My TCP servr was killed with WSACancelBlockingCall? - c++

I have simple TCP server that is lessening for connections.
UINT MTServerThread(LPVOID pParam)
{
FILELog::ReportingLevel() = logINFO;
WSADATA wsaData;
sockaddr_in local;
int wsaret=WSAStartup(0x101,&wsaData);
if(wsaret!=0)
{
return 0;
}
local.sin_family=AF_INET;
local.sin_addr.s_addr=INADDR_ANY;
local.sin_port=htons((u_short)20248);
server=socket(AF_INET,SOCK_STREAM,0);
if(server==INVALID_SOCKET)
{
return 0;
}
if(bind(server,(sockaddr*)&local,sizeof(local))!=0)
{
return 0;
}
if(listen(server,10)!=0)
{
return 0;
}
SOCKET client;
sockaddr_in from;
int fromlen=sizeof(from);
while(true)
{
FILE_LOG(logINFO)<<"connecting";
client=accept(server,(struct sockaddr*)&from,&fromlen);
if (client==INVALID_SOCKET)
{
int g = WSAGetLastError();
FILE_LOG(logINFO)<<"invalid socket code "<<g;
}
AfxBeginThread(ClientThread,(LPVOID)client);
}
return 0;
}
I need to use third party compiled DLL library that is also making its own tcp communication not related to my server and acts like client. After creating library class object and using it for some procedures that are related to its own (library) TCP comunication I have breakpoint dropped on line int g = WSAGetLastError();. Result of last error is 10004.
That means:
WSAEINTR
10004
Interrupted function call.
A blocking operation was interrupted by a call to WSACancelBlockingCall.
Is it possible that code in dll can affect my TCP server? I have dll source code, but I cant't find call to WSACancelBlockingCall in it.
How to start to solve this problem?

You are using Winsock 1.1 and WSACancelBlockingCall() does apply to that version of Winsock. But since you cannot find WSACancelBlockingCall() in the DLL source code, then obviously it not actually using it.
Try updating your app to use Winsock 2.0+ instead (just change your first parameter to WSAStartup()) and see if the problem goes away. WSACancelBlockingCall() was removed in Winsock 2.0.
If you are still encountering the problem, then the most likely culprit is a firewall/antivirus program running on your machine and interfering with the connection.
BTW, you should not be calling AfxBeginThread() if accept() fails, since there is no connection for your thread to manage.

Related

C++ + linux handle SIGPIPE signal

Yes, I understand this issue has been discussed many times.
And yes, I've seen and read these and other discussions:
1
2
3
and I still can't fix my code myself.
I am writing my own web server. In the next cycle, it listens on a socket, connects each new client and writes it to a vector.
Into my class i have this struct:
struct Connection
{
int socket;
std::chrono::system_clock::time_point tp;
std::string request;
};
with next data structures:
std::mutex connected_clients_mux_;
std::vector<HttpServer::Connection> connected_clients_;
and the cycle itself:
//...
bind (listen_socket_, (struct sockaddr *)&addr_, sizeof(addr_));
listen(listen_socket_, 4 );
while(1){
connection_socket_ = accept(listen_socket_, NULL, NULL);
//...
Connection connection_;
//...
connected_clients_mux_.lock();
this->connected_clients_.push_back(connection_);
connected_clients_mux_.unlock();
}
it works, clients connect, send and receive requests.
But the problem is that if the connection is broken ("^C" for client), then my program will not know about it even at the moment:
void SendRespons(HttpServer::Connection socket_){
write(socket_.socket,( socket_.request + std::to_string(socket_.socket)).c_str(), 1024);
}
as the title of this question suggests, my app receives a SIGPIPE signal.
Again, I have seen "solutions".
signal(SIGPIPE, &SigPipeHandler);
void SigPipeHandler(int s) {
//printf("Caught SIGPIPE\n%d",s);
}
but it does not help. At this moment, we have the "№" of the socket to which the write was made, is it possible to "remember" it and close this particular connection in the handler method?
my system:
Operating System: Ubuntu 20.04.2 LTS
Kernel: Linux 5.8.0-43-generic
g++ --version
g++ (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0
As stated in the links you give, the solution is to ignore SIGPIPE, and CHECK THE RETURN VALUE of the write calls. This latter is needed for correct operation (short writes) in all but the most trivial, unloaded cases anyways. Also the fixed write size of 1024 that you are using is probably not what you want -- if your response string is shorter, you'll send a bunch of random garbage along with it. You probably really want something like:
void SendRespons(HttpServer::Connection socket_){
auto data = socket_.request + std::to_string(socket_.socket);
int sent = 0;
while (sent < data.size()) {
int len = write(socket_.socket, &data[sent], data.size() - sent);
if (len < 0) {
// there was an error -- might be EPIPE or EAGAIN or EINTR or ever a few other
// obscure corner cases. For EAGAIN or EINTR (which can only happen if your
// program is set up to allow them), you probably want to try again.
// Anything else, probably just close the socket and clean up.
if (errno == EINTR)
continue;
close(socket_.socket);
// should tell someone about it?
break; }
sent += len; }
}

