullTerminatorPosition == -1);
return stringToReturn;
}

Clearing buffer while reading in binary data from a server in C++

I have a server that sends raw binary data to print a "map" that a user must traverse through, however, I am having trouble clearing out my buffer after each line read and thus keep getting residual data printed at the end of the shorter lines. In the screenshot below you can see my output on the left, and what the output should be on the right. What is the best way to solve this? I feel like I am missing something but cant seem to find a solution.
And the code that is reading/printing this is below:
char* mapData = NULL;
string command = "command> ";
size_t dataSize = 0;
while(mapData != command.c_str()) {
unsigned char* buffer = (unsigned char*) &dataSize;
connection = read(mySocket, buffer, 8);
if(connection == -1 || connection < 0) {
cerr << "**Error: could not read text size" << endl;
return 1;
}
mapData = (char*)malloc(dataSize);
buffer = (unsigned char*) mapData;
while((connection = read(mySocket, buffer, dataSize)) != -1) {
if(connection == -1 || connection < 0) {
cerr << "**Error: could not read text size" << endl;
return 1;
}
if(dataSize != 1) {
cout << buffer;
}
free(buffer);
buffer = NULL;
}
}
You are ignoring the return value of read() to know how many bytes are in the buffer.
read() returns the actual number of bytes that were read, which may be fewer than you requested. So you need to call read() in a loop until you have read all of the bytes you are expecting, eg:
int readAll(int sock, void *buffer, size_t buflen)
{
unsigned char* pbuf = reinterpret_cast<unsigned char*>(buffer);
while (buflen > 0) {
int numRead = read(sock, pbuf, buflen);
if (numRead < 0) return -1;
if (numRead == 0) return 0;
pbuf += numRead;
buflen -= numRead;
}
return 1;
}
Also, after reading the buffer, you are treating it as if it were null-terminated, but it is not, which is why you get extra garbage in your output.
More importantly, mapData != command.c_str() will ALWAYS be true, so your while loop iterates indefinitely (until a socket error occurs), which is not what you want. You want the loop to end when you receive a "command> " string instead.
mapData is initially NULL, and c_str() NEVER returns NULL, so the loop ALWAYS iterates at least once.
Then you allocate and free mapData but don't reset it to NULL, so it is left pointing at invalid memory. Which doesn't really matter, since your while loop is just comparing pointers. c_str() will NEVER return a pointer to memory that mapData ever points to.
To end your loop correctly, you need to compare the contents of mapData after reading, not compare its memory address.
Try this instead:
char *mapData = NULL;
uint64_t dataSize = 0;
const string command = "command> ";
bool keepLooping = true;
do {
if (readAll(mySocket, &dataSize, sizeof(dataSize)) <= 0) {
cerr << "**Error: could not read text size" << endl;
return 1;
}
if (dataSize == 0)
continue;
mapData = new char[dataSize];
if (readAll(mySocket, mapData, dataSize) <= 0) {
cerr << "**Error: could not read text" << endl;
delete[] mapData;
return 1;
}
cout.write(mapData, dataSize);
keepLooping = (dataSize != command.size()) || (strncmp(mapData, command.c_str(), command.size()) != 0);
delete[] mapData;
}
while (keepLooping);
Alternatively:
string mapData;
uint64_t dataSize = 0;
const string command = "command> ";
do {
if (readAll(mySocket, &dataSize, sizeof(dataSize)) <= 0) {
cerr << "**Error: could not read text size" << endl;
return 1;
}
mapData.resize(dataSize);
if (dataSize > 0) {
if (readAll(mySocket, &mapData[0], dataSize) <= 0) {
cerr << "**Error: could not read text" << endl;
return 1;
}
cout << mapData;
}
}
while (mapData != command);
like #eozd pointed out, calling malloc and free in your loop is a bad idea since you use return statements. Your code may leak memory. You should ensure you call free before returns. Even better, you could declare your buffer outside of while loop, and use break instead of return, and call free if there was en error
Looking at your solution, it seems that the communication protocol involves sending data size first, followed by the actual data. How is data size written to the wire? You may need to convert it from network byte order.
To debug, you could print out the value of dataSize before every read to make sure that it is what you expect
You should clear the buffer too. Add:
memset(mapData, 0, dataSize);
after the malloc.

