Corruption of data in memcpy - c++

I'm currently working on a project using sockets via WinSock and have come across a peculiar problem. I'll attach the code before I start explaining.
#include "Connection.h"
Connection::Connection(SOCKET sock, int socketType)
: m_sock(sock), m_recvCount(0), m_sendCount(0), m_socketType(socketType)
{
printf("Succesfully created connection\n");
}
Connection::~Connection(void)
{
printf("Closing socket %d", m_sock);
closesocket(m_sock);
}
void Connection::ProcessMessage(const NetMessage *message){
printf("Got network message: type %d, data %s\n", message->type, message->data);
}
bool Connection::ReadSocket(){
// Call this when the socket is ready to read.
// Returns true if the socket should be closed.
// used to store count between the sockets
int count = 0;
if(m_socketType == SOCK_STREAM){
// attempt to read a TCP socket message
// Receive as much data from the client as will fit in the buffer.
count = recv(m_sock, &m_recvBuf[m_recvCount], sizeof(m_recvBuf) - m_recvCount, 0);
}
else if(m_socketType == SOCK_DGRAM){
// attempt to read UDP socket message
// temporarily stores details of the address which sent the message
// since UDP doesn't worry about whether it's connected to the
// sender or not
sockaddr_in fromAddr;
int fromAddrSize = sizeof(fromAddr);
count = recvfrom(m_sock, &m_recvBuf[m_recvCount], sizeof(m_recvBuf) - m_recvCount, 0, (sockaddr*) &fromAddr, &fromAddrSize);
}
else{
printf("Unknown socket type %d\n", m_socketType);
return true;
}
if (count <= 0)
{
printf("Tried to receive on socket %d and got %d bytes\n", m_sock, count);
printf("Client connection closed or broken\n");
return true;
}
// if we get to this point we have essentially received a complete message
// and must process it
printf("Received %d bytes from the client (total %d)\n", count, m_recvCount);
m_recvCount += count;
// Have we received a complete message?
// if so, process it
if (m_recvCount == sizeof NetMessage)
{
ProcessMessage((const NetMessage *) m_recvBuf);
m_recvCount = 0;
}
return false;
}
bool Connection::WriteSocket(){
// Sends the data in the send buffer through the socket
int count;
if(m_socketType == SOCK_STREAM){
// attempt to read TCP socket message
count = send(m_sock, m_sendBuf, m_sendCount, 0);
}
else if(m_socketType == SOCK_DGRAM){
// attempt to read UDP socket message
count = sendto(m_sock, m_sendBuf, m_sendCount, 0, 0, 0);
}
else{
// unhandled type of socket, kill server
printf("Unknown socket type %d", m_socketType);
return true;
}
if (count <= 0)
{
// we have received an error from the socket
printf("Client connection closed or broken\n");
return true;
}
m_sendCount -= count;
printf("Sent %d bytes to the client (%d left)\n", count, m_sendCount);
printf("Data: %s", m_sendBuf);
// Remove the sent data from the start of the buffer.
memmove(m_sendBuf, &m_sendBuf[count], m_sendCount);
return false;
}
bool Connection::WantWrite(){
if(m_sendCount > 0){
return true;
}
return false;
}
bool Connection::WantRead(){
return true;
}
bool Connection::SetMessage(const NetMessage *message){
// store contents of the message in the send buffer
// to allow us to send later
if (m_sendCount + sizeof(NetMessage) > sizeof(m_sendBuf))
{
return true;
}
memcpy(&m_sendBuf, message, sizeof(message));
m_sendCount += sizeof(NetMessage);
return false;
}
and the protocol
/* Definitions for the network protocol that the client and server use to communicate */
#ifndef PROTOCOL_H
#define PROTOCOL_H
// Message types.
enum MessageType
{
MT_UNKNOWN = 0,
MT_WELCOME = 1,
MT_KEYPRESS = 2,
MT_CHATMESSAGE = 3
};
// The message structure.
// This is a "plain old data" type, so we can send it over the network.
// (In a real program, we would want this structure to be packed.)
struct NetMessage
{
MessageType type;
char* data;
NetMessage()
: type(MT_UNKNOWN)
{
}
};
#endif
Essentially the protocol holds the definition of the messages that the client and server throw around to each other. The problem I am having is that, in connection.cpp line 132 (memcpy), the message becomes garbled in sendBuf.
http://imgur.com/MekQfgm,9ShRtHi
The image above shows exactly what is happening. As said in protocol.h the struct is a POD so when I do memcpy it should transfer the number of bytes as is held in the struct (so for example the message type should be 1 byte, followed by 7 or 8 bytes of data, in the example).
Can anyone shed some light on this? It's driving me crazy.