UDP sendto packet sent signal

I'm developing an application that sends a lot of messages by an UDP connection.
Sometimes some packets were lost and after some tests I conclude that the socket was busy.
Thus I put a tiny sleep between calls to sendto API trying to prevent a new send before the last one ends.
It worked, but I want to use a better approach, like treat a signal or something else which point me that the previous send was done.
Is there anything like that?
I'm using C++ language on a Linux environment.
The below code snippet shows what I'm doing:
#define MAX_SIZE 4096
string long_msg = GetLongMessage();
if (!long_msg.empty()) {
long int to_send = long_msg.size();
while (to_send) {
long int ret = sendto(socket_fd,
&long_msg[long_msg.size() - to_send],
(to_send > MAX_SIZE ? MAX_SIZE : to_send), 0,
reinterpret_cast<struct sockaddr*>(&addr_client),
addr_client_len);
if (ret > 0) {
to_send -= ret;
sleep(10);
} else {
// Log error
}
}
}
Edit: The intent of this question is to know a way to detect if a UDP socket is busy due a previous send call and not discuss TCP vs UDP advantages/disadvantages.

why shutdown on udp socket blocks?

I'm writing a UDP server application for windows desktop/server.
My code uses the WSA API suggested by windows the following way (This is my simplified receivePacket method):
struct Packet
{
unsigned int size;
char buffer[MAX_SIZE(1024)];
}
bool receivePacket(Packet packet)
{
WSABUFFER wsa_buffer[2];
wsa_buffer[0].buf = &packet.size;
wsa_buffer[0].len = sizeof(packet.size);
wsa_buffer[1].buf = packet.buffer;
wsa_buffer[1].len = MAX_SIZE;
bool retval = false;
int flags = 0;
int recv_bytes = 0;
inet_addr client_addr;
int client_addr_len = sizeof(client_addr);
if(WSARecvFrom(_socket, wsa_buffer, sizeof(wsa_buffer)/sizeof(wsa_buffer[0]), &bytes_recv, &flags, (sockaddr *)&client_addr, &client_addr_len, NULL, NULL) == 0)
{
//Packet received successfully
}
else
{
//Report
}
}
Now, when I'm trying to close my application gracefully, not network-wise, but rather application-wise (going through all the d'tors and stuff), i'm trying to unblock this call.
To do this, I call the shutdown(_socket, SD_BOTH) method. Unfortunately, the call to shutdown itself BLOCKS!
After reading every possible page in the MSDN, I didn't find any reference to why this happens, other ways of attacking the problem or any way out.
Another thing I checked was using the SO_RCVTIMEO. Surprisingly, this sockopt didn't work as expected as well.
Is there any problem with my code/approach?
Did you run shutdown on duplicated handle? Shutdown on the same handle will wait any active operation on this handle to complete.

C++ Implementing threads with Inter thread communication

im currently attempting to create server and client application that use winsock, with a main program I need to have a second thread to always be listening for data.
This communication is non blocking. I am really having trouble in finding a way of communicating between threads, an example of what im looking for is: Server sends a string to the client e.g. "viewData" and this kind of information will be fetched by the main thread and then a specific function may also be called.
Here is an example of my thread, i am creating this using _beginthread( (void(*)(void*))SocketReceive, 0, (void*)&ohuman );
//thread focused on listening to connection
void SocketReceive( comms* ohuman)
{
char buffer[1000];
int inDataLength;
std::string contents;
for(;;)
{
if(!ohuman->getGameOn())
{
// Display message from server
memset(buffer,0,999);
inDataLength=recv((INT_PTR)ohuman->getSocket(),buffer,1000,0);
contents = std::string(buffer); //create a string from the char array for easy access
//only display if we get some content
if(inDataLength > 0)
{
//???DealWithMessage(
int nError=WSAGetLastError();
if(nError!=WSAEWOULDBLOCK&&nError!=0)
{
std::cout<<"Winsock error code: "<<nError<<"\r\n";
std::cout<<"Server disconnected!\r\n";
// Shutdown our socket
shutdown((INT_PTR)ohuman->getSocket(),0x01);
// Close our socket entirely
closesocket((INT_PTR)ohuman->getSocket());
break;
}
}
}
_endthread();
}
I also saw this site which is supposed to help out with ITC, any advice on this->
http://derkarl.org/itc/
With a straightforward main loop, I am interested in any approach that might work, I've been trying to figure this out for a couple of days with no luck, any help is greatly appreciated.
You can either have a shared variable(with locks around it) and both threads poll/write to it, or you can register callback functions between the threads and call the other thread on some event.

