Why my else condition is never executing? - c++

I am working on UDP server and this code of UDP server is working fine except the else condition. May be i am wrong but i have done lot of things using else condition in the same way to terminate while loop. I am not sure if its UDP problem or something else........
while(1)// execute three times because its getting data only three times from the client
{
int total_bytes = 0;
int bytes_recv=0;
int count = 0;
std::vector<double> m_vector(8000);
// Bytes are also received 3 times correctly then why else condition not executing after receiving 3 times ?
bytes_recv = recvfrom(Socket,(char*)m_vector.data(),64000,0,(SOCKADDR*)&ClientAddr,&i);
count++;
if(bytes_recv > 0 )
{
total_bytes = total_bytes+bytes_recv;
std::cout<<"Server: loop counter is"<<count<<std::endl;
std::cout<<"Server: Received bytes are"<<total_bytes<<std::endl;
}else
{
//why this part never executes ?
std::cout<<"Data Receiving has finished"<<std::endl;
break;
}
}
WSACleanup();
system("pause");
return 0;
}

The comment in the source says that you expect only 3 datagrams from the client. Thus, do count how many datagrams you have received, and if you already have 3 of them, do not continue calling recvfrom.
You already have a variable count, but it is reset to zero every iteration and isn't used as exit condition.
Once you have count == 3, you know that there is nothing more coming, so calling recvfrom is pointless. It will only block, since that is what you're telling it to do. Making the socket non-blocking would "help" to avoid blocking, but then you would be polling, which isn't good either (and useless, since you know there is nothing to be received). It's best to operate correctly.
You could also have the client send an "end of message" datagram, but of course you would have to add a timeout and a strategy for packet loss, or the server could block forever. Not only because of malicious clients, but also simply because the receive buffer was full and a packet was dropped (which is a normal thing to happen!).
Alternatively, since there is a call to WSACleanup in your code, you're using Winsock. Which means you could use overlapped WSARecvFrom instead of recvfrom. Fire off one receive, and from its completion handler fire off another two, also with a callback function. After firing off the request, forget about it and let the callback handle the rest, you can now deal with another client (must be alertable though for that to happen ... alternatively, block on an IOCP or WaitOnMultipleObjects or whatever).
If no second or third packet comes in after so and so long, either send a "please resend" message or consider the client dead, close the socket and move on.

recvfrom is by default a blocking call and will only return once a packet has been read. Because of this when you stop sending packets it just blocks on recvfrom so the case with 0 bytes never happens
You could change the flags to recvfrom to change this behaviour, but it's likely not what you want because then if there's any delay between sending the packets you will get 0 bytes and exit.
I suppose you could see how long you've gone without receiving any packets and then shut down, so in the else case you could use a timer and a running total before exiting.
What are you trying to accomplish?

I have not checked (bad me, I know, but time's short), if recvfrom follows typical behavior, then it guarantees you that:
returns value < 0 means error
returns value == 0 means that everything was OK but channel cannot receive anything more
returns value > 0 means something was received
In TCP you get 'received bytes' == 0 only when the connection is closed.
In UDP there's no such thing as 'connection'. The channel is always ready to receive, until your the socked is closed.
Hence, it probably simply waits until something arrives. It cannot detect that there is noone to listen from. That's the UDP specifics.
If you want to catch a case when nothing arrives for a long time, try to set read timeout.

Related

Recvfrom: wait for full message (variable size message, thread)