The line you wrote will copy 4 bytes (sizeof(pointer)) on 32bit systems:
memcpy(&m_sendBuf, message, sizeof(message));
what you probably meant is:
memcpy(&m_sendBuf, message, sizeof(NetMessage));
Edit:
In addition, as a commenter remarked, your data type is NOT a POD. It holds a pointer. You transfer that pointer. At the target system, it will point to the same place in RAM, but there will not be anything there. You need to actually make your datatype a POD by using an array or you need to find a way to transfer the data pointed to. You can achieve this by transfering the type, a length and a number of characters. That means that your receiver can NOT rely on messages being of fixed size.

Related

Strange IOCP behaviour when communicating with browsers

I'm writing IOCP server for video streaming from desktop client to browser.
Both sides uses WebSocket protocol to unify server's achitecture (and because there is no other way for browsers to perform a full-duplex exchange).
The working thread starts like this:
unsigned int __stdcall WorkerThread(void * param){
int ThreadId = (int)param;
OVERLAPPED *overlapped = nullptr;
IO_Context *ctx = nullptr;
Client *client = nullptr;
DWORD transfered = 0;
BOOL QCS = 0;
while(WAIT_OBJECT_0 != WaitForSingleObject(EventShutdown, 0)){
QCS = GetQueuedCompletionStatus(hIOCP, &transfered, (PULONG_PTR)&client, &overlapped, INFINITE);
if(!client){
if( Debug ) printf("No client\n");
break;
}
ctx = (IO_Context *)overlapped;
if(!QCS || (QCS && !transfered)){
printf("Error %d\n", WSAGetLastError());
DeleteClient(client);
continue;
}
switch(auto opcode = client->ProcessCurrentEvent(ctx, transfered)){
// Client owed to receive some data
case OPCODE_RECV_DEBT:{
if((SOCKET_ERROR == client->Recv()) && (WSA_IO_PENDING != WSAGetLastError())) DeleteClient(client);
break;
}
// Client received all data or the beginning of new message
case OPCODE_RECV_DONE:{
std::string message;
client->GetInput(message);
// Analizing the first byte of WebSocket frame
switch( opcode = message[0] & 0xFF ){
// HTTP_HANDSHAKE is 'G' - from GET HTTP...
case HTTP_HANDSHAKE:{
message = websocket::handshake(message);
while(!client->SetSend(message)) Sleep(1); // Set outgoing data
if((SOCKET_ERROR == client->Send()) && (WSA_IO_PENDING != WSAGetLastError())) DeleteClient(client);
break;
}
// Browser sent a closing frame (0x88) - performing clean WebSocket closure
case FIN_CLOSE:{
websocket::frame frame;
frame.parse(message);
frame.masked = false;
if( frame.pl_len == 0 ){
unsigned short reason = 1000;
frame.payload.resize(sizeof(reason));
frame.payload[0] = (reason >> 8) & 0xFF;
frame.payload[1] = reason & 0xFF;
}
frame.pack(message);
while(!client->SetSend(message)) Sleep(1);
if((SOCKET_ERROR == client->Send()) && (WSA_IO_PENDING != WSAGetLastError())) DeleteClient(client);
shutdown(client->Socket(), SD_SEND);
break;
}
IO context struct:
struct IO_Context{
OVERLAPPED overlapped;
WSABUF data;
char buffer[IO_BUFFER_LENGTH];
unsigned char opcode;
unsigned long long debt;
std::string message;
IO_Context(){
debt = 0;
opcode = 0;
data.buf = buffer;
data.len = IO_BUFFER_LENGTH;
overlapped.Offset = overlapped.OffsetHigh = 0;
overlapped.Internal = overlapped.InternalHigh = 0;
overlapped.Pointer = nullptr;
overlapped.hEvent = nullptr;
}
~IO_Context(){ while(!HasOverlappedIoCompleted(&overlapped)) Sleep(1); }
};
Client Send function:
int Client::Send(){
int var_buf = O.message.size();
// "O" is IO_Context for Output
O.data.len = (var_buf>IO_BUFFER_LENGTH)?IO_BUFFER_LENGTH:var_buf;
var_buf = O.data.len;
while(var_buf > 0) O.data.buf[var_buf] = O.message[--var_buf];
O.message.erase(0, O.data.len);
return WSASend(connection, &O.data, 1, nullptr, 0, &O.overlapped, nullptr);
}
When the desktop client disconnects (it uses just closesocket() to do it, no shutdown()) the GetQueuedCompletionStatus returns TRUE and sets transfered to 0 - in this case WSAGetLastError() returns 64 (The specified network name is no longer available), and it has sense - client disconnected (line with if(!QCS || (QCS && !transfered))). But when the browser disconnects, the error codes confuse me... It can be 0, 997 (pending operation), 87 (invalid parameter)... and no codes related to end of connection.
Why do IOCP select this events? How can it select a pending operation? Why the error is 0 when 0 bytes transferred? Also it leads to endless trying to delete an object associated with the overlapped structure, because the destructor calls ~IO_Context(){ while(!HasOverlappedIoCompleted(&overlapped)) Sleep(1); } for secure deleting. In DeleteClient call the socket is closing with closesocket(), but, as you can see, I'm posting a shutdown(client->Socket(), SD_SEND); call before it (in FIN_CLOSE section).
