Multiple writes to QTcpSocket - c++

I have a server and client program where it's convenient for the server to send out two messages to each client. The server calls the write() function on each of the client sockets twice in a row. On the client side, the readyread signal occurs, but when the client reads, it only gets the first message. I fixed this by adding waitForBytesWritten() before each write() the server does, and this seemed to fix the problem. However, I don't know why I can't just write to the buffer twice. I would think there is a better way to solve this problem.

Related

Boost asio - synchronous write / read - how to do?

First, I want to say that I'm new with Boost asio, and I see a lot of examples but it remains things I don't understand.
I want to create a server, that will accept two clients (it will use two socket). The first client will send messages to the server and the server will send this message to the other client (yes, it is useless to use a server, but it's not the point here, I want to understand how all this work). This will happen until one of the client close.
So, I created a server, the server wait for the clients, and then, it must wait for the first client to send some message. And this is my question: what must I do after?
I thought I need to read the first socket, and then write on the second, and so and so, but how I know if the first client writed on the socket? Same, how I know if the second client read the second socket?
I don't need code, I just want to know the good way to do that.
Thanks a lot for reading!
When you perform async_read you specifify a callback which is going to be called whenever any data is read to the buffer ( you should provide the buffer also, check the async_read's documentation ). Respectively you should provide callback for the async_write to know when your data is already sent. So, from the server perspective, for the client which 'writes' you should do async_read, and for the second client which 'reads' you should do async write. With the offered dataflow client1->server->client2 it is hard to recognize which client the server should read from and which one is write to. It's up to you. You can choose the first connected client as writer and the second as reader, for example.
You might want to start with asio iostreams. It's a high-level iostream-like abstraction above asynchronous sockets.
P.S.: also, don't forget to run io_service.run() loop somewhere. Because all the asio callbacks are executed within that loop.

Send/Recv Socket Blocking Issues

another question about my beloved sockets.
I'll first explain what my case is. After that I will tell you whats bothering me.
I have a client and a server. Both Applications are written in C++ with the winsock2 implementation. The connection runs over TCP and WLAN. WLan is very important, because its probably causing the issue and is definetly going to be the communicationchannel.
I'm connecting two sockets to the server. A SendSocket and a ReceiveSocket. I'm constantly sending video data to the server through the sendsocket. The data is processed and gets send back to the client and gets displayed. Each socket got his own thread.
The Videodata is encoded, so I achieve like 500kB/s. Lets see this rate as fixed, without explanation.
Perfect communication viewed by the client:
Send Data
Recv Data
Send Data
Recv Data
...
This is for like 100 frames the case.
But every couple of frames, the stream freezes for like 4 frames and continues after that. (4 frames are like 500ms)
Thats the issue, i'm facing.
What happens to the stream is the following:
Send Data
Recv Data
Send Data
Send Data
Send Data1 -> blocked send
Recv Data
Recv Data
Send Data2 -> not blocked anymore.
The Data gets properly sent on server side.
Since WLan is not duplex (as far as I know), I thought, that the send calls are prioritized for some reason. And after that the Receive calls are prioritized, so the send call blocks until the recv calls are done.
Maybe you can tell me, what is happening in the lower layer, which could cause the problem.
Btw. I'm definetly not sure, if its not just a bandwidth issue, but I thought WLAN should be able to handle 500kB/s. This 500kB/s are both upstream and downstream together.
Important notice: If I set the framerate to a factor of 1/5, it does not fix the issue.
I know it's hard to fix this issue with this insight. I would be happy, if you could share your knowledge, so I may be able to fix it myself.
EDIT: Its perfectly fine, if the client recv hangs a litte. But it must not block the send. The server needs data continuosly.
A blocked send means either that the socket send buffer is full, which means either (a) that the socket receiver buffer at the receiver is full, which means the receiver isn't reading as fast as you're sending; or else (b) that there are network losses that are causing the sender to retry. In either case there is nothing you can do about it at the sending end.
Someone is bound to mention non-blocking I/O as a solution, but it isn't: at the point where a blocking sender blocks, a non-blocking sender will get -1 from send() witch 'errno == EAGAIN/EWOULDBLOCK', which doesn't solve the actual problem at all.
Alright then. It was definetly a wlan issue. I tested over the eduroam wlan at my university. I don't know, if anybody knows it. Now I tested it with a simple router and it worked fine. Seems like the eduroam wlan does have some trouble with bandwidth or direction changes. I won't look into that...

