Socket programming with a thread pool server model in c++ - c++

I'm working on a server in c++ that will connect to a multitude of clients via UDP. I've decided that a thread pool would be best to handle incoming datagrams from a given socket.
My question is, then, would it be best in terms of scalability to allow each worker thread to make a call to sendto? Should they do so on the same socket or would a different one be preferable? All the traffic will go through a single port.
From what I've ready, it seems that the calls to recvfrom and sendto are atomic and I already have a dedicated thread to listen to the socket (currently nonblocking and uses calls to select to figure out whether a socket is ready to be read from).
If I were to go on my own accord, I would probably utilize a different socket to send and use multiple threads to do so (assuming all actions were valid).
Not sure how helpful this will be, but this is the general idea:

There is no advantage to using multiple UDP sockets for multiple threads so as long they are non-blocking, and using a single bound UDP socket better maps to your stated requirements. That's part of the fun of implementing stateless, datagram-oriented protocols.
Does this address/confirm your question(s)?

Related

accept a socket in one thread and write data in different thread [duplicate]

I am implementing a simple server, that accepts a single connection and then uses that socket to simultaneously read and write messages from the read and write threads.
What is the safe and easy way to simultaneously read and write from the same socket descriptor in c/c++ on linux?
I dont need to worry about multiple threads read and writing from the same socket as there will be a single dedicated read and single dedicated write thread writing to the socket.
In the above scenario, is any kind of locking required?
Does the above scenario require non blocking socket?
Is there any opensource library, that would help in the above scenario?
In the above scenario, is any kind of locking required?
None.
Does the above scenario require non blocking socket?
The bit you're probably worried about - the read/recv and write/send threads on an established connection - do not need to be non-blocking if you're happy for those threads to sit there waiting to complete. That's normally one of the reasons you'd use threads rather than select, epoll, async operations, or io_uring - keeps the code simpler too.
If the thread accepting new clients is happy to block in the call to accept(), then you're all good there too.
Still, there's one subtle issue with TCP servers you might want to keep in the back of your mind... if your program grows to handle multiple clients and have some periodic housekeeping to do. It's natural and tempting to use a select or epoll call with a timeout to check for readability on the listening socket - which indicates a client connection attempt - then accept the connection. There's a race condition there: the client connection attempt may have dropped between select() and accept(), in which case accept() will block if the listening socket's not non-blocking, and that can prevent a timely return to the select() loop and halt the periodic on-timeout processing until another client connects.
Is there any opensource library, that would help in the above scenario?
There are hundreds of libraries for writing basic servers (and asking for 3rd party lib recommendations is off-topic on SO so I won't get into it), but ultimately what you've asked for is easily achieved atop an OS-provided BSD sockets API or the Windows bastardisation ("winsock").
Sockets are BI-DIRECTIONAL. If you've ever actually dissected an Ethernet or Serial cable or seen the low-level hardware wiring diagram for them, you can actually SEE distinct copper wires for the "TX" (transmit) and "RX" (receive) lines. The software for sending the signals, from the device controller up to most OS APIs for a 'socket', reflects this and it is the key difference between a socket and an ordinary pipe on most systems (e.g. Linux).
To really get the most out of sockets, you need:
1) Async IO support that uses IO Completion Ports, epoll(), or some similar async callback or event system to 'wake up' whenever data comes in on the socket. This then must call your lowest-level 'ReadData' API to read the message off the socket connection.
2) A 2nd API that supports the low-level writes, a 'WriteData' (transmit) that pushes bytes onto the socket and does not depend on anything the 'ReadData' logic needs. Remember, your send and receive are independent even at the hardware level, so don't introduce locking or other synchronization at this level.
3) A pool of Socket IO threads, which blindly do any processing of data that is read from or will be written to a socket.
4) PROTOCOL CALLBACK: A callback object the socket threads have smart pointers to. It handles any PROTOCOL layer- such as parsing your data blob into a real HTTP request- that sits on top of the basic socket connection. Remember, a socket is just a data pipe between computers and data sent over it will often arrive as a series of fragments- the packets. In protocols like UDP the packets aren't even in order. The low-level 'ReadData' and 'WriteData' will callback from their threads into here, because it is where content-aware data processing actually begins.
5) Any callbacks the protocol handler itself needs. For HTTP, you package the raw request buffers into nice objects that you hand off to a real servlet, which should return a nice response object that can be serialized into an HTTP spec-compliant response.
Notice the basic pattern: You have to make the whole system fundamentally async (an 'onion of callbacks') if you wish to take full advantage of bi-directional, async IO over sockets. The only way to read and write simultaneously to the socket is with threads, so you could still synchronize between a 'writer' and 'reader' thread, but I'd only do it if the protocol or other considerations forced my hand. The good news is that you can get great performance with sockets using highly async processing, the bad is that building such a system in a robust way is a serious effort.
You don't have to worry about it. One thread reading and one thread writing will work as you expect. Sockets are full duplex, so you can read while you write and vice-versa. You'd have to worry if you had multiple writers, but this is not the case.