I understand that there are two sides of a connection and closing it on a server side does not mean that an other side will close it too. But I need to create a stabile server, immune to bad and half opened connections. For example, the user of web application can rapidly press F5 to reload page few times (yeah, some dudes do so :) ) - the connection will reopen few times, and the server must not lag or crash due to this actions.
How to handle this "bad" events in IOCP?
you have many wrong code here.
while(WAIT_OBJECT_0 != WaitForSingleObject(EventShutdown, 0)){
QCS = GetQueuedCompletionStatus(hIOCP, &transfered, (PULONG_PTR)&client, &overlapped, INFINITE);
this is not efficient and wrong code for stop WorkerThread. at first you do excess call WaitForSingleObject, use excess EventShutdown and main this anyway fail todo shutdown. if your code wait for packet inside GetQueuedCompletionStatus that you say EventShutdown - not break GetQueuedCompletionStatus call - you continue infinite wait here. correct way for shutdown - PostQueuedCompletionStatus(hIOCP, 0, 0, 0) instead call SetEvent(EventShutdown) and if worked thread view client == 0 - he break loop. and usually you need have multiple WorkerThread (not single). and multiple calls PostQueuedCompletionStatus(hIOCP, 0, 0, 0) - exactly count of working threads. also you need synchronize this calls with io - do this only after all io already complete and no new io packets will be queued to iocp. so "null packets" must be the last queued to port
if(!QCS || (QCS && !transfered)){
printf("Error %d\n", WSAGetLastError());
DeleteClient(client);
continue;
}
if !QCS - the value in client not initialized, you simply can not use it and call DeleteClient(client); is wrong under this condition
when object (client) used from several thread - who must delete it ? what be if one thread delete object, when another still use it ? correct solution will be if you use reference counting on such object (client). and based on your code - you have single client per hIOCP ? because you retriever pointer for client as completion key for hIOCP which is single for all I/O operation on sockets bind to the hIOCP. all this is wrong design.
you need store pointer to client in IO_Context. and add reference to client in IO_Context and release client in IO_Context destructor.
class IO_Context : public OVERLAPPED {
Client *client;
ULONG opcode;
// ...
public:
IO_Context(Client *client, ULONG opcode) : client(client), opcode(opcode) {
client->AddRef();
}
~IO_Context() {
client->Release();
}
void OnIoComplete(ULONG transfered) {
OnIoComplete(RtlNtStatusToDosError(Internal), transfered);
}
void OnIoComplete(ULONG error, ULONG transfered) {
client->OnIoComplete(opcode, error, transfered);
delete this;
}
void CheckIoError(ULONG error) {
switch(error) {
case NOERROR:
case ERROR_IO_PENDING:
break;
default:
OnIoComplete(error, 0);
}
}
};
then are you have single IO_Context ? if yes, this is fatal error. the IO_Context must be unique for every I/O operation.
if (IO_Context* ctx = new IO_Context(client, op))
{
ctx->CheckIoError(WSAxxx(ctx) == 0 ? NOERROR : WSAGetLastError());
}
and from worked threads
ULONG WINAPI WorkerThread(void * param)
{
ULONG_PTR key;
OVERLAPPED *overlapped;
ULONG transfered;
while(GetQueuedCompletionStatus(hIOCP, &transfered, &key, &overlapped, INFINITE)) {
switch (key){
case '_io_':
static_cast<IO_Context*>(overlapped)->OnIoComplete(transfered);
continue;
case 'stop':
// ...
return 0;
default: __debugbreak();
}
}
__debugbreak();
return GetLastError();
}
the code like while(!HasOverlappedIoCompleted(&overlapped)) Sleep(1); is always wrong. absolute and always. never write such code.
ctx = (IO_Context *)overlapped; despite in your concrete case this give correct result, not nice and can be break if you change definition of IO_Context. you can use CONTAINING_RECORD(overlapped, IO_Context, overlapped) if you use struct IO_Context{
OVERLAPPED overlapped; } but better use class IO_Context : public OVERLAPPED and static_cast<IO_Context*>(overlapped)
now about Why do IOCP select this events? How to handle this "bad" events in IOCP?
the IOCP nothing select. he simply signaling when I/O complete. all. which specific wsa errors you got on different network operation absolute independent from use IOCP or any other completion mechanism.
on graceful disconnect is normal when error code is 0 and 0 bytes transferred in recv operation. you need permanent have recv request active after connection done, and if recv complete with 0 bytes transferred this mean that disconnect happens

