Why do my sockets stop transfering? - c++

Ok let me be clear. I'm using TCP and that should mean a connection shouldn't interrupt unless closed or due to network problems.
So here's my issue:
Utilizing my sockets works perfectly.
After 5 - 10 min of innactivity they stop responding (the connection is still alive [checked with netstat -n]).
It tells me that data is send (but the other side doesn't receive it and I'm sure it waiting for it.)
If I keep sending, eventually it will give me WSA error 10038 (invalid socket handle).
EDIT after a few more tries of sending, it gave me error 10058 (An established connection was aborted by the software in your host machine. )
I'm confused completely. I haven't closed the socket nor done anything to it other than inactivity. If I use it nonstop for 10 - 20 minutes, it works perfectly.

With error 10058, it's practically certain that a gateway (a proxy, or a firewall, or a router, with or without NAT) is timing out its relay of your connection.
Basically, you are not directly connected with your peer. Instead, the gateway is in between, and explicitly transfering data between its connection with you and its connection with your peer. Since sockets are a limited resource, the gateway has an eviction policy where it shuts down what look like inactive connections. If you look dead, boom, you are dead.
Your only option is to remain active, which typically means working in some kind of "heartbeat" into your application protocol. Nasty, but them's the breaks.
Unless you really know what you are doing, do not play around with TCP's SO_KEEPALIVE.

A NAT firewall may be eating your connection without telling you. Try enabling TCP keepalive.

Related

Pinging by creating new sockets per each peer

I created a small cross-platform app using Qt sockets in C++ (although this is not a C++ or Qt specific question).
The app has a small "ping" feature that tries to connect to a peer and asks for a small challenge (i.e. some custom data sent and some custom data replied) to see if it's alive.
I'm opening one socket per each peer so as soon as the ping starts we have several sockets in SYN_SENT.
Is this a proper way to implement a ping-like protocol with challenge? Am I wasting sockets? Is there a better way I should be doing this?
I'd say your options are:
An actual ping (using ICMP echo packets). This has low overhead, but only tells you whether the host is up. And it requires you to handle lost packets, timeouts, and retransmits.
A UDP-based protocol. This also has lower kernel overhead, but again you'll be responsible for setting up timeouts, handling lost packets, and retransmits. It has the advantage of allowing you to positively affirm that your program is running on the peer. It can be implemented with only a single socket endpoint no matter how many peers you add. (It is also possible that you could send to multiple peers at once with a broadcast if all are on a local network, or a multicast [complicated set-up required for that].)
TCP socket as you're doing now. This is much easier to code, extremely reliable and will automatically provide a timeout (i.e. your connect will eventually fail if the peer doesn't respond). It lets you know positively that your peer is there and running your program. Although there is more kernel overhead to this, and you will use one socket endpoint on your host per peer system, I wouldn't call it a significant issue unless you think you'll be having thousands of peers.
So, in the end, you have to judge: If thousands of hosts will be participating and this pinging is going to happen frequently, you may be better off coding up a UDP solution. If the pinging is rare or you don't expect so many peers, I would go the TCP route. (And I wouldn't consider that a "waste of sockets" -- those advantages are why TCP is so commonly used.)
The technique described in the question doesn't really implement ping for the connection and doesn't test if the connection itself is alive. The technique only checks that the peer is listening for (and is responsive to) new connections...
What you're describing is more of an "is the server up?" test than a "keep-alive" ping.
If we're discussing "keep-alive" pings, than this technique will fail.
For example, if just the read or the write aspect of the connection is closed, you wouldn't know. Also, if the connection was closed improperly (i.e., due to an intermediary dropping the connection), this ping will not expose the issue.
Most importantly, for some network connections and protocols, you wouldn't be resetting the connection's timeout... so if your peer is checking for connection timeouts, this ping won't help.
For a "keep-alive" ping, I would recommend that you implement a protocol specific ping.
Make sure that the ping is performed within the existing (same) connection and never requires you to open a new connection.