Boost.Asio - Make sure that other party received data

I'm using boost::asio and sending a list to a client and closing the socket when finished. Somehow the client sometimes gets an End Of File error before he has received everything.
I'm guessing this has to do with the server closing the socket right after sending the last list entry. Is there an easy way to solve this async_send to call the handler only after the data has been successfully sent?
Or is my End Of File error coming from something else?
Boost.Asio is an operating system independent abstraction layer over TCP and UDP sockets. They provide no guarantee that the other application has received and processed the data. You will need to include this logic in your application, you may want to study the OSI model.
If you're closing the socket immediately after async_send() returns, this is incorrect. You should close it only after the completion handler is invoked.

Handling POSIX socket read() errors

Currently I am implementing a simple client-server program with just the basic functionalities of read/write.
However I noticed that if for example my server calls a write() to reply my client, and if my client does not have a corresponding read() function, my server program will just hang there.
Currently I am thinking of using a simple timer to define a timeout count, and then to disconnect the client after a certain count, but I am wondering if there is a more elegant/or standard way of handling such errors?
There are two general approaches to prevent server blocking and to handle multiple clients by a single server instance:
use POSIX threads to handle each client's connection. If one thread blocks because of erroneous client, other threads will still continue to run. If the remote client has just disappeared (crashed, network down, etc.), then sooner or later the TCP stack will signal a timeout and the blocked write operation will fail with error.
use non-blocking I/O together with a polling mechanism, e.g. select(2) or poll(2). It is quite harder to program using polling calls though. Network sockets are made non-blocking using fcntl(2) and in cases where a normal write(2) or read(2) on the socket would block an EAGAIN error is returned instead. You can use select(2) or poll(2) to wait for something to happen on the socket with an adjustable timeout period. For example, waiting for the socket to become writable, means that you will be notified when there is enough socket send buffer space, e.g. previously written data was flushed to the client machine TCP stack.
If the client side isn't going to read from the socket anymore, it should close down the socket with close. And if you don't want to do that because the client still might want to write to the socket, then you should at least close the read half with shutdown(fd, SHUT_RD).
This will set it up so the server gets an EPIPE on the write call.
If you don't control the clients... if random clients you didn't write can connect, the server should handle clients actively attempting to be malicious. One way for a client to be malicious is to attempt to force your server to hang. You should use a combination of non-blocking sockets and the timeout mechanism you describe to keep this from happening.
In general you should write the protocols for how the server and client communicate so that neither the server or client are trying to write to the socket when the other side isn't going to be reading. This doesn't mean you have to synchronize them tightly or anything. But, for example, HTTP is defined in such a way that it's quite clear for either side as to whether or not the other side is really expecting them to write anything at any given point in the protocol.

Working with sockets in MFC

I'm trying to make a MFC application(client) that connects to a server on ("localhost",port 1234), the server replies to the client and the client reads from the server's response.
The server is able to receive the data from the client and it sends the reply back to the socket from where it received it, but I am unable to read the reply from within the client.
I am making a CAsyncSocket to connect to the server and send data and a CAsyncSocket with overloaded methods onAccet and onReceive to read the reply from the server.
Please tell me what I'm doing wrong.
class ServerSocket:public CAsyncSocket{
public:
void OnAccept(int nErrorCode){
outputBox->SetWindowTextA("RECEIVED DATA");
CAsyncSocket::OnAccept(nErrorCode);
}
};
//in ApplicationDlg I have:
socket.Create();
socket.Connect("127.0.0.1",1234);
socket.Send(temp,strlen(temp)); //this should be sending the initial message
if(!serverSocket.Create()) //this should get the response i guess...
AfxMessageBox("Could not create server socket");
if(!serverSocket.Listen())
AfxMessageBox("Could not listen to socket");
You should be aware that all network operations are potentially time-consuming operations. Now, since you're using MFC's CAsyncSocket class, it performs all the operations asynchronously (doesn't block you). But return from the function doesn't mean it's already completed.
Let's look at the following lines of code:
socket.Connect("127.0.0.1",1234);
socket.Send(temp,strlen(temp)); //this should be sending the initial message
The first is the call to Connect, which most probably doesn't complete immediately.
Next, you call Send, but your socket isn't connected yet! It definitely returns you an error code, but since you don't bother checking its return value - you just happily wait to receive something.
So, the next rule for you, my friend, should be checking every return value for every function that you call, especially when it comes to networking where errors are legitimate and happen frequently.
You should only start sending after OnConnect has been called.
First, I don't see where you send the data to client (on server).
Second, Accept() does not mean data received. Accept means you have a new incoming connection, for which you need to create Another socket, to which data should be sent.