CAsyncSocket and sending/transmitting data with notifications - mfc

I use CAsyncSocket with events, for example I overwrite OnReceive().
However, I am not completely clear at which "level" this should be implemented. For example, the other end could send data byte-by-byte; OnReceive would then be called after every byte, right?
So if I am in OnReceive and use Receive ...and not all my data I expect is received, what shall I do? Buffer the stuff and return and wait for the next OnReceive?
But this seems very high-level: I would need a state machine and different buffers with high-protocol knowledge to handle this.
Wouldn't it just be possible to say: "Notify me when at least 4 bytes are received"? Then I would not need to deal with the low-level stuff and once the notification is here I just read exactly 4 bytes (even if more are already available).

There is no way to control how many bytes a call to Receive will give you. So you must buffer the stuff and wait for another call to OnReceive.

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GNU Radio general_work() function

I have trouble with using general_work function for a block which takes a vector as an input and outputs a message.
The block is a kind of demodulator. In fact it is working great if I send some data after and after (periodically).
But I need to create only one data (frame) which has a predefined size and sent it to this block. And I want this block to handle all of the items in its buffer without waiting for more data.
As I understand, it is about the buffering and scheduler structure of GNU Radio, but, I couldn't figure it out how to provide an ability to this block to handle all the symbols of the frame that I've sent without waiting for another frame.
For example, lets say my frame has 150 symbols. The scheduler calls my general_work function two, three, or four times (I don't know how it decides the number of calls for my general_work).
However, it stops lets say at symbol #141, or 143. Every time I run it, it stops at different symbol number. If I send another frame, it completes to handle remaining items (symbols) in its buffer.
Does anybody know how can I tell the scheduler to not wait for another frame to complete the remaining items in its buffer from the previously sent data.
First of all, thank you for your advices. In fact, I am studying on a link layer protocol and its implementation using SDR for my graduate thesis. Because I'm not a DSP expert, I need a wifi phy layer (transceiver). So, I decided to use an OOT module, "802.11 a/g/p Transceiver" project developed by Bastian Bloessl which is available on https://github.com/bastibl/gr-ieee802-11.git. He provided an example flow-graph (wifi_loopback.crc) to simulate the transceiver. By the way, besides the transceiver (DSP stuff) itself, he also developed some part of the data link layer issues for 802.11 such as framing and error control. In the example flow-graph, the "Message Strobe" block is used as a kind of application layer for producing data periodically and send them to a block called "OFDM MAC" which has 4 message ports (app_in, app_out, phy_in, and phy_out). In this block, the raw data which is coming from the "Message Strobe" is encapsulated by adding a header and FCS information. Then, the encapsulated data is sent (phy_out) to a hierarchical block called "Wifi PHY Hier" in order to do some DSP issues such as scrambling, coding, interleaving, symbol mapping and modulation etc. In some way, the data is converted to signal and received by the same block ("Wifi PHY Hier") and the opposite process is handled such as descrambling, decoding etc. And it gives the decoded frame to "OFDM MAC" block (phy_in). If you run this flow-graph, everything is normal. I mean, the data sent by "Message Strobe" is received correctly.
However, because I am trying to implement a kind of link layer protocol, I need some feedback from destination to source such as an ACK message. So, I decided to start by implementing a simple stop&wait protocol that the source sends a message and wait for an ACK from the destination, DATA -> ACK -> DATA -> ACK... and so on. In order to do that, I create a simple source block which sends only one data and wait for an ACK message to send another data. The data I produce with my source block is the same as the data produced by "Message Strobe". When I replace the "Message Strobe" block with my source block, I realized that something is wrong because I couldn't receive my data. So, I've followed my data in order to find which step cause this situation. There is no problem with the transmission process. In the receive process, I found the problematic block which is in the "Wifi PHY Hier" block and is the last block before this hierarchical block gives its data to "OFDM MAC" block. This problematic block which is called "OFDM Decode MAC" has two ports. The output port is a message port and the input port is complex vector. So, I reviewed the code of this block, specially, the general_work() function of it. For my particular test data, in order to complete its job correctly, it should consume 177 items to produce an output to "OFDM MAC". However, it stops consuming items after 172 items are consumed. I override the forecast() method and set ninput_items_required[0] = 177. But in this case, nothing is happened, because, as I understand, the scheduler has never see 177 items in the input buffer. As you said, this is because the block ("OFDM Decode Signal") that writes into this block's input buffer produce 172 items.
I did not go deep further yet but the interesting point is when I send a second data (in the runtime) after a period, without waiting for an ACK, the remaining 5 items of the first data I've sent are consumed in some way and received correctly by the "OFDM MAC" block. And now the second data is in the same problematic situation that the previus data has experienced.. If I send third data, the second one is also received correctly. I'm really confused. How can this be ?
I'll comment quickly on your text, and then advise below:
I have trouble with using general_work function for a block which
takes a vector as an input and outputs a message.
That block is, from a sample stream perspective, a sink. You will find that when using sink as a block type in gr_modtool, you will get a sync_block, which means you will only have to implement a work, not a general_work, and a forecast.
The block is a kind of demodulator. In fact it is working great if I
send some data after and after (periodically).
So that's great!
But I need to create only one data (frame) which has a predefined size
and sent it to this block. And I want this block to handle all of the
items in its buffer without waiting for more data.
That sounds like your block doesn't actually take streams of samples, but blocks. That is either a job for
message passing (so your block would have no input stream, just a message port) or
tagged stream blocks.
Sounds like the second to me.
As I understand, it is about the buffering and scheduler structure of
GNU Radio, but, I couldn't figure it out how to provide an ability to
this block to handle all the symbols of the frame that I've sent
without waiting for another frame.
Frame is what you make of this – to GNU Radio, your samples are just items that get written to and read from a buffer.
For example, lets say my frame has 150 symbols. The scheduler calls my
general_work function two, three, or four times (I don't know how it
decides the number of calls for my general_work).
It doesn't decide -- that's probably the chunks in which the symbols get written into the input buffer of your block. You don't have to consume all of these (or any of these) if your block isn't able to produce output with the input given. Just let GNU Radio know how many items were consumed (in the sync block case, it's implicitly done with the return value; in the general_work case, you might have to manually call consume – another reason to change your block type!).
However, it stops lets say at symbol #141, or 143. Every time I run
it, it stops at different symbol number. If I send another frame, it
completes to handle remaining items (symbols) in its buffer.
That sounds like a bug in your algorithm, not in GNU Radio. Maybe your input buffer is simply full, or maybe the block that writes into it simply doesn't provide more data?
Does anybody know how can I tell the scheduler to not wait for
another frame to complete the remaining items in its buffer from the
previously sent data.
The scheduler doesn't wait; as soon as there is data to be processed, it instantly "wakes" your block, and asks it to process the items.
I've reached Bastian, the guy who developed this OOT module. He said that the reason of the problem was a kind of padding issue. If a block called "Packet Padding2", which can be found in another OOT module that also developed by him, is used after "Wifi PHY Hier" and set the Pad Tail parameter of this block to appropriate value, the problem is solved.

