Detecting socket closing using boost::asio in Windows - c++

So I have a service method that uses io_service::poll() to process any currently-ready read/write events:
void Foo::service()
{
io.poll(); // boost::asio::io_service
if (socket.is_open())
if (socket.available())
notifyReadyToRead();
else
notifyReadyToWrite();
}
However, I'd also like to trigger behavior if the remote socket closes (gracefully or otherwise). I know that Winsock can handle this, as it raises a network event in this circumstance. Boost Asio sockets, however, have no built-in support for this as far as I can see.
I've tried reading and writing a zero-byte packet to the socket to test it for errors, but it appears that the implementation simply bails successfully if you pass it boost::asio::buffer(socket, 0) without actually checking the socket.
I've also heard that leaving a hanging read operation could work, but I'm not sure how to manage this while still allowing regular boost::asio::read and 'boost::asio::write` operations to work correctly.
Finally, adding a ping operation to the app-level protocol is a no-go; this class is intended to be used generically, and even if it wasn't I cannot change the remote side's protocol.
While I'd prefer a portable solution, a Windows-specific solution would be sufficient, even if it means grabbing the native handle and enumerating events that way. (This occurred to me, but WSAEnumNetworkEvents clears the internal record of events, so I suspect it would cause problems if the boost::asio implementation depended on reading it.)

In general case, you have to implement some application-level mechanism to detect all kinds of disconnection.
There were numerous discussions on boost/asio ML on this topic, here is on of them.

You can enable the socket option TCP_KEEPALIVE, but still need a pending read operation in order to receive a notification of the failed read.