Boost Asio J1939 / Can-bus Multithreading

I am implementing a J1939 socket handler on top of Boost::ASIO and canary. My previous application had a socket to listen for devices and the each device discovered would also have a socket. Each socket would use the same interface (In this case can0). From my understanding of SocketCan and J1939 this is the correct approach. As each socket can have filters applied to only get messages from the device its listening for.
In my current application I have tested async_read on two sockets with two threads executing io_context.run(). From the logs this seems to be perfectly fine. I am guessing that this is because the kernel checks against the filters on each socket before passing the data on. However with async_write I am a lot more uncertain about thread safety.
Given that all the sockets have the same interface (can0) would the sockets need to share a strand? Or is a strand in each socket handler enough? Or is there is there some synchronization in the kernel that means writing to the CAN-bus is thread safe.
Yes there is synchronization in the kernel. The same happens for example with TCP sockets. They also share a single network interface (like eth0). The linux network subsystem makes sure, that different sockets (used by different threads or even processes) can share one interface without colliding. You only need synchronization if you access one socket from several threads simultaneously.

Problems implementing a multi-threaded UDP server (threadpool?)

I am writing an audio streamer (client-server) as a project of mine (C/C++),
and I decided to make a multi threaded UDP server for this project.
The logic behind this is that each client will be handled in his own thread.
The problems I`m having are the interference of threads to one another.
The first thing my server does is create a sort of a thread-pool; it creates 5
threads that all are blocked automatically by a recvfrom() function,
though it seems that, on most of the times when I connect another device
to the server, more than one thread is responding and later on
that causes the server to be blocked entirely and not operate further.
It's pretty difficult to debug this as well so I write here in order
to get some advice on how usually multi-threaded UDP servers are implemented.
Should I use a mutex or semaphore in part of the code? If so, where?
Any ideas would be extremely helpful.
Take a step back: you say
each client will be handled in his own thread
but UDP isn't connection-oriented. If all clients use the same multicast address, there is no natural way to decide which thread should handle a given packet.
If you're wedded to the idea that each client gets its own thread (which I would generally counsel against, but it may make sense here), you need some way to figure out which client each packet came from.
That means either
using TCP (since you seem to be trying for connection-oriented behaviour anyway)
reading each packet, figuring out which logical client connection it belongs to, and sending it to the right thread. Note that since the routing information is global/shared state, these two are equivalent:
keep a source IP -> thread mapping, protected by a mutex, read & access from all threads
do all the reads in a single thread, use a local source IP -> thread mapping
The first seems to be what you're angling for, but it's poor design. When a packet comes in you'll wake up one thread, then it locks the mutex and does the lookup, and potentially wakes another thread. The thread you want to handle this connection may also be blocked reading, so you need some mechanism to wake it.
The second at least gives a seperation of concerns (read/dispatch vs. processing).
Sensibly, your design should depend on
number of clients
I/O load
amount of non-I/O processing (or IO:CPU ratio, or ...)
The first thing my server does is create a sort of a thread-pool; it creates 5 threads that all are blocked automatically by a recvfrom() function, though it seems that, on most of the times when I connect another device to the server, more than one thread is responding and later on that causes the server to be blocked entirely and not operate further
Rather than having all your threads sit on a recvfrom() on the same socket connection, you should protect the connection with a semaphore, and have your worker threads wait on the semaphore. When a thread acquires the semaphore, it can call recvfrom(), and when that returns with a packet, the thread can release the semaphore (for another thread to acquire) and handle the packet itself. When it's done servicing the packet, it can return to waiting on the semaphore. This way you avoid having to transfer data between threads.
Your recvfrom should be in the master thread and when it gets data you should pass the address IP:Port and data of the UDP client to the helper threads.
Passing the IP:port and data can be done by spawning a new thread everytime the master thread receives a UDP packet or can be passed to the helper threads through a message queue
I think that your main problem is the non-persistent udp connection. Udp is not keeping your connections alive, it exchanges only two datagrams per session. Depending on your application, in the worst case, it will have concurrent threads reading from the first available information, ie, recvfrom() will unblock even if it is not it's turn to do it.
I think the way to go is using select in the main thread and, with a concurrent buffer, manage what wich thread will do.
In this solution, you can have one thread per client, or one thread per file, assuming that you keep the clients necessary information to make sure you're sending the right file part.
TCP is another way to do it, since it keeps the connection alive for every thread you run, but is not the best transmission way on data lost allowed applications.