Recv function for TCP Socket programming

I am new in Socket Programming. I am trying to create a client application. The server is a camera which communicates using TCP. The camera is sending continuous data. Using Wireshark, I can see that the camera is sending continuous packets of different sizes, but not more than 1514 bytes. But my recv function is always returning 2000 which is the size of my buffer.
unsigned char buf[2000];
int bytesIn = recv(sock, (char*)buf, sizeof(buf) , 0);
if (bytesIn > 0)
{
std::cout << bytesIn << std::endl;
}
The first packet I receive is of size 9 bytes, which recv returns correct, but after that it always returns 2000.
Can anyone please tell me the solution so that I can get the correct size of the actual data payload?
EDIT
int bytesIn = recv(sock, (char*)buf, sizeof(buf) , 0);
if (bytesIn > 0)
{
while (bytes != 1514)
{
if (count == 221184)
{
break;
}
buffer[count++] = buf[bytes++];
}
std::cout << count;
}
EDIT:
Here is my Wireshark capture:
My Code to handle packets
int bytesIn = recv(sock, (char*)&buf, sizeof(buf) , 0);
if (bytesIn > 0)
{
if (flag1 == true)
{
while ((bytes != 1460 && (buf[bytes] != 0)) && _fillFlag)
{
buffer[fill++] = buf[bytes++];
if (fill == 221184)
{
flag1 = false;
_fillFlag = false;
fill = 0;
queue.Enqueue(buffer, sizeof(buffer));
break;
}
}
}
if ((strncmp(buf, _string2, 10) == 0))
{
flag1 = true;
}
}
For each frame camera is sending 221184 bytes and after each frame it sends a packet of data 9 bytes which I used to compare this 9 bytes are constant.
This 221184 bytes send by camera doesn't have 0 so I use this condition in while loop. This code is working and showing the frame but after few frame it shows fully black frame. I think the mistake is in receiving the packet.
Size of per frame is : 221184 (fixed)
Size of per recv is : 0 ~ 1514
My implementation here :
DWORD MakeFrame(int socket)
{
INT nFrameSize = 221184;
INT nSizeToRecv = 221184;
INT nRecvSize = 2000;
INT nReceived = 0;
INT nTotalReceived = 0;
BYTE byCamera[2000] = { 0 }; // byCamera size = nRecvSize
BYTE byFrame[221184] = { 0 }; // byFrame size = nFrameSize
while(0 != nSizeToRecv)
{
nRecvSize = min(2000, nSizeToRecv);
nReceived = recv(socket, (char*)byCamera, nRecvSize, 0);
memcpy_s(byFrame + nTotalReceived, nFrameSize, byCamera, nReceived);
nSizeToRecv -= nReceived;
nTotalReceived += nReceived;
}
// byFrame is ready to use.
// ...
// ...
return WSAGetLastError();
}
The first packet I receive is of size 9 bytes which it print correct after that it always print 2000. So can anyone please tell me the solution that I only get the size of actual data payload.
TCP is no packet-oriented, but a stream-oriented transport protocol. There is no notion of packets in TCP (apart maybe from a MTU). If you want to work in packets, you have to either use UDP (which is in fact packet-oriented, but by default not reliable concerning order, discarding and alike) or you have to implement your packet logic in TCP, i.e. reading from a stream and partition the data into logical packets once received.

