boost::asio async performance - c++

I've developed a TCP network application using boost::asio with an asynchronous approach. The application sends around 1GB of data in the following way:
Send a 5 bytes command (using async_write())
Send a 1024 bytes data (using another async_write())
Repeat until all the 1GB data is sent
When I use a synchronous approach the performances are the expected (around 9 seconds to TX 1GB of data using a 1Gb ethernet) but when I use asynchronous calls the performance decrease and 20 seconds are needed to TX the same amount of data.
I have tried to deactivate the Nagle's algorithm but it doesn't solve the problem.
do you know if using several async_write() calls with small amounts of data can have a negative impact on performances?
Thanks!

Related

Using ASIO to capture lots of UDP packets

I'm using the asio ( non boost version) library to capture incoming UDP packets via a 10GB Ethernet adapter.
150k packets a second is fine, but I start getting dropped packets when i got to higher rates like 300k packets/sec.
I'm pretty sure the bottleneck is in DMA'ing 300k seperate transfers from the network card to the host system. The transfers aren't big only 1400 bytes per transfer, so not a bandwidth issue.
Ideally i would like a mechanism to coalesce the data from multiple packets into a single DMA transfer to the host. Currently I am using asio::receive, to do synchronous transfers which gives better performance than async_receive.
I have tried using the receive command with a larger buffer, or using an array of multiple buffers, but i always seem to get a single read of 1400 bytes.
Is there any way around this?
Ideally i would like to read some multiple of the 1400 bytes at a time, so long as it didn't take too long for the total to be filled.
ie. wait up to 4ms and then return 4 x 1400 bytes, or simply return after 4ms with however many bytes are available...
I do not control the entire network so i cannot force jumbo frames :(
Cheers,
I would remove the asio layer and go direct to the metal.
If you're on Linux you should use recvmmsg(2) rather than recvmsg() or recvfrom(), as it at least allows for the possibility of transferring multiple messages at a time within the kernel, which the others don't.
If you can't do either of these things, you need to at least moderate your expectations. recvfrom() and recvmsg() and whatever lies over them in asio will never deliver more than one UDP datagram at a time. You need to:
speed up your receiving loop as much as possible, eliminating all possible overhead, especially dynamic memory allocation and I/O to other sockets or files.
ensure that the socket receiver buffer is as large as possible, at least a megabyte, via setsockopt()/SO_RCVBUFSIZ, and don't assume that what you set was what you got: get it back via getsockopt() to see if the platform has limited you in some way.
may be you can try a workarround with tcpdump using the libcap library http://www.tcpdump.org/ and filtering to recive UDP packets

High speed ethernet messages without congestion

I have two programs that transmits UDP messages between them. The first program is a simulator and the other program is a controller.
Both simulator and controller is written i C++. I want the simulator to transmit the simulation state to the controller that in turn sends a control signal to the simulator. All messages will be under 1kb.
I have now used UDP for the ethernet connection. The speed is good for the first 2-3 seconds, and then it drops significantly to 1/10th of the original speed. I suspect this is due to network congestion.
The problem:
I though that UDP was faster than TCP, but do you think that TCP will be faster due to the congestion? Is there anything I can do to increase the speed?
EDIT: How I measure the speed
I have just done some simulation with varying length
Simulating 5 seconds: 1.10s
Simulating 50 seconds: 26s
Simulating 100 seconds: 61s
You can see that the speed drops when the simulation is run for longer period.
EDIT2: blocking/non-blocking
I am using non-blocking sending and blocking receiving. The simulation is written using Simulink, and receive and send is implemented as two C++-blocks.
My guess is that the sending happens first, and then the receive-block is run.
There are no fixed intervals. The sending happens when the calculations are finished. It's all in one thread.