Related

TCP Two-Way Communication using Qt

I am trying to setup a TCP communication framework between two computers. I would like each computer to send data to the other. So computer A would perform a calculation, and send it to computer B. Computer B would then read this data, perform a calculation using it, and send a result back to computer A. Computer A would wait until it receives something from computer B before proceeding with performing another calculation, and sending it to computer B.
This seems conceptually straightforward, but I haven't been able to locate an example that details two-way (bidirectional) communication via TCP. I've only found one-way server-client communication, where a server sends data to a client. These are some examples that I have looked at closely so far:
Server-Client communication
Synchronized server-client communication
I'm basically looking to have two "servers" communicate with each other. The synchronized approach above is, I believe, important for what I'm trying to do. But I'm struggling to setup a two-way communication framework via a single socket.
I would appreciate it greatly if someone could point me to examples that describe how to setup bidirectional communication with TCP, or give me some pointers on how to set this up, from the examples I have linked above. I am very new to TCP and network communication frameworks and there might be a lot that I could be misunderstanding, so it would be great if I could get some clear pointers on how to proceed.
This answer does not go into specifics, but it should give you a general idea, since that's what you really seem to be asking for. I've never used Qt before, I do all my networking code with BSD-style sockets directly or with my own wrappers.
Stuff to think about:
Protocol. Hand-rolled or existing?
Existing protocols can be heavyweight, depending on what your payload looks like. Examples include HTTP and Google ProtoBuf; there are many more.
Handrolled might mean more work, but more controlled. There are two general approaches: length-based and sentinel-based.
Length-based means embedding the length into the first bytes. Requires caring about endianness. Requires thinking about what if a message is longer than can be embedded in the length byte. If you do this, I strongly recommend that you define your packet formats in some data file, and then generate the low-level packet encoding logic.
Sentinel-based means ending the message when some character (or sequence) is seen. Common sentinels are '\0', '\n', and "\r\n". If the rest of your protocol is also text-based, this means it is much easier to debug.
For both designs, you have to think about what happens if the other side tries to send more data than you are willing (or able) to store in memory. In either case, limiting the payload size to a 16-bit unsigned integer is probably a good idea; you can stream replies with multiple packets. Note that serious protocols (based on UDP + crypto) typically have a protocol-layer size limit of 512-1500 bytes, though application-layer may be larger of course.
For both designs, EOF on the socket without having a sentinel means you must drop the message and log an error.
Main loop. Qt probably has one you can use, but I don't know about it.
It's possible to develop simple operations using solely blocking operations, but I don't recommend it. Always assume the other end of a network connection is a dangerous psychopath who knows where you live.
There are two fundamental operations in a main loop:
Socket events: a socket reports being ready for read, or ready to write. There are also other sorts of events that you probably won't use, since most useful information can be found separately in the read/write handlers: exceptional/priority, (write)hangup, read-hangup, error.
Timer events: when a certain time delta has passed, interrupt the wait-for-socket-events syscall and dispatch to the timer heap. If you don't have any, either pass the syscalls notion of "infinity". But if you have long sleeps, you might want some arbitrary, relatively number like "10 seconds" or "10 minutes" depending on your application, because long timer intervals can do all sorts of weird things with clock changes, hibernation, and such. It's possible to avoid those if you're careful enough and use the right APIs, but most people don't.
Choice of multiplex syscall:
The p versions below include atomic signal mask changing. I don't recommend using them; instead if you need signals either add signalfd to the set or else emulate it using signal handlers and a (nonblocking, be careful!) pipe.
select/pselect is the classic, available everywhere. Cannot have more than FD_SETSIZE file descriptors, which may be very small (but can be #defined on the command-line if you're careful enough. Inefficient with sparse sets. Timeout is microseconds for select and nanonseconds for pselect, but chances are you can't actually get that. Only use this if you have no other choice.
poll/ppoll solves the problems of sparse sets, and more significantly the problem of listening to more than FD_SETSIZE file descriptors. It does use more memory, but it is simpler to use. poll is POSIX, ppoll is GNU-specific. For both, the API provides nanosecond granularity for the timeout, but you probably can't get that. I recommend this if you need BSD compatibility and don't need massive scalability, or if you only have one socket and don't want to deal with epoll's headaches.
epoll solves the problem of having to respecify the file descriptor and event list every time. by keeping the list of file descriptors. Among other things, this means that when, the low-level kernel event occurs, the epoll can immediately be made aware, regardless of whether the user program is already in a syscall or not. Supports edge-triggered mode, but don't use it unless you're sure you understand it. Its API only provides millisecond granularity for the timeout, but that's probably all you can rely on anyway. If you are able to only target Linux, I strongly suggest you use this, except possibly if you can guarantee only a single socket at once, in which case poll is simpler.
kqueue is found on BSD-derived systems, including Mac OS X. It is supposed to solve the same problems as epoll, but instead of keeping things simple by using file descriptors, it has all sorts of strange structures and does not follow the "do only one thing" principle. I have never used it. Use this if you need massive scalability on BSD.