Checking open UDP Port in C++

How can I check if a remote UDP port is open by using native C++? Since UDP is connection-less, calling connect() is not helpful. I cannot try binding it since it is not local. nmap cannot also indicate. (however netstat can find out, but I think it looks at internal information about open ports/files). Is there anyway to detect it? If I go a layer down on network level, is it possible to send a ICMP message by C++ to check port-unreachable status? I mean, would that give enough information on port status?
Platform is Linux.
I assume that you are trying to determine whether or not a UDP port on a remote machine is being passed through a firewall and/or has an application running on it.
You cannot reliably determine this. The closest you can come is to try sending a series of small datagrams to that address and port, spaced about 1 second apart for about 10 seconds.
If there are no firewalls blocking the port and no application is running, then the remote system might send back ICMP_UNREACH_PORT (port unreachable). If there are no blocking firewalls and the remote system is down, a router might send back ICMP_UNREACH_HOST or ICMP_UNREACH_NET. If a firewall is blocking you, it might send back ICMP_UNREACH_FILTER_PROHIB, but most firewalls don't send back anything.
The odds of getting any of those back are pretty slim because most firewalls block that sort of ICMP feedback. Even if an ICMP message does come back, linux generally does not let you see it unless you are running as root. Some operating systems will report ICMP errors as a failure of the next sendto() to the same address/port, which is why you need to repeat the message several times. But some do not, in which case you must open a specific ICMP port and parse any return messages.
Even if you do somehow get an ICMP message, understand that they are not reliable. For example, you could get ICMP_UNREACH_PORT even though an application is not only listening, but actively sending you data. (That's rare, but I've seen it happen.)
If an application is running on the given port and if you know what that application is and if you know how to craft a message which will cause that application to respond to you, then doing so and getting a response is the best indication that the port is open. But getting no response means nothing: maybe the port is blocked, maybe the application is not running, or maybe it just didn't like your message.
Bottom line: no, not really.
There is no bulletproof way to check if a remote port is ready to receive your UDP datagrams. Since UDP is connectionless you can just tell if the remote host is answering something meaningful to you. There may be ways to get an hint (as port scanners do) but that is nothing I would rely on in production code.

How long does a winsock connection last?

I have a program in C++ using winsock that connects to a server, the user's will need to send data to this server periodically over a very long span of time(perhaps weeks without the need to reconnect).
I have found plenty of documentation on timeouts when establishing a connection, but I am trying to find out how long the connection lasts after it has been established. Does the connection last until either program is shut down? Can I connect then wait two hours to send something?
There's no explicit connection lifetime limitation (at least in TCP). The connection lasts until one of the following:
Either endpoint (application) shuts down (actually the connection may remain in half-duplex mode)
Intermediate entity decides to terminate the connection (such as firewall, NAT or etc.)
In "real-world" internet connections are usually shut down forcibly after some period of time, especially if there's no data sent. Besides of this, depending on the protocol, some servers refuse to keep the connection open for indefinite time (such as http servers).
In conclusion: there's no generic way to discover the lifetime of the connection. You're completely in the hands of the firewalls, proxies (if applicable), and the server behalf.
Sending some data periodically (such as keep-alive messages) usually help. It also helps to detect that the connection has been silently terminated.

how server socket know network cable in unplugged in windows using c++

i am developing client server application in windows using c++ and winsock lib it work fine but if it is on network and once server listening started and if i remove network cable then server doesn't shows any error in any thread so where server socket knows network cable is unplugged.
if any body knows please help me.
While it should be possible to detect that the network cable is unplugged on the host, you will still have the same problem if the network is disrupted somewhere else between your server and the clients.
One common (if not the most common) way to solve this is to have a "keep-alive" message being sent. If no reply to that message is received within some timeout you simply close the connection and release all resources associated with it.
Edit
A "keep-alive" message is like using the "ping" command to see if a remote machine can be reached. It is simply a message that is sent, either by the server or the client (it doesn't matter who initiate it) to see if the other end of the connection is alive and can be reached.
It can be as simple as sending the string "Are you there?" and expecting a reply containing "Yes I am". If you send it once every minute, and don't get a reply withing (for example) one minute, you can consider the connection being dead. The other end, that receives the "Are you there?", knows it will get the message once every minute. If it hasn't arrived for two minutes then the sender is no longer reachable.
If the protocol can't be modified to add such messages, then see if some other message can be used instead.
Also, remember that the best and some cases only way to know if something is wrong with a connection is to attempt to read from the socket.
You can unplug a network and then plug it back in, or your Wi-Fi laptop can lose reception for a second and then pick it back up. It would be frustrating if such resumable cases were treated as an error in all the programs we use.
From this Winsock "newbie" FAQ:
The previous question deals with detecting when a protocol connection is dropped normally, but what if you want to detect other problems, like unplugged network cables or crashed workstations? In these cases, the failure prevents notifying the remote peer that something is wrong. My feeling is that this is usually a feature, because the broken component might get fixed before anyone notices, so why demand that the connection be reestablished?
If you feel you have a "special needs" situation you can be aggressive with timeouts. But I wouldn't do that unless there was a really good reason.