Client application crash causes Server to crash? (C++)

I'm not sure if this is a known issue that I am running into, but I couldn't find a good search string that would give me any useful results.
Anyway, here's the basic rundown:
we've got a relatively simple application that takes data from a source (DB or file) and streams that data over TCP to connected clients as new data comes in. its a relatively low number of clients; i would say at max 10 clients per server, so we have the following rough design:
client: connect to server, set to read (with timeout set to higher than the server heartbeat message frequency). It blocks on read.
server: one listening thread that accepts connections and then spawns a writer thread to read from the data source and write to the client. The writer thread is also detached(using boost::thread so just call the .detach() function). It blocks on writes indefinetly, but does check errno for errors before writing. We start the servers using a single perl script and calling "fork" for each server process.
The problem(s):
at seemingly random times, the client will shutdown with a "connection terminated (SUCCESFUL)" indicating that the remote server shutdown the socket on purpose. However, when this happens the SERVER application ALSO closes, without any errors or anything. it just crashes.
Now, to further the problem, we have multiple instances of the server app being started by a startup script running different files and different ports. When ONE of the servers crashes like this, ALL the servers crash out.
Both the server and client using the same "Connection" library created in-house. It's mostly a C++ wrapper for the C socket calls.
here's some rough code for the write and read function in the Connection libary:
int connectionTimeout_read = 60 * 60 * 1000;
int Socket::readUntil(char* buf, int amount) const
{
int readyFds = epoll_wait(epfd,epEvents,1,connectionTimeout_read);
if(readyFds < 0)
{
status = convertFlagToStatus(errno);
return 0;
}
if(readyFds == 0)
{
status = CONNECTION_TIMEOUT;
return 0;
}
int fd = epEvents[0].data.fd;
if( fd != socket)
{
status = CONNECTION_INCORRECT_SOCKET;
return 0;
}
int rec = recv(fd,buf,amount,MSG_WAITALL);
if(rec == 0)
status = CONNECTION_CLOSED;
else if(rec < 0)
status = convertFlagToStatus(errno);
else
status = CONNECTION_NORMAL;
lastReadBytes = rec;
return rec;
}
int Socket::write(const void* buf, int size) const
{
int readyFds = epoll_wait(epfd,epEvents,1,-1);
if(readyFds < 0)
{
status = convertFlagToStatus(errno);
return 0;
}
if(readyFds == 0)
{
status = CONNECTION_TERMINATED;
return 0;
}
int fd = epEvents[0].data.fd;
if(fd != socket)
{
status = CONNECTION_INCORRECT_SOCKET;
return 0;
}
if(epEvents[0].events != EPOLLOUT)
{
status = CONNECTION_CLOSED;
return 0;
}
int bytesWrote = ::send(socket, buf, size,0);
if(bytesWrote < 0)
status = convertFlagToStatus(errno);
lastWriteBytes = bytesWrote;
return bytesWrote;
}
Any help solving this mystery bug would be great! at the VERY least, I would like it to NOT crash out the server even if the client crashes (which is really strange for me, since there is no two-way communication).
Also, for reference, here is the server listening code:
while(server.getStatus() == connection::CONNECTION_NORMAL)
{
connection::Socket s = server.listen();
if(s.getStatus() != connection::CONNECTION_NORMAL)
{
fprintf(stdout,"failed to accept a socket. error: %s\n",connection::getStatusString(s.getStatus()));
}
DATASOURCE* dataSource;
dataSource = open_datasource(XXXX); /* edited */ if(dataSource == NULL)
{
fprintf(stdout,"FATAL ERROR. DATASOURCE NOT FOUND\n");
return;
}
boost::thread fileSender(Sender(s,dataSource));
fileSender.detach();
}
...And also here is the spawned child sending thread:
::signal(SIGPIPE,SIG_IGN);
//const int headerNeeds = 29;
const int BUFFERSIZE = 2000;
char buf[BUFFERSIZE];
bool running = true;
while(running)
{
memset(buf,'\0',BUFFERSIZE*sizeof(char));
unsigned int readBytes = 0;
while((readBytes = read_datasource(buf,sizeof(unsigned char),BUFFERSIZE,dataSource)) == 0)
{
boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
}
socket.write(buf,readBytes);
if(socket.getStatus() != connection::CONNECTION_NORMAL)
running = false;
}
fprintf(stdout,"socket error: %s\n",connection::getStatusString(socket.getStatus()));
socket.close();
fprintf(stdout,"sender exiting...\n");
Any insights would be welcome! Thanks in advance.
You've probably got everything backwards... when the server crashes, the OS will close all sockets. So the server crash happens first and causes the client to get the disconnect message (FIN flag in a TCP segment, actually), the crash is not a result of the socket closing.
Since you have multiple server processes crashing at the same time, I'd look at resources they share, and also any scheduled tasks that all servers would try to execute at the same time.
EDIT: You don't have a single client connecting to multiple servers, do you? Note that TCP connections are always bidirectional, so the server process does get feedback if a client disconnects. Some internet providers have even been caught generating RST packets on connections that fail some test for suspicious traffic.
Write a signal handler. Make sure it uses only raw I/O functions to log problems (open, write, close, not fwrite, not printf).
Check return values. Check for negative return value from write on a socket, but check all return values.
Thanks for all the comments and suggestions.
After looking through the code and adding the signal handling as Ben suggested, the applications themselves are far more stable. Thank you for all your input.
The original problem, however, was due to a rogue script that one of the admins was running as root that would randomly kill certain processes on the server-side machine (i won't get into what it was trying to do in reality; safe to say it was buggy).
Lesson learned: check the environment.
Thank you all for the advice.