IOCP. This only exists on Windows and some obscure Unixen. I have never used it and it has significantly different semantics. Use this, but be aware that much of this post is not applicable because Windows is weird. But why would you use Windows for any sort of serious system?
io_uring. A new API in Linux 5.1. Significantly reducing the number of syscalls and memory copies. Worth it if you have a lot of sockets, but since it's so new, you must provide a fallback path.
Handler implementation:
When the multiplex syscall signifies an event, look up the handler for that file number (some class with virtual functions) and call the relevant events (note there may be more than one).
Make sure all your sockets have O_NONBLOCK set and also disable Nagle's algorithm (since you're doing buffering yourself), except possibly connect's before the connection is made, since that requires confusing logic, especially if you want to play nice with multiple DNS results.
For TCP sockets, all you need is accept in the listening socket's handler, and read/write family in the accept/connected handler. For other sorts of sockets, you need the send/recv family. See the "see also" in their man pages for more info - chances are one of them will be useful to you sometimes, do this before you hard-code too much into your API design.
You need to think hard about buffering. Buffering reads means you need to be able to check the header of a packet to see if there are enough bytes to do anything with it, or if you have to store the bytes until next time. Also remember that you might receive more than one packet at once (I suggest you rethink your design so that you don't mandate blocking until you get the reply before sending the next packet). Buffering writes is harder than you think, since you don't want to be woken when there is a "can write" even on a socket for which you have no data to write. The application should never write itself, only queue a write. Though TCP_CORK might imply a different design, I haven't used it.
Do not provide a network-level public API of iterating over all sockets. If needed, implement this at a higher level; remember that you may have all sorts of internal file descriptors with special purposes.
All of the above applies to both the server and the client. As others have said, there is no real difference once the connection is set up.
Edit 2019:
The documentation of D-Bus and 0MQ are worth reading, whether you use them or not. In particular, it's worth thinking about 3 kinds of conversations:
request/reply: a "client" makes a request and the "server" does one of 3 things: 1. replies meaningfully, 2. replies that it doesn't understand the request, 3. fails to reply (either due to a disconnect, or due to a buggy/hostile server). Don't let un-acknowledged requests DoS the "client"! This can be difficult, but this is a very common workflow.
publish/subscribe: a "client" tells the "server" that it is interested in certain events. Every time the event happens, the "server" publishes a message to all registered "clients". Variations: , subscription expires after one use. This workflow has simpler failure modes than request/reply, but consider: 1. the server publishes an event that the client didn't ask for (either because it didn't know, or because it doesn't want it yet, or because it was supposed to be a oneshot, or because the client sent an unsubscribe but the server didn't process it yet), 2. this might be a magnification attack (though that is also possible for request/reply, consider requiring requests to be padded), 3. the client might have disconnected, so the server must take care to unsubscribe them, 4. (especially if using UDP) the client might not have received an earlier notification. Note that it might be perfectly legal for a single client to subscribe multiple times; if there isn't naturally discriminating data you may need to keep a cookie to unsubscribe.
distribute/collect: a "master" distributes work to multiple "slaves", then collects the results, aka map/reduce any many other reinvented terms for the same thing. This is similar to a combination of the above (a client subscribes to work-available events, then the server makes a unique request to each clients instead of a normal notification). Note the following additional cases: 1. some slaves are very slow, while others are idle because they've already completed their tasks and the master might have to store the incomplete combined output, 2. some slaves might return a wrong answer, 3. there might not be any slaves, 4.
D-Bus in particular makes a lot of decisions that seem quite strange at first, but do have justifications (which may or may not be relevant, depending on the use case). Normally, it is only used locally.
0MQ is lower-level and most of its "downsides" are solved by building on top of it. Beware of the MxN problem; you might want to artificially create a broker node just for messages that are prone to it.
#include <QAbstractSocket>
#include <QtNetwork>
#include <QTcpServer>
#include <QTcpSocket>
QTcpSocket* m_pTcpSocket;
Connect to host: set up connections with tcp socket and implement your slots. If data bytes are available readyread() signal will be emmited.
void connectToHost(QString hostname, int port){
if(!m_pTcpSocket)
{
m_pTcpSocket = new QTcpSocket(this);
m_pTcpSocket->setSocketOption(QAbstractSocket::KeepAliveOption,1);
}
connect(m_pTcpSocket,SIGNAL(readyRead()),SLOT(readSocketData()),Qt::UniqueConnection);
connect(m_pTcpSocket,SIGNAL(error(QAbstractSocket::SocketError)),SIGNAL(connectionError(QAbstractSocket::SocketError)),Qt::UniqueConnection);
connect(m_pTcpSocket,SIGNAL(stateChanged(QAbstractSocket::SocketState)),SIGNAL(tcpSocketState(QAbstractSocket::SocketState)),Qt::UniqueConnection);
connect(m_pTcpSocket,SIGNAL(disconnected()),SLOT(onConnectionTerminated()),Qt::UniqueConnection);
connect(m_pTcpSocket,SIGNAL(connected()),SLOT(onConnectionEstablished()),Qt::UniqueConnection);
if(!(QAbstractSocket::ConnectedState == m_pTcpSocket->state())){
m_pTcpSocket->connectToHost(hostname,port, QIODevice::ReadWrite);
}
}
Write:
void sendMessage(QString msgToSend){
QByteArray l_vDataToBeSent;
QDataStream l_vStream(&l_vDataToBeSent, QIODevice::WriteOnly);
l_vStream.setByteOrder(QDataStream::LittleEndian);
l_vStream << msgToSend.length();
l_vDataToBeSent.append(msgToSend);
m_pTcpSocket->write(l_vDataToBeSent, l_vDataToBeSent.length());
}
Read:
void readSocketData(){
while(m_pTcpSocket->bytesAvailable()){
QByteArray receivedData = m_pTcpSocket->readAll();
}
}
TCP is inherently bidirectional. Get one way working (client connects to server). After that both ends can use send and recv in exactly the same way.
Have a look at QWebSocket, this is based on HTTP and it also allows for HTTPS