Winsock 2, condensing variables into a string, sending it out, then recieving it and reading it back

I am writing some code that involves using an inertia cube tracker, that actively changes its yaw pitch and roll (in degrees) and I need to set up a server that reads that information in order to network the info. So far I have created a client and server, but the problem I am having is either to send the information in one chunck then read it back as three and print it, or to specify which send matches with which recieve.
if( currentTrackerH > 0 )
{
int iSendResult1;
int iSendResult2;
int iSendResult3;
char EulerBuffer0[64];
char EulerBuffer1[64];
char EulerBuffer2[64];
showStationData( currentTrackerH, &TrackerInfo,
&Stations[station-1], &data.Station[station-1],
&StationsHwInfo[currentTrackerH-1][station-1],
showTemp);
//send to the server
do{
sprintf(EulerBuffer0, "%f", data.Station[station-1].Euler[0]);
iSendResult1= send(Connection, EulerBuffer0, sizeof(data.Station[station-1].Euler[0]), NULL);
sprintf(EulerBuffer1, "%f", data.Station[station-1].Euler[1]);
iSendResult2= send(Connection, EulerBuffer1, sizeof(data.Station[station-1].Euler[1]), NULL);
sprintf(EulerBuffer2, "%f", data.Station[station-1].Euler[2]);
iSendResult3= send(Connection, EulerBuffer2, sizeof(data.Station[station-1].Euler[2]), NULL);
}while ((iSendResult1 || iSendResult2 || iSendResult3)>0);
//shutdown the socket when there is no more data to send
iSendResult1 = shutdown(Connection, SD_SEND);
if (iSendResult1 == SOCKET_ERROR)
{
printf("shutdown failed with error: %d\n", WSAGetLastError());
closesocket(Connection);
WSACleanup();
return 1;
}
}
}
This is my client side and here I will put my server side. The networks connect and my tracker code works just fine but sending and recieving is where it all gets wonky.
//begin recieving data
char yaw[256];
char pitch[256];
char roll[256];
int iResult1;
int iResult2;
int iResult3;
float fyaw, fpitch, froll;
do{
do {
iResult1= recv(newConnection, yaw,sizeof(yaw),NULL);
} while( iResult1 == 0 );
fyaw = atof(yaw);
do {
iResult2= recv(newConnection, pitch,sizeof(pitch),NULL);
} while( iResult1 == 0 );
fpitch = atof(pitch);
do {
iResult3= recv(newConnection, roll,sizeof(roll),NULL);
} while( iResult1 == 0 );
froll = atof(roll);
printf("(%f,%f,%f)deg \n",
fyaw, fpitch, froll);
}while(1);
my knowledge of c++ is not fantastic and any help would be lovely. Thanks!
There is all kinds of wrong in your code. Let's try to break down and correct misconceptions (I assume you're using TCP.) You are sending buffers of one size, but recv'ing potentially a buffer of another size. sizeof(yaw) which is a float, is not the same as the size of the string representation of this float.
Calling send/recv for individual item is slow. Ideally you would define a simple protocol. A message in this protocol would be a string containing all the values you wish to transmit. You send that message using a single send() On the receiving side you read in the stream of data, and look for specific markers that tell you when you have received a complete message. You then process that message, splitting out the different components into your yaw/pitch/roll variables.
An example of a string message would be: "{yaw=1.34;pitch=2.45;roll=5.67}"
Then on the client you continually read into a buffer your data until you reach the "}" Then you can process this message and parse out the different components.