I have a UDP client that is sending messages to a server, at a specified rate. The rate needs to be constant, so I decided to try to do my receiving of replies in a separate thread to avoid blocking or delaying on recvfrom(). Is it at all possible to 'wait' for a full message before receiving? What would be the best strategy to go about doing this?
while (true)
{
//std::this_thread::sleep_for(std::chrono::milliseconds(5000));
if (recvfrom(threadSock, ReceiveBuf, BufLength, 0, 0, 0) == SOCKET_ERROR)
{
printf("Thread Receive failed with error %ld\n", GetLastError());
break;
}
else
{
printf("Reply received: %s\n\n", ReceiveBuf);
}
memset(ReceiveBuf, '\0', BufLength);
}
Above is my receiving code. Currently, only the first 8 characters of a reply are being read into the buffer (the buffer is 512 bytes).
How can I wait for a full message (bearing in mind the message lengths are variable).
Is this even possible? Perhaps there is a better approach.
Thanks in advance.
EDIT: I should clarify the prints are for testing only. They won't be in the final result, as printing from a thread gives weird inline prints.
According to MSDN:
The recvfrom function receives a datagram and stores the source address.
For message-oriented sockets, data is extracted from the first enqueued message, up to the size of the buffer specified. If the datagram or message is larger than the buffer specified, the buffer is filled with the first part of the datagram, and recvfrom generates the error WSAEMSGSIZE. For unreliable protocols (for example, UDP) the excess data is lost. For UDP if the packet received contains no data (empty), the return value from the recvfrom function function is zero.
Thus, you can't receive a part of the incoming message, the receive returns only when the OS can process and return an enqueued datagram.
In the interest of completeness, and the small chance anyone suffering from similar confusion finds this, solution follows:
Yes, it was a silly question, I should've realised recvfrom waits for a full datagram. The problem was with my server.
It was an issue of the server not sending the full data. I'm not sure as to the exact cause, but to fix it I converted the char* my reply was being stored to (and printing correctly) to a char[], which, when sent, worked fine.