Qt5.2 QNetwork, how many bytes are writed?

I am working in a networking software using Qt5.2, so:
QTcpSocket m_socket;
m_socket.connectToHost(m_host, m_port);
if (qint64 ret = m_socket.write(data, static_cast<qint64>(*n_bytes)) != -1)
{
m_socket.waitForBytesWritten(timeout);
}
If some bytes are writed (not equal to *n_bytes), m_socket.waitForBytesWritten(timeout) return false?
I need determine the number of bytes written, for my algoritm,
"retry the write operation using the number of bytes written as offset for the start (data + offset)."
Short answer: The number of bytes returned by QIODevice::write() is the number of bytes written. Use that.
Any bytes it says are written, you don't need to write them again. They are buffered and will be delivered as soon as possible, and there's no way to take them back.
Only possibility of partial write is, if connection breaks before everything is transmitted. In that case you have no direct way to find out how many bytes were actually received by the other side. You could have a protocol, which reconnects in case of unexpected disconnect, and asks how many bytes the other side receives, but that is higher level logic and Qt will not help you with that.
If QIODevice::waitForBytesWritten() returns false, it means everything was not sent (to the OS or whatever) within the timeout, or there was a disconnect. In that case your options are:
Wait longer, in case sending data is slow for some reason
Disconnect (and possibly reconnect)
Note: using QIODevice::waitForBytesWritten() can cause GUI to hang until it returns, or as the docs put it:
Warning: Calling this function from the main (GUI) thread might cause your user interface to freeze.
You should use QIODevice::bytesWritten() signal for tracking how much is being sent. Note that even if it gives you less bytes than you wrote, it just means you should be getting that signal again soon, reporting that more bytes were written (or you might get disconnect signal telling that nothing more will be written). So you still mustn't write any bytes again.
Overall, you should avoid using any waitForXxxx() methods of Qt together with an event loop (unless it is a quick hack or a throw-away project or something like that). They can be convenient, but in the end they can cause unexpected problems in event-based program flow. Just write the slots and connect signals, it's not many minutes of extra work.

Read from socket less than is available to read

I cannot find the answer for this one: what will happen if I read from socket 4bytes (I set the limit for 4 bytes) but there are actually 256bytes awaiting to be read? Will they be lost or will they wait until the next call of read function?
If it's a TCP socket, then no data will get lost; it'll get queued up.
Bear in mind that you have to be prepared to deal with partial reads, i.e. where you get fewer bytes than requested and have to call read() again to get more.
It depends what kind of socket you use. If it is stream socket (created with SOCK_STREAM), then it supports a stream of data, and you can read it even by 1 byte (though it will be not efficient), on another side you may request 1024 bytes but get only 1. And that almost irrelevant by what portions sender put them into stream (there is dependency, but you should not rely on that). So with stream you need to define end of data by higher level protocol. You may send strings with \n at the end, or use zero terminated string, or send some bytes of size of coming data before that data.
On another side if you use datagram protocol (created with SOCK_DGRAM) you will get data by packets - whatever size sender sent them. If you provide smaller buffer than data available, it will be truncated and remaining data is discarded.