is winsock2 thread safe?

I am writing a small 3 servers and 1 client program. the 2 servers send tcp messages and the last one sends upd datagrams using winsock2.
I am wondering if i can make simulanious recvfrom() by using threads (OpenMP or boost::threads) so that 2 threads listen from the same socket on the same port at the same time.
I am using VC++ 2010 on windows7.
Thank you for your help.
Yes, sockets are thread-safe, however you have to be careful. One common pattern (when using blocking IO) is to have one thread receiving data on a socket and another thread sending data on the same socket. Having multiple threads receiving data from a socket is usually fine for UDP socket, but doesn't make much sense for TCP sockets most of the time. There is a warning in the documentation for WSARecv:
WSARecv should not be called on the same socket simultaneously from
different threads, because it can result in an unpredictable buffer
order.
But this usually isn't of any concern if you are using UDP and the protocol is stateless.
Also note that the WSAEINPROGRESS error code mainly applies to Winsock 1.1:
WSAEINPROGRESS: A blocking Windows Sockets 1.1 call is in progress, or the service provider is still processing a callback function.
And the description of WSAEINPROGRESS further states:
Operation now in progress.
A blocking operation is currently executing. Windows Sockets only allows a single blocking operation—per- task or thread—to be outstanding, and if any other function call is made (whether or not it references that or any other socket) the function fails with the WSAEINPROGRESS error.
Note that this talks about a single blocking operation per-task or thread.
Furthermore there is an additional warning in the documentation for WSARecv:
Issuing another blocking Winsock call inside an APC that interrupted an ongoing blocking Winsock call on the same thread will lead to undefined behavior, and must never be attempted by Winsock clients.
But apart from those warnings you should be fine.
Update: to add some external references:
alt.winsock.programming: Is socket thread-safe?
and Winsock Programmer’s FAQ: Is Winsock thread-safe?
Winsock allows only one blocking IO call on a socket. More than one blocking call from different thread would end up with "WSAEINPROGRESS" error. http://msdn.microsoft.com/en-us/library/windows/desktop/ms740668%28v=vs.85%29.aspx#WSAEINPROGRESS.
If you want to make concurrent IO request you could try using asynchronous IO or overlapped IO (in windows parlance). But I guess you would want concurrent processing of data more than concurrent reading data. In which case you could have one thread issuing IO requests and others for processing.