Unix socket hangs on recv, until I place/remove a breakpoint anywhere

[TL;DR version: the code below hangs indefinitely on the second recv() call both in Release and Debug mode. In Debug, if I place or remove a breakpoint anywhere in the code, it makes the execution continue and everything behaves normally]
I'm coding a simple client-server communication using UNIX sockets. The server is in C++ while the client is in python. The connection (TCP socket on localhost) gets established no problem, but when it comes to receiving data on the server side, it hangs on the recv function. Here is the code where the problem happens:
bool server::readBody(int csock) // csock is the socket filedescriptor
{
int bytecount;
// protobuf-related variables
google::protobuf::uint32 siz;
kinMsg::request message;
// if the code is working, client will send false
// I initialize at true to be sure that the message is actually read
message.set_endconnection(true);
// First, read 4-characters header for extracting data size
char buffer_hdr[5];
if((bytecount = recv(csock, buffer_hdr, 4, MSG_WAITALL))== -1)
::std::cerr << "Error receiving data "<< ::std::endl;
buffer_hdr[4] = '\0';
siz = atoi(buffer_hdr);
// Second, read the data. The code hangs here !!
char buffer [siz];
if((bytecount = recv(csock, (void *)buffer, siz, MSG_WAITALL))== -1)
::std::cerr << "Error receiving data " << errno << ::std::endl;
//Finally, process the protobuf message
google::protobuf::io::ArrayInputStream ais(buffer,siz);
google::protobuf::io::CodedInputStream coded_input(&ais);
google::protobuf::io::CodedInputStream::Limit msgLimit = coded_input.PushLimit(siz);
message.ParseFromCodedStream(&coded_input);
coded_input.PopLimit(msgLimit);
if (message.has_endconnection())
return !message.endconnection();
return false;
}
As can be seen in the code, the protocol is such that the client will first send the number of bytes in the message in a 4-character array, followed by the protobuf message itself. The first recv call works well and does not hang. Then, the code hangs on the second recv call, which should be recovering the body of the message.
Now, for the interesting part. When run in Release mode, the code hangs indefinitely and I have to kill either the client or the server. It does not matter whether I run it from my IDE (qtcreator), or from the CLI after a clean build (using cmake/g++).
When I run the code in Debug mode, it also hangs at the same recv() call. Then, if I place or remove a breakpoint ANYWHERE in the code (before or after that line of code), it starts again and works perfectly : the server receives the data, and reads the correct message.endconnection() value before returning out of the readBody function. The breakpoint that I have to place to trigger this behavior is not necessarily trigerred. Since the readBody() function is in a loop (my C++ server waits for requests from the python client), at the next iteration, the same behavior happens again, and I have to place or remove a breakpoint anywhere in the code, which is not necessarily triggered, in order to go past that recv() call. The loop looks like this:
bool connection = true;
// server waiting for client connection
if (!waitForConnection(connectionID)) std::cerr << "Error accepting connection" << ::std::endl;
// main loop
while(connection)
{
if((bytecount = recv(connectionID, buffer, 4, MSG_PEEK))== -1)
{
::std::cerr << "Error receiving data "<< ::std::endl;
}
else if (bytecount == 0)
break;
try
{
if(readBody(connectionID))
{
sendResponse(connectionID);
}
// if client is requesting disconnection, break the while(true)
else
{
std::cout << "Disconnection requested by client. Exiting ..." << std::endl;
connection = false;
}
}
catch(...)
{
std::cerr << "Erro receiving message from client" << std::endl;
}
}
Finally, as you can see, when the program returns from readBody(), it sends back another message to the client, which processes it and prints in the standard output (python code working, not shown because the question is already long enough). From this last behavior, I can conclude that the protocol and client code are OK. I tried to put sleep instructions at many points to see whether it was a timing problem, but it did not change anything.
I searched all over Google and SO for a similar problem, but did not find anything. Help would be much appreciated !
The solution is to not use any flags. Call recv with 0 for the flags or just use read instead of recv.
You are requesting the socket for data that is not there. The recv expects 10 bytes, but the client only sent 6. The MSG_WAITALL states clearly that the call should block until 10 bytes are available in the stream.
If you dont use any flags, the call will succeed with a bytecount at 6, which is the exact same effect than with MSG_DONTWAIT, without the potential side effects of non-blocking calls.
I did the test on the github project, it works.
The solution is to replace MSG_WAITALL by MSG_DONTWAIT in the recv() calls. It now works fine. To summarize, it makes the recv() calls non blocking, which makes the whole code work fine.
However, this still raises many questions, the first of which being: why was it working with this weird breakpoint changing thing ?
If the socket was blocking in the first place, one could assume that it is because there is no data on the socket. Let's assume both situations here :
There is no data on the socket, which is the reason why the blocking recv() call was not working. Changing it to a non blocking recv() call would then, in the same situation, trigger an error. If not, the protobuf deserialization would afterwards fail trying to deserialize from an empty buffer. But it does not ...
There is data on the socket. Then, why on earth would it block in the first place ?
Obviously there is something that I don't get about sockets in C, and I'd be very happy if somebody has an explanation for this behavior !

How would one avoid race conditions from multiple threads of a server sending data to a client? C++

I was following a tutorial on youtube on building a chat program using winsock and c++. Unfortunately the tutorial never bothered to consider race conditions, and this causes many problems.
The tutorial had us open a new thread every time a new client connected to the chat server, which would handle receiving and processing data from that individual client.
void Server::ClientHandlerThread(int ID) //ID = the index in the SOCKET Connections array
{
Packet PacketType;
while (true)
{
if (!serverptr->GetPacketType(ID, PacketType)) //Get packet type
break; //If there is an issue getting the packet type, exit this loop
if (!serverptr->ProcessPacket(ID, PacketType)) //Process packet (packet type)
break; //If there is an issue processing the packet, exit this loop
}
std::cout << "Lost connection to client ID: " << ID << std::endl;
}
When the client sends a message, the thread will process it and send it by first sending packet type, then sending the size of the message/packet, and finally sending the message.
bool Server::SendString(int ID, std::string & _string)
{
if (!SendPacketType(ID, P_ChatMessage))
return false;
int bufferlength = _string.size();
if (!SendInt(ID, bufferlength))
return false;
int RetnCheck = send(Connections[ID], _string.c_str(), bufferlength, NULL); //Send string buffer
if (RetnCheck == SOCKET_ERROR)
return false;
return true;
}
The issue arises when two threads (Two separate clients) are synchronously trying to send a message at the same time to the same ID. (The same third client). One thread may send to the client the int packet type, so the client is now prepared to receive an int, but then the second thread sends a string. (Because the thread assumes the client is waiting for that). The client is unable to process correctly and results in the program being unusable.
How would I solve this issue?
One solution I had:
Rather than allow each thread to execute server commands on their own, they would set an input value. The main server thread would loop through all the input values from each thread and then execute the commands one by one.
However I am unsure this won't have problems of its own... If a client sends multiple messages in the time frame of a single server loop, only one of the messages will send (since the new message would over-write the previous message). Of course there are ways around this, such as arrays of input or faster loops, but it still poses a problem.
Another issue that I thought of was that a client with a lower ID would always end up having their message sent first each loop. This isn't that big of a deal but if there was a situation, say, a trivia game, where two clients entered the correct answer in the same loop then the client with the lower ID would end up saying the answer "first" every time.
Thanks in advance.
If all I/O is being handled through a central server, a simple (but certainly not elegant) solution is to create a barrier around the I/O mechanisms to each client. In the simplest case this can just be a mutex. Associate that barrier with each client and anytime someone wants to send that client something (a complete message), lock the barrier. Unlock it when the complete message is handled. That way only one client can actually send something to another client at a time. In C++11, see std::mutex.