network delays and Application->ProcessMessages()

I am writing a networking DLL that I use in my C++Builder project. This DLL works with remote FTP servers. I noticed a strange behavior when recv() is called. Sometimes it returns 0. But in another thread when recv() is called on the same socket, data is received as expected.
What does this mean? I also noticed that calling Application->ProcessMessage() inside the DLL thread speeds up data receiving.
But what is wrong? Doesn't ProcessMessages() just process window messages or am I missing something?
Thank you
If I understood you correctly and you are trying to recv on the same SOCKET in parallel threads then don't do that, there is nothing to gain from it. The data you are recv is already buffered by the underlying system and you are accessing that, the thing you could do is to make multiple buffers for the recv so that when it returns data you could pass one buffer to the "upper levels" for processing and use the other one for the new recv call. You can also use just one large buffer with notifications what is for processing and what part is being used for receiving. The system probably has locks that forbid multiple reading on the same socket and so the result in one recv is 0. If it didn't have that you would probably end up with some almost randomly split data.
EDIT: Full and long explanation
I think that using multiple threads to read from a single socket is not useful
Sockets are a software regulated thing. You network device doesn't create any "connections", it just processes the data received and wraps/unwrapps them into IP (or any other
supported Internet Layer) packets (the previous depending on the network device, some of them are almost entirely software emulated by the os and actually perform just the basic "write to tx-read rx" services but to us its the same deal) . The WinSock2 service recognizes packets with specific data ( as you have already noticed ) so that you may use one network device for simultaneously
communicating with multiple peers. WinSock2 activly monitors the traffic before handing it out to you. In other words: when you are about to get a successfull recv the data
was already there and the underlying system has checked the socket you used as a parameter in recv and only handed you over the data that has already been marked as the data
for that socket. Reading with multiple threads from one socket (without the almost useless MSG_PEEK) would make the system, if it didn't have locks, copy unknown number of bytes
to the location supplied in recv in the thread one and increment the internal pointer to data by number of copied bytes permanently, then, before whole data availible in the
recv is copied at the location1, the other thread would kick in and copy also unknown number of bytes thus also incrementing the internal pointer to data by that many bytes.
Result of this type of reading would ideally be half of the data stored from location supplied in thread 1, the other half starting from location supplied in thread 2. Since the ideal result is uncertain (time allocated by the system for theese two threads is not guarantied to be equal) you would end up with unsorted data without any means of sorting
it, since the info that the underlying system uses for knowing what data belongs to which socket will not be able to you.
Being that your system is most likely faster than your network device I stand by my two solutions, first one prefered as I have been using this method for both big and small chunks of data transfer:
Make one reading thread per connected socket and one circular buffer, size of the buffer depends on the size of chunks you expect to receive and the time you will need to process the stuff further, save current read position, save "to process count", when data is received notify the thread/threads that it is supposed to process the data in the buffer, save the position of the data being used for reading, continue recv if there is buffer space not being processed else wait until there is (must implement this in case your computer chokes somewhere, in normal situations it shouldn't). You must sync the receiving thread with the processing thread/threads when they are accesing the "to_process_count" and "current read pos" vars as those will tell
you which bytes you can reuse in your circular buffer.
Create and connect one socket per desired reading thread so that the system will know how to regulate the data on its own
The thing you are refering too as random threads reading from a single socket, is maybe acievable through the following scenarios:
1 Thread Enumerates socket to see if there is data availible
when data is availible it uses some mutex to wait if some thread is already in the reading state starts a new thread to read and process the existing data
or it can be achieved with something like this
Thread does its recv as soon as it has done a successful recv (yey, the data is in the buffer) it starts another thread from some thread pool to do recv and continues to process data and end itself
Theese are the only ways I can imagine that "reading with multiple threads on a single socket" is achievable. Yes, there won't be multiple threads calling recv at the same time
Sorry for the long post, the spelling and grammar errors and hope this helps you a bit
Ensure that socket is properly bound to the handle you are using in recv function.
You cannot speedup data reception, unless there is channel to receive the data.

Add delay to raw data before send it?

I want to know how can I add a delay (ex:200ms) to some received raw data before send it again through the network.
Is it possible to use memory to store bits(8000) in memory before send it.
Yes, but it is really beyond the scope of this site to give you a full implementation. However here are some tips
Storing memory is basic enough. To store 8000 bits you could use std::bitset or you could manually implement it, no doubt in 1000 bytes on a regular 8 bits-per-byte system. If you need to send it across a network as 8000 bits then the latter form is what you would use but you can get the raw data out of std::bitset so you could still use that class internally.
The delaying is simply a matter of writing a scheduler and std::priority_queue could be used potentially to implement that.
You do not store or send 8000bits to cause a delay. Either use the usleep()/nanosleep() functions to pause the program for 200ms before sending the data.
Or use the Win32 Timer API SetTimer/KillTimer. Add the data you want to delay to a queue and then start a timer for the number of milliseconds you want to delay the data. When the timer goes off, remove the data from the queue and send it.