Sockets - keeping a socket open after data transfer

I have written simple server/client programs, in which the client sends some hardcoded data in small chunks to the server program, which is waiting for the data so that it can print it to the terminal. In the client, I'm calling send() in a loop while there is more data to send, and on the server, I'm doing the same with read(), that is, while the number of bytes returned is > 0, I continue to read.
This example works perfectly if I specifically call close() on the client's socket after I've finished sending, but if I don't, the server won't actually exit the read() loop until I close the client and break the connection. On the server side, I'm using:
while((bytesRead = read(socket, buffer, BUFFER_SIZE)) > 0)
Shouldn't bytesRead be 0 when all the data has been received? And if so, why will it not exit this loop until I close the socket? In my final application, it will be beneficial to keep the socket open between requests, but all of the sample code and information I can find calls close() immediately after sending data, which is not what I want.
What am I missing?
When the other end of the socket is connected to some other network system halfway around the world, the only way that the receiving socket knows "when all the data has been received" is precisely when the other side of the socket is closed. That's what tells the other side of the socket that "all the data has been received".
All that a socket knows about is that it's connected to some other socket endpoint. That's it. End of story. The socket has no special knowledge of the inner workings of the program that has the other side of the socket connection. Nor should it know. That happens to be the responsibility of the program that has the socket open, and not the socket itself.
If your program, on the receiving side, has knowledge -- by the virtue of knowing what data it is expected to receive -- that it has now received everything that it needs to receive, then it can close its end of the socket, and move on to the next task at hand.
You will have to incorporate in your program's logic, a way to determine, in some form or fashion, that all the data has been transmitted. The exact nature of that is going to be up to you to define. Perhaps, before sending all the data on the socket, your sending program will send in advance, on the same socket, the number of bytes that will be in the data to follow. Then, your receiving program reads the number of bytes first, followed by the data itself, and then knows that it has received everything, and can move on.
That's one simplistic approach. The exact details is up to you. Alternatively, you can also implement a timeout: set a timer and if any data is not received in some prescribed period of time, assume that there is no more.
You can set a flag on the recv call to prevent blocking.
One way to detect this easily is to wrap the recv call:
enum class read_result
{
// note: numerically in increasing order of severity
ok,
would_block,
end_of_file,
error,
};
template<std::size_t BufferLength>
read_result read(int socket_fd, char (&buffer)[BufferLength], int& bytes_read)
{
auto result = recv(socket_fd, buffer, BufferLength, MSG_DONTWAIT);
if (result > 0)
{
return read_result::ok;
}
else if (result == 0)
{
return read_result::end_of_file;
}
else {
auto err = errno;
if (err == EAGAIN or err == EWOULDBLOCK) {
return read_result::would_block;
}
else {
return read_result ::error;
}
}
}
One use case might be:
#include <unistd.h>
#include <sys/socket.h>
#include <cstdlib>
#include <cerrno>
#include <iostream>
enum class read_result
{
// note: numerically in increasing order of severity
ok,
would_block,
end_of_file,
error,
};
template<std::size_t BufferLength>
read_result read(int socket_fd, char (&buffer)[BufferLength], int& bytes_read)
{
auto result = recv(socket_fd, buffer, BufferLength, MSG_DONTWAIT);
if (result > 0)
{
return read_result::ok;
}
else if (result == 0)
{
return read_result::end_of_file;
}
else {
auto err = errno;
if (err == EAGAIN or err == EWOULDBLOCK) {
return read_result::would_block;
}
else {
return read_result ::error;
}
}
}
struct keep_reading
{
keep_reading& operator=(read_result result)
{
result_ = result;
}
const operator bool() const {
return result_ < read_result::end_of_file;
}
auto get_result() const -> read_result { return result_; }
private:
read_result result_ = read_result::ok;
};
int main()
{
int socket; // = open my socket and wait for it to be connected etc
char buffer [1024];
int bytes_read = 0;
keep_reading should_keep_reading;
while(keep_reading = read(socket, buffer, bytes_read))
{
if (should_keep_reading.get_result() != read_result::would_block) {
// read things here
}
else {
// idle processing here
}
}
std::cout << "reason for stopping: " << should_keep_reading.get_result() << std::endl;
}