Is it expected for poll() to take 40ms to return even though data will be available sooner?

I created a proxy server to handle CQL orders from website clients. The proxy listens for incoming connections and each connection is given a thread. The thread loops as long as the socket exists and dies on HUP. You may also stop the proxy, which will stop the threads by sending an event (See eventfd()) to each thread.
By itself, this already allows me to save a good 100ms because the proxy is local and connecting to a local service is much faster than a service on a remote computer... (even if the computer is local.)
However, I send orders and once in a while the proxy sees no incoming data (i.e. it calls read() on the socket which is setup as NONBLOCK and gets -1 in return and errno == EAGAIN.) When that happens, I call poll() to wait for additional data, the HUP, or a hit on the eventfd meaning I have to quit (i.e. 2 fds, the socket and the eventfd).
Somehow, more often than not, when I hit the poll() function call, it adds an extra 40ms to the time it takes for a message to go round trip. Although one would think this only happens on larger messages, it happens when I receive an order, which is less than 100 bytes! So the size should not be the culprit. I also changed the code to make sure I send the entire order from the client to the proxy in one write() and to avoid the poll() if at all possible (i.e. I call read() first, and poll() only if nothing is available.)
Note that I have no timeout in this case because there is nothing to check other than the incoming orders and the eventfd. So I would imagine that the timeout won't be a problem.
The code base is really big. But the client/server comes down to something like this (the sizes in original are fully dynamic):
// Client
...
connect(socket);
...
write(socket, order, sizeof(order));
read(socket, result, sizeof(result));
// repeat for other orders, as required by client...
// server
...
socket = accept(); // happens for each client
...
pthread_create(runner);
...
// server thread (runner)
...
for(;;)
{
int r(0);
for(;;)
{
r += read(socket, order, sizeof(order));
if(r >= sizeof(order))
{
break;
}
// wait for more data is not enough received yet
poll(..."socket" + "eventfd"...); // <-- this will often take 40ms
if(eventfd_happened)
{
// quit thread
return;
}
}
...
[work on order]
...
write(socket, result, sizeof(result));
}
Note 1: I see the problem when I have a single client. So having multiple clients does not in itself cause the problem either.
Note 2: The client really uses BIO_connect(), BIO_read() and BIO_write() [from OpenSSL], but I doubt that would be a problem. I do not use any kind of encryption.
I don't see why you're using non-blocking I/O given you have a dedicated thread per socket. Just block in read(). Use SO_RCVTIMEO if you need an overall read timeout.