What is the best way to implement a heartbeat in C++ to check for socket connectivity?

Hey gang. I have just written a client and server in C++ using sys/socket. I need to handle a situation where the client is still active but the server is down. One suggested way to do this is to use a heartbeat to periodically assert connectivity. And if there is none to try to reconnect every X seconds for Y period of time, and then to time out.
Is this "heartbeat" the best way to check for connectivity?
The socket I am using might have information on it, is there a way to check that there is a connection without messing with the buffer?
If you're using TCP sockets over an IP network, you can use the TCP protocol's keepalive feature, which will periodically check the socket to make sure the other end is still there. (This also has the advantage of keeping the forwarding record for your socket valid in any NAT routers between your client and your server.)
Here's a TCP keepalive overview which outlines some of the reasons you might want to use TCP keepalive; this Linux-specific HOWTO describes how to configure your socket to use TCP keepalive at runtime.
It looks like you can enable TCP keepalive in Windows sockets by setting SIO_KEEPALIVE_VALS using the WSAIoctl() function.
If you're using UDP sockets over IP you'll need to build your own heartbeat into your protocol.
Yes, this heartbeat is the best way. You'll have to build it into the protocol the server and client use to communicate.
The simplest solution is to have the client send data periodically and the server close the connection if it hasn't received any data from the client in a particular period of time. This works perfectly for query/response protocols where the client sends queries and the server sends responses.
For example, you can use the following scheme:
The server responds to every query. If the server does not receive a query for two minutes, it closes the connection.
The client sends queries and keeps the connection open after each one.
If the client has not send a query for one minute, it sends an "are you there" query. The server responds with "yes I am". This resets the server's two minutes timer and confirms to the client that the connection is still available.
It may be simpler to just have the client close the connection if it hasn't needed to send a query for the past minute. Since all operations are initiated by the client, it can always just open a new connection if it needs to perform a new operation. That reduces it to just this:
The server closes the connection if it hasn't received a query in two minutes.
The client closes the connection if it hasn't needed to send a query in one minute.
However, this doesn't assure the client that the server is present and ready to accept a query at all times. If you need this capability, you will have to implement an "are you there" "yes I am" query/response into your protocol.
If the other side has gone away (i.e. the process has died, the machine has gone down, etc.), attempting to receive data from the socket should result in an error. However if the other side is merely hung, the socket will remain open. In this case, having a heartbeat is useful. Make sure that whatever protocol you are using (on top of TCP) supports some kind of "do-nothing" request or packet - each side can use this to keep track of the last time they received something from the other side, and can then close the connection if too much time elapses between packets.
Note that this is assuming you're using TCP/IP. If you're using UDP, then that's a whole other kettle of fish, since it's connectionless.
Ok, I don't know what your program does or anything, so maybe this isn't feasible, but I suggest that you avoid trying to always keep the socket open. It should only be open when you are using it, and should be closed when you are not.
If you are between reads and writes waiting on user input, close the socket. Design your client/server protocol (assuming you're doing this by hand and not using any standard protocols like http and/or SOAP) to handle this.
Sockets will error if the connection is dropped; write your program such that you don't lose any information in the case of such an error during a write to the socket and that you don't gain any information in the case of an error during a read from the socket. Transactionality and atomicity should be rolled into your client/server protocol (again, assuming you're designing it yourself).
maybe this will help you, TCP Keepalive HOWTO
or this SO_SOCKET