Trying to access object in an array of objects but only one object is saved

I'm trying to implement the GoBackN ARQ for a class. I'm attempting to read a file, break it up into packets of 30 characters and then store the packets in an array of packets. All of these packets are objects of the class packet.
Currently, this code compiles and runs however when I access the array of packets, at index 0 of the array I receive the last and most recent packet. When I attempt to access index 1, I expected a different packet, however, the packets are the same in all of the indices.
Why is the data in all of my packets the same?
int numPackets = 0;
packet *packetArray[30];
void addPacket(packet *p)
{
for (int i = 0; i < 30; i++)
{
if (packetArray[i])
{
continue;
}
else
{
packetArray[i] = p;
numPackets++;
break;
}
}
}
int main(int argumentCount, char *argumentVariables[]) {
char buffer[1024];
std::ifstream infile (argumentVariables[1], std::ifstream::binary);
infile.seekg (0, infile.end);
int lengthOfFile = infile.tellg();
infile.seekg (0, infile.beg);
int iterator = 0;
while(1)
{
if (lengthOfFile > 30)
{
bzero(buffer, 1024);
infile.read(buffer, 30);
lengthOfFile -= 30;
addPacket(new packet(1, iterator, strlen(buffer), buffer));
iterator++;
}
else
{
bzero(buffer, 1024);
infile.read(buffer, 30);
addPacket(new packet(1, iterator, strlen(buffer), buffer));
break;
}
}
packet * sendpckt = packetArray[0];
sendpckt->serialize(sendPayload);
printf("%s\n", sendPayload);
infile.close();
return 0;
}
Constructor code of the class packet.
packet::packet(int t, int s, int l, char * d){
type = t;
seqnum = s;
length = l;
data = d;
}
Can you show the constructor code of class "packet". First I think you must add a '\0' in the end of buffer after the "infile.read(buffer, 30)", second check if you are copying the buffer or only the address of the buffer to a "packet" member.

How can I send all data over a socket?

I am trying to send large amounts of data over a socket, sometimes when I call send (on Windows) it won't send all the data I requested, as expected. So, I wrote a little function that should have solved my problems- but it's causing problems where the data isn't being sent correctly and causing the images to be corrupted. I'm making a simple chat room where you can send images (screenshots) to each other.
Why is my function not working?
How can I make it work?
void _internal_SendFile_alignment_512(SOCKET sock, BYTE *data, DWORD datasize)
{
Sock::Packet packet;
packet.DataSize = datasize;
packet.PacketType = PACKET_FILETRANSFER_INITIATE;
DWORD until = datasize / 512;
send(sock, (const char*)&packet, sizeof(packet), 0);
unsigned int pos = 0;
while( pos != datasize )
{
pos += send(sock, (char *)(data + pos), datasize - pos, 0);
}
}
My receive side is:
public override void OnReceiveData(TcpLib.ConnectionState state)
{
if (state.fileTransfer == true && state.waitingFor > 0)
{
byte[] buffer = new byte[state.AvailableData];
int readBytes = state.Read(buffer, 0, state.AvailableData);
state.waitingFor -= readBytes;
state.bw.Write(buffer);
state.bw.Flush();
if (state.waitingFor == 0)
{
state.bw.Close();
state.hFile.Close();
state.fileTransfer = false;
IPEndPoint ip = state.RemoteEndPoint as IPEndPoint;
Program.MainForm.log("Ended file transfer with " + ip);
}
}
else if( state.AvailableData > 7)
{
byte[] buffer = new byte[8];
int readBytes = state.Read(buffer, 0, 8);
if (readBytes == 8)
{
Packet packet = ByteArrayToStructure<Packet>(buffer);
if (packet.PacketType == PACKET_FILETRANSFER_INITIATE)
{
IPEndPoint ip = state.RemoteEndPoint as IPEndPoint;
String filename = getUniqueFileName("" + ip.Address);
if (filename == null)
{
Program.MainForm.log("Error getting filename for " + ip);
state.EndConnection();
return;
}
byte[] data = new byte[state.AvailableData];
readBytes = state.Read(data, 0, state.AvailableData);
state.waitingFor = packet.DataSize - readBytes;
state.hFile = new FileStream(filename, FileMode.Append);
state.bw = new BinaryWriter(state.hFile);
state.bw.Write(data);
state.bw.Flush();
state.fileTransfer = true;
Program.MainForm.log("Initiated file transfer with " + ip);
}
}
}
}
It receives all the data, when I debug my code and see that send() does not return the total data size (i.e. it has to be called more than once) and the image gets yellow lines or purple lines in it — I suspect there's something wrong with sending the data.
I mis-understood the question and solution intent. Thanks #Remy Lebeau for the comment to clarify that. Based on that, you can write a sendall() function as given in section 7.3 of http://beej.us/guide/bgnet/output/print/bgnet_USLetter.pdf
int sendall(int s, char *buf, int *len)
{
int total = 0; // how many bytes we've sent
int bytesleft = *len; // how many we have left to send
int n = 0;
while(total < *len) {
n = send(s, buf+total, bytesleft, 0);
if (n == -1) {
/* print/log error details */
break;
}
total += n;
bytesleft -= n;
}
*len = total; // return number actually sent here
return n==-1?-1:0; // return -1 on failure, 0 on success
}
You need to check the returnvalue of send(). In particular, you can't simply assume that it is the number of bytes sent, there is also the case that there was an error. Try this instead:
while(datasize != 0)
{
n = send(...);
if(n == SOCKET_ERROR)
throw exception("send() failed with errorcode #" + to_string(WSAGetLastEror()));
// adjust pointer and remaining number of bytes
datasize -= n;
data += n;
}
BTW:
Make that BYTE const* data, you're not going to modify what it points to.
The rest of your code seems too complicated, in particular you don't solve things by aligning to magic numbers like 512.