IOCP and overwritten buffer

Well i make a IOCP for handling client connections with the following details:
- Threads = (CPU cores * 2)
- Assigning an completion port to each socket
- Accessing the socket context by Client Index or overlapped struct (either way is the same)
So i am trying to debug the incoming packets, its works like a charm, except for a little but nasty detail... I set a break point on WorkersThread function (where i recv the packet) i am watching the buffer with the packet i recv, when suddenly the buffer gets overwritten with a new packet that i got from client.
Why is that? according to what i read, IOCP should wait till i process the packet, send a response to client before recv any other packet. So i set a flag on my socket context called "Processing" and still got the overwritten buffer with an incoming packet. So it doesn't let me debug at all and its driving me crazy
Is ollydbg (debugger) fault that let the other threads running while i set a break point? Or is some error in my IOCP implementation?
Here is how my WorkerThread is coded:
DWORD WINAPI WorkerThread(void* argument)
{
int BytesTransfer;
int BytesRecv;
int ClientID;
int result;
OVERLAPPED* overlapped = 0;
ClientInfo* clientinfo = 0;
WSABUF wsabuf;
int flags;
//Exit only when shutdown signal is recv
while (WaitForSingleObject(IOCPBase::internaldata->sockcontext.ShutDownSignal, NULL) != WAIT_OBJECT_0)
{
flags = 0; BytesTransfer = 0; BytesRecv = 0; ClientID = 0;
//Get from queued list
if (GetQueuedCompletionStatus(IOCPBase::internaldata->sockcontext.CompletionPort, (LPDWORD)&BytesTransfer, (PULONG_PTR)&ClientID, &overlapped, INFINITE) == TRUE)
{
if (overlapped == 0)
{
//Fatal error
break;
}
clientinfo = (ClientInfo*)overlapped;
if (BytesTransfer != 0)
{
//Assign the buffer pointer and buffer len to WSABUF local
clientinfo->RecvContext.RecvBytes = BytesTransfer;
wsabuf.buf = (char*)clientinfo->RecvContext.Buffer;
wsabuf.len = clientinfo->RecvContext.Len;
//Switch for OperationCode
//switch (IOCPBase::internaldata->ClientContext[ClientID].OperationCode)
switch (clientinfo->OperationCode)
{
case FD_READ:
// Check if we have send all data to the client from a previous send
if (clientinfo->SendContext.SendBytes < clientinfo->SendContext.TotalBytes)
{
clientinfo->OperationCode = FD_READ; //We set FD_READ caused on the next send, there could still be bytes left to send
wsabuf.buf += clientinfo->SendContext.SendBytes; //The buffer position is + sended bytes
wsabuf.len = clientinfo->SendContext.TotalBytes - clientinfo->SendContext.SendBytes; //the buffer len is total - sended bytes
//Send the remain bytes
result = WSASend(clientinfo->sock, &wsabuf, 1, (LPDWORD)&BytesRecv, flags, &clientinfo->overlapped, NULL);
if (result == SOCKET_ERROR && (WSAGetLastError() != WSA_IO_PENDING))
{
CloseClient(ClientID);
}
clientinfo->SendContext.SendBytes += BytesRecv;
}
else
{
if (clientinfo->Processing == 0)
{
clientinfo->OperationCode = FD_WRITE; //If no more bytes left to send now we can set the operation code to write (in fact is read)
memset(clientinfo->RecvContext.Buffer, NULL, MAX_DATA_BUFFER_SIZE); //Clean the buffer for recv new data
//Recv data from our client
clientinfo->RecvContext.RecvBytes = WSARecv(clientinfo->sock, &wsabuf, 1, (LPDWORD)&BytesRecv, (LPDWORD)&flags, &clientinfo->overlapped, NULL);
if (clientinfo->RecvContext.RecvBytes == SOCKET_ERROR && WSAGetLastError() != WSA_IO_PENDING)
{
CloseClient(ClientID);
break;
}
}
}
break;
case FD_WRITE:
//Send data to the RecvProtocol
clientinfo->Processing = 1;
IOCPBase::internaldata->callback.RecvProtocol(clientinfo->RecvContext.Buffer, clientinfo->RecvContext.Len, ClientID);
clientinfo->Processing = 0;
default:
break;
}
}
}
}
return false;
}
The problem appears when looking at clientinfo->RecvContext.Buffer. I am watching the packet, past a few seconds and boom the buffer is overwritten with a new packet.
Thanks !
Never mind i fix the debug problem by copy the packet to the stack frame of the function i use to analyze the packet, this way i have no overwritten problem.