SetFileCompletionNotificationModes seems to not work properly

I'm using SetFileCompletionNotificationModes() API to optimize my I/O completion ports loops, but it seems to not work properly.
Even if I set FILE_SKIP_COMPLETION_PORT_ON_SUCCESS for sockets and HANDLEs, an I/O port's completion callback is still called also if ReadFile() WriteFile() WSARecv() WSASend() do return synchronosly.
I'm sure that the 3 conditions that MSDN says must be true (A completion port is associated with the file handle, The file is opened for asynchronous I/O, A request returns success immediately without returning ERROR_PENDING) are met, and are all true, so why I still receive I/O completion calls?
When i call SetFileCompletionNotificationModes() it returns success, so no errors or whatsoever, and the system is Windows 7.
How I can replicate a scenario when after I have activated SetFileCompletionNotificationModes() on my socket/HANDLEs, I can clearly see that the I/O completion callback won't be called?
I guessed that it happens when I write few bytes on a socket, since the socket's buffer is quite bigger, I didn't full it, so another write of another few bytes shouldn't block, since there are still a lot of room in the buffer, so it should return immediately, but not with ERROR_IO_PENDING, just in a synchronous way, right? (more or less, in a similar way of unix EWOULDBLOCK/EAGAIN: when i call write() for few bytes it returns immediately, and doesn't return EAGAIN, because there is still space in the write buffer).
Well it doesn't do that. Even for writing multiple times few bytes on a socket, it still calls the I/O completion callback, avoding the benefits of setting FILE_SKIP_COMPLETION_PORT_ON_SUCCESS
Am I missing something important? Any clue about that?
NOTE: I know that this wont work if the socket is only compatible with Layered Service Providers (LSP) that return Installable File Systems (IFS) handles, but that's not my case, it should work.
Btw I'm trying this also with pipes and files.
Shouldn't files never call I/O completion callbacks because they never block, just like in unix read() and write() calls on local files never returns EWOULDBLOCK/EAGAIN, so ReadFile() and WriteFile() with an handle set with FILE_SKIP_COMPLETION_PORT_ON_SUCCESS should return immediately?
A network write completion is only generated when the data buffer that you have provided is no longer required by the network stack. It's somewhat hard to reason about when this will be and it's also somewhat irrelevant and not something to worry about. When you issue an overlapped write with FILE_SKIP_COMPLETION_PORT_ON_SUCCESS set then your write operation will return 0 if and only if the completion has occurred synchronously. Write code to handle that case correctly (it's the same code that you need for the recv side) and forget about it. You'll get the performance and context switching advantages when it's possible and your code with work correctly when it isn't.
As for file system access, that depends on the file system drivers and, likely the actual hardware. See here for some information about how hard it can be to get some hardware to do async file writes at all, ever. Then note that when I switched the test that I talk about there from a workstation with 'normal' SATA disks to a server with hardware raid everything was different and all of the writes were always fully async...
Make sure you validate the 4th condition mentioned in the documentation:
When the FileHandle parameter is a socket, this mode is only compatible with Layered Service Providers (LSP) that return Installable File Systems (IFS) handles. To detect whether a non-IFS LSP is installed, use the WSAEnumProtocols function and examine the dwServiceFlag1 member in each returned WSAPROTOCOL_INFO structure. If the XP1_IFS_HANDLES (0x20000) bit is cleared then the specified LSP is not an IFS LSP. Vendors that have non-IFS LSPs are encouraged to migrate to the Windows Filtering Platform (WFP).
Also read this MSDN Support ticket:
SetFileCompletionNotificationModes API causes an I/O completion port not to work correctly if a non-IFS LSP is installed