send and recv on same socket from different threads not working

I read that it should be safe from different threads concurrently, but my program has some weird behaviour and I don't know what's wrong.
I have concurrent threads communicating with a client socket
one doing send to a socket
one doing select and then recv from the same socket
As I'm still sending, the client has already received the data and closed the socket.
At the same time, I'm doing a select and recv on that socket, which returns 0 (since it is closed) so I close this socket. However, the send has not returned yet...and since I call close on this socket the send call fails with EBADF.
I know the client has received the data correctly since I output it after I close the socket and it is right. However, on my end, my send call is still returning an error (EBADF), so I want to fix it so it doesn't fail.
This doesn't always happen. It happens maybe 40% of the time. I don't use sleep anywhere. Am I supposed to have pauses between sends or recvs or anything?
Here's some code:
Sending:
while(true)
{
// keep sending until send returns 0
n = send(_sfd, bytesPtr, sentSize, 0);
if (n == 0)
{
break;
}
else if(n<0)
{
cerr << "ERROR: send returned an error "<<errno<< endl; // this case is triggered
return n;
}
sentSize -= n;
bytesPtr += n;
}
Receiving:
while(true)
{
memset(bufferPointer,0,sizeLeft);
n = recv(_sfd,bufferPointer,sizeLeft, 0);
if (debug) cerr << "Receiving..."<<sizeLeft<<endl;
if(n == 0)
{
cerr << "Connection closed"<<endl; // this case is triggered
return n;
}
else if (n < 0)
{
cerr << "ERROR reading from socket"<<endl;
return n;
}
bufferPointer += n;
sizeLeft -= n;
if(sizeLeft <= 0) break;
}
On the client, I use the same receive code, then I call close() on the socket.
Then on my side, I get 0 from the receive call and also call close() on the socket
Then my send fails. It still hasn't finished?! But my client already got the data!
I must admit I'm surprised you see this problem as often as you do, but it's always a possibility when you're dealing with threads. When you call send() you'll end up going into the kernel to append the data to the socket buffer in there, and it's therefore quite likely that there'll be a context switch, maybe to another process in the system. Meanwhile the kernel has probably buffered and transmitted the packet quite quickly. I'm guessing you're testing on a local network, so the other end receives the data and closes the connection and sends the appropriate FIN back to your end very quickly. This could all happen while the sending machine is still running other threads or processes because the latency on a local ethernet network is so low.
Now the FIN arrives - your receive thread hasn't done a lot lately since it's been waiting for input. Many scheduling systems will therefore raise its priority quite a bit and there's a good chance it'll be run next (you don't specify which OS you're using but this is likely to happen on at least Linux, for example). This thread closes the socket due to its zero read. At some point shortly after this the sending thread will be re-awoken, but presumably the kernel notices that the socket is closed before it returns from the blocked send() and returns EBADF.
Now this is just speculation as to the exact cause - among other things it heavily depends on your platform. But you can see how this could happen.
The easiest solution is probably to use poll() in the sending thread as well, but wait for the socket to become write-ready instead of read-ready. Obviously you also need to wait until there's any buffered data to send - how you do that depends on which thread buffers the data. The poll() call will let you detect when the connection has been closed by flagging it with POLLHUP, which you can detect before you try your send().
As a general rule you shouldn't close a socket until you're certain that the send buffer has been fully flushed - you can only be sure of this once the send() call has returned and indicates that all the remaining data has gone out. I've handled this in the past by checking the send buffer when I get a zero read and if it's not empty I set a "closing" flag. In your case the sending thread would then use this as a hint to do the close once everything is flushed. This matters because if the remote end does a half-close with shutdown() then you'll get a zero read even if it might still be reading. You might not care about half closes, however, in which case your strategy above is OK.
Finally, I personally would avoid the hassle of sending and receiving threads and just have a single thread which does both - that's more or less the point of select() and poll(), to allow a single thread of execution to deal with one or more filehandles without worrying about performing an operation which blocks and starves the other connections.
Found the problem. It's with my loop. Notice that it's an infinite loop. When I don't have anymore left to send, my sentSize is 0, but I'll still loop to try to send more. At this time, the other thread has already closed this thread and so my send call for 0 bytes returns with an error.
I fixed it by changing the loop to stop looping when sentSize is 0 and it fixed the problem!