UDP packets not sent on time

I am working on a C++ application that can be qualified as a router. This application receives UDP packets on a given port (nearly 37 bytes each second) and must multicast them to another destinations within a 10 ms period. However, sometimes after packet reception, the retransmission exceeds the 10 ms limit and can reach the 100 ms. these off-limits delays are random.
The application receives on the same Ethernet interface but on a different port other kind of packets (up to 200 packets of nearly 100 bytes each second). I am not sure that this later flow is disrupting the other one because these delay peaks are too scarce (2 packets among 10000 packets)
What can be the causes of these sporadic delays? And how to solve them?
P.S. My application is running on a Linux 2.6.18-238.el5PAE. Delays are measured between the reception of the packet and after the success of the transmission!
An image to be more clear :
10ms is a tough deadline for a non-realtime OS.
Assign your process to one of the realtime scheduling policies, e.g. SCHED_RR or SCHED_FIFO (some reading). It can be done in the code via sched_setscheduler() or from command line via chrt. Adjust the priority as well, while you're at it.
Make sure your code doesn't consume CPU more than it has to, or it will affect entire system performance.
You may also need RT_PREEMPT patch.
Overall, the task of generating Ethernet traffic to schedule on Linux is not an easy one. E.g. see BRUTE, a high-performance traffic generator; maybe you'll find something useful in its code or in the research paper.

Limitations on sending through UDP sockets

I have a big 1GB file, which I am trying to send to another node. After the sender sends 200 packets (before sending the complete file) the code jumps out. Saying "Sendto no send space available". What can be the problem and how to take care of it.
Apart from this, we need maximum throughput in this transfer. So what send buffer size we should use to be efficient?
What is the maximum MTU which we can use to transfer the file without fragmentation?
Thanks
Ritu
Thank you for the answers. Actually, our project specifies to use UDP and then some additional code to take care of lost packets.
Now I am able to send the complete file, using blocking UDP sockets.
I am running the whole setup on an emulab like environment, called deter. I have set link loss to 0 but still my some packets are getting lost. What could be the possible reason behind that? Even if I add delay (assuming receiver drops the packet when its buffer is full) after sending every packet..still this packet losts persists.
It's possible to use UDP for high speed data transfer, but you have to make sure not to send() the data out faster than your network card can pump it onto the wire. In practice that means either using blocking I/O, or blocking on select() and only sending the next packet when select() indicates that the socket is ready-for-write. (ideally you'd also not send the data faster than the receiving machine can receive it, but that's less of an issue these days since modern CPU speeds are generally much faster than modern network I/O speeds)
Once you have that logic working properly, the size of your send-buffer isn't terribly important. (i.e. your send buffer will never be large enough to hold a 1GB file anyway, so making sure your program doesn't overflow the send buffer is the key issue whether the send buffer is large or small) The size of the receive-buffer on the receiver is important though... best to make that as large as possible, so the receiving computer won't drop packets if the receiving process gets held off of the CPU by another program.
Regarding MTU, if you want to avoid packet fragmentation (and assuming your packets are traveling over Ethernet), then you shouldn't place more than 1468 bytes into each UDP packet (or 1452 bytes if you're using IPv6). (Calculated by subtracting the size of the necessary IP and UDP headers from Ethernet's 1500-byte frame size)
Also agree with #jonfen. No UDP for high speed file transfer.
UDP incur less protocol overhead. However, at the maximum transfer rate, transmit errors are inevitable (such as packet loss). So one must incorporate TCP like error correction scheme. End result is lower than TCP performance.

Packet Delay Variation (PDV)

I am currently implementing video streaming application where the goal is to utilize as much as possible gigabit ethernet bandwidth
Application protocol is built over tcp/ip
Network library is using asynchronous iocp mechanism
Only streaming over LAN is needed
No need for packets to go through routers
This simplifies many things. Nevertheless, I am experiencing problems with packet delay variation.
It means that a video frame which should arrive for example every 20 ms (1280 x 720p 50Hz video signal) sometimes arrives delayed by tens of milliseconds. More:
Average frame rate is kept
Maximum video frame delay is dependent on network utilization
The more data on LAN, the higher the maximum video frame delay
For example, when bandwidth usage is 800mbps, PDV is about 45 - 50 ms.
To my questions:
What are practical boundaries in lowering that value?
Do you know about measurement report available on internet dealing with this?
I want to know if there is some subtle error in my application (perhaps excessive locking) or if there is no way to make numbers better with current technology.
For video streaming, I would recommend using UDP instead of TCP, as it has less overhead and packet confirmation is usually not needed, as the retransmited data would already be obsolete.