recv() correct use C++

I'm working on my own FTP client in C++, but I'm stuck at function recv(). When I get data with recv(), they can be incomplete, because I'm using TCP protocol, so I have to use recv in loop. Problem is that when I call recv after everything that should be received was received server blocks, and my program is stuck.
I don't know how many bytes im going to recieve so I can't control it and stop it when its done. I found two not very elegant solutions right now:
is to use string.substr() (or TR1 regex) to find needed
expression and then stop calling recv before it blocks
second is to
set up timeval structure and then control socket through
setsockopt() function. Problem is long response time when i can get
incomplete corrupted data.
Question is, is there any clean and elegant solution for this?
The obvious thing to do is to transmit the length of the to-be-received message ahead (many protocols, including for example HTTP do that, to address the exact same issue). That way, you know that when you have received amount X, no more will come.
This will work fine 99.9% of the time and will catastrophically fail in the 0.1% of cases where the server is lying to you or where the server crashes unexpectedly or someone stumbles over the network cable (or something similar happens). Sadly, the "connection" established by TCP is an illusion, and you don't have much of a means to detect when the connection dies. The other end can go down, and you will not notice anything, unless you try to send and get an error (or until several hours later).
Therefore, you also need a backup strategy for when things don't go quite as good as expected. You might either use select or poll to know when data is available, so you don't block forever for a message that will never come.
Using threads to solve the block-at-end problem (as proposed in other answers) is not a very good option since blocking isn't the actual problem. The actual problem is that you don't know when you have reached the end of the transmission. Having a worker thread block at the end of the transmission will "work", but will leave the worker thread blocked indefinitely, consuming resources and with an uncertain, system-dependent fate.
You cannot join the thread before exiting, since it is blocked (so trying to join it would deadlock your main thread). When your process exits and the socket is closed, the thread will unblock, but will (at least on some operating systems, e.g. Windows) be terminated immediately after. This likely won't do much evil, but terminating a thread in an uncontrolled way is always less desirable than having it exit properly. On other operating systems, you may have a lingering thread remaining.
Since you are using C++, there are alternative libraries that greatly simplify network programming compared to stock C. My personal favourite is Boost::Asio, however others are available. These libraries not only save you the pain of coding in C, but also provide asynchronous capabilities to work around your blocking problem.
The typical approach is to use select()/pselect() or poll()/ppoll(). Both allow to specify a timeout in order to exit if there are no incoming data.
However I don't see how you should "call recv after everything that should be received". It would be extremely inefficient to rely on the timeout also when there are not network problems...
Or you send the size of data being sent, before the data, and that's what you read, or the data connection is terminated with an EOF. In this case read() will return -1 and you exit.
I can think of two options that will not require a major rewrite of your existing code and a third one which is more radical:
use non-blocking I/O and poll for data periodically. You can do other work while a message remains incomplete or no further data can be read from the socket.
use a separate worker thread to do the I/O. Even if it blocks on synchronous recv() calls, your main thread can continue to do work. The worker thread can transfer the data it receives to the main thread for processing once a complete message is received via TCP.
use an OS specific feature (I/O completion ports on Windows or aio on Linux), but these are far more complex and you should definitely consider Boost.Asio before going this route.
You can put the recv function in it's own thread and do the processing in another thread.

Can I use Boost::Asio and not worry about network programming problems?

I have to make a server in my current project but I don't have any or little experience in this area. My question is, can I just use Asio in my project and it will simply handle any problems a normal server has to face (partial reads, multithreading problems, ...)?
(My server will have to handle hundreds of clients at the same time)
ASIO takes care of the low-level socket programming and polling code. You still have to provide all the functionality to process raw network data. Ultimately, you get an unpredictable number of bytes from the network any time a read callback is called, and it is up to you to take those bytes and reconstruct your application message from them.
But indeed, as far as receiving an unspecified number of bytes is concerned, you won't have to worry about how that is implemented.
Multithreading is "easy" in the sense that you can run the ASIO processor multiple times concurrently, but it is your responsibility to provide a read callback that can deal with being run multiple times at once.
Asio is intentionally not multithreaded. It handles concurrency by multiplexing via the operating system's select(), kqueue, epoll, or other mechanism.
As for partial receives, there is no automatic way to get TCP to respect message boundaries. Asio can't do anything about that, so you'll need some technique at the application level to indicate completion. HTTP traditionally handles this by closing the socket when it's finished, though it's also possible to pre-send the size of the message.