simultaneously read and write on the same socket in C or C++

I am implementing a simple server, that accepts a single connection and then uses that socket to simultaneously read and write messages from the read and write threads.
What is the safe and easy way to simultaneously read and write from the same socket descriptor in c/c++ on linux?
I dont need to worry about multiple threads read and writing from the same socket as there will be a single dedicated read and single dedicated write thread writing to the socket.
In the above scenario, is any kind of locking required?
Does the above scenario require non blocking socket?
Is there any opensource library, that would help in the above scenario?
In the above scenario, is any kind of locking required?
None.
Does the above scenario require non blocking socket?
The bit you're probably worried about - the read/recv and write/send threads on an established connection - do not need to be non-blocking if you're happy for those threads to sit there waiting to complete. That's normally one of the reasons you'd use threads rather than select, epoll, async operations, or io_uring - keeps the code simpler too.
If the thread accepting new clients is happy to block in the call to accept(), then you're all good there too.
Still, there's one subtle issue with TCP servers you might want to keep in the back of your mind... if your program grows to handle multiple clients and have some periodic housekeeping to do. It's natural and tempting to use a select or epoll call with a timeout to check for readability on the listening socket - which indicates a client connection attempt - then accept the connection. There's a race condition there: the client connection attempt may have dropped between select() and accept(), in which case accept() will block if the listening socket's not non-blocking, and that can prevent a timely return to the select() loop and halt the periodic on-timeout processing until another client connects.
Is there any opensource library, that would help in the above scenario?
There are hundreds of libraries for writing basic servers (and asking for 3rd party lib recommendations is off-topic on SO so I won't get into it), but ultimately what you've asked for is easily achieved atop an OS-provided BSD sockets API or the Windows bastardisation ("winsock").
Sockets are BI-DIRECTIONAL. If you've ever actually dissected an Ethernet or Serial cable or seen the low-level hardware wiring diagram for them, you can actually SEE distinct copper wires for the "TX" (transmit) and "RX" (receive) lines. The software for sending the signals, from the device controller up to most OS APIs for a 'socket', reflects this and it is the key difference between a socket and an ordinary pipe on most systems (e.g. Linux).
To really get the most out of sockets, you need:
1) Async IO support that uses IO Completion Ports, epoll(), or some similar async callback or event system to 'wake up' whenever data comes in on the socket. This then must call your lowest-level 'ReadData' API to read the message off the socket connection.
2) A 2nd API that supports the low-level writes, a 'WriteData' (transmit) that pushes bytes onto the socket and does not depend on anything the 'ReadData' logic needs. Remember, your send and receive are independent even at the hardware level, so don't introduce locking or other synchronization at this level.
3) A pool of Socket IO threads, which blindly do any processing of data that is read from or will be written to a socket.
4) PROTOCOL CALLBACK: A callback object the socket threads have smart pointers to. It handles any PROTOCOL layer- such as parsing your data blob into a real HTTP request- that sits on top of the basic socket connection. Remember, a socket is just a data pipe between computers and data sent over it will often arrive as a series of fragments- the packets. In protocols like UDP the packets aren't even in order. The low-level 'ReadData' and 'WriteData' will callback from their threads into here, because it is where content-aware data processing actually begins.
5) Any callbacks the protocol handler itself needs. For HTTP, you package the raw request buffers into nice objects that you hand off to a real servlet, which should return a nice response object that can be serialized into an HTTP spec-compliant response.
Notice the basic pattern: You have to make the whole system fundamentally async (an 'onion of callbacks') if you wish to take full advantage of bi-directional, async IO over sockets. The only way to read and write simultaneously to the socket is with threads, so you could still synchronize between a 'writer' and 'reader' thread, but I'd only do it if the protocol or other considerations forced my hand. The good news is that you can get great performance with sockets using highly async processing, the bad is that building such a system in a robust way is a serious effort.
You don't have to worry about it. One thread reading and one thread writing will work as you expect. Sockets are full duplex, so you can read while you write and vice-versa. You'd have to worry if you had multiple writers, but this is not the case.