Program structure for bi-directional TCP communication using Boost::Asio

First off, I hope my question makes sense and is even possible! From what I've read about TCP sockets and Boost::ASIO, I think it should be.
What I'm trying to do is to set up two machines and have a working bi-directional read/write link over TCP between them. Either party should be able to send some data to be used by the other party.
The first confusing part about TCP(/IP?) is that it requires this client/server model. However, reading shows that either side is capable of writing or reading, so I'm not yet completely discouraged. I don't mind establishing an arbitrary party as the client and the other as the server. In my application, that can be negotiated ahead of time and is not of concern to me.
Unfortunately, all of the examples I come across seem to focus on a client connecting to a server, and the server immediately sending some bit of data back. But I want the client to be able to write to the server also.
I envision some kind of loop wherein I call io_service.poll(). If the polling shows that the other party is waiting to send some data, it will call read() and accept that data. If there's nothing waiting in the queue, and it has data to send, then it will call write(). With both sides doing this, they should be able to both read and write to each other.
My concern is how to avoid situations in which both enter into some synchronous write() operation at the same time. They both have data to send, and then sit there waiting to send it on both sides. Does that problem just imply that I should only do asynchronous write() and read()? In that case, will things blow up if both sides of a connection try to write asynchronously at the same time?
I'm hoping somebody can ideally:
1) Provide a very high-level structure or best practice approach which could accomplish this task from both client and server perspectives
or, somewhat less ideally,
2) Say that what I'm trying to do is impossible and perhaps suggest a workaround of some kind.
What you want to do is absolutely possible. Web traffic is a good example of a situation where the "client" sends something long before the server does. I think you're getting tripped up by the words "client" and "server".
What those words really describe is the method of connection establishment. In the case of "client", it's "active" establishment; in the case of "server" it's "passive". Thus, you may find it less confusing to use the terms "active" and "passive", or at least think about them that way.
With respect to finding example code that you can use as a basis for your work, I'd strongly encourage you to take a look at W. Richard Stevens' "Unix Network Programming" book. Any edition will suffice, though the 2nd Edition will be more up to date. It will be only C, but that's okay, because the socket API is C only. boost::asio is nice, but it sounds like you might benefit from seeing some of the nuts and bolts under the hood.
My concern is how to avoid situations
in which both enter into some
synchronous write() operation at the
same time. They both have data to
send, and then sit there waiting to
send it on both sides. Does that
problem just imply that I should only
do asynchronous write() and read()? In
that case, will things blow up if both
sides of a connection try to write
asynchronously at the same time?
It sounds like you are somewhat confused about how protocols are used. TCP only provides a reliable stream of bytes, nothing more. On top of that applications speak a protocol so they know when and how much data to read and write. Both the client and the server writing data concurrently can lead to a deadlock if neither side is reading the data. One way to solve that behavior is to use a deadline_timer to cancel the asynchronous write operation if it has not completed in a certain amount of time.
You should be using asynchronous methods when writing a server. Synchronous methods are appropriate for some trivial client applications.
TCP is full-duplex, meaning you can send and receive data in the order you want. To prevent a deadlock in your own protocol (the high-level behaviour of your program), when you have the opportunity to both send and receive, you should receive as a priority. With epoll in level-triggered mode that looks like: epoll for send and receive, if you can receive do so, otherwise if you can send and have something to send do so. I don't know how boost::asio or threads fit here; you do need some measure of control on how sends and receives are interleaved.
The word you're looking for is "non-blocking", which is entirely different from POSIX asynchronous I/O (which involves signals).
The idea is that you use something like fcntl(fd,F_SETFL,O_NONBLOCK). write() will return the number of bytes successfully written (if positive) and both read() and write() return -1 and set errno = EAGAIN if "no progress can be made" (no data to read or write window full).
You then use something like select/epoll/kqueue which blocks until a socket is readable/writable (depending on the flags set).