Send/Receive TCP/IP on C++ - c++

I'm trying to communicate between two computers through the TCP/IP protocol on C++. I'm sending and receiving on the same socket. But there is a problem, I have no indicator that the second computer is trying to send me something.
Is there any flag or indicator that tells me that someone is sending something to me and I have to receive?

Use the select() function to wait for an event on one or more sockets. With a zero timeout, you can also check if there is any data available.

That depends on the particular socket API. In the most common case, you just hang on receive (or with async socket APIs you park a callback) and that will unblock as soon as there is data. Some socket APIs have ways for you to tell whether there's data available to fetch, but the simplest way is simply to receive asynchronously and wait for the socket stack to raise the callback on you.

Related

Set TCP client socket to non-blocking: Server vs client

I have a question regarding non-blocking sockets in TCP connections.
I have implemented two c++ classes, one for the tcp server and one for the client. The server has two sockets file descriptors, one for the server and one for the client. The client has one socket file descriptor.
My server runs asynchronously and my client runs at a fixed rate. Therefore I would like to have a non-blocking socket for sending data from the client to the server, s.t. the client can send data at a fixed rate without stalling and the server asynchronously reads all data that has been buffered meanwhile.
So my question is: Does it make a difference, if I set the client socket to non-blocking in the client or the server class? (using fcntl(this->newsockfd_, F_SETFL, fcntl(this->newsockfd_, F_GETFL, 0) | O_NONBLOCK), where this->newsockfd_ is the client's socket file descriptor in both classes)
I tried this in my programm and it seemed like setting the client socket to non-blocking in the client-class didn't do the trick, but setting it in the server-class did. However, I don't understand why this should make a difference.
If your socket is set to non blocking mode, you will get just that. It will never block. But that does not mean that your api calls will succeed.
There are buffers that are being used behind the scenes and if they are full, which would mean in blocking mode that the socket would block, you will get a return code EWOULDBLOCK, which means that your sent has failed. This means that you basically have to wait for the buffers to empty and then try again.
Your idea of sending at an even rate despite of the server rate to receive, is impossible. You cannot have a client sending at a fixed rate. The whole idea of TCP is that there is a constant negotiation between client and server and the speed will be heavily depending on the network conditions. Congestion and the like.
Moving to non blocking sockets creates some problems of its own. You have to detect that the send fails, you have to check if the socket becomes writeable again, you have to store the bytes that you tried to send, and reattempt a send as soon as the socket becomes writable again.
There is a lot of difference on both client and server between working with blocking and non blocking sockets. non blocking sockets are in my opinion more difficult to be dealt with. You need the select api, with a timeout very likely to detect all the possible socket states. In case of blocking sockets, you can just use a socket in a thread, and if the socket blocks, it is just the thread that will block as well. If your gui is on a different thread, the GUI will be responsive.
Since your client is only sending data the non-blocking setting will not effect it. According to the excellent beej.us guide on socket programming, only calls to accept() and recv() are effected by the non-blocking setting. Since only your server is calling these you are seeing the change on your server code. If your client received data then the non-blocking setting would effect it and you would have to use select() to check if there is data and read from it accordingly.

how synchronize recv() when multithreading cpp CRT

I have a server interacting with multiple clients where the client send messages to the server and the server reads them via recv() method. The problem I getting is that Im using waitforsingleobject(handler, 10000 millisecs) in order to make the server wait for a few seconds to interact with one client and then let others access to it but then I start seeing answer from the server with the wrong message to the client and getting blocked. So looks like a synchronization issue.
So my question is (since I'm a begginer in c++) how could I ensure that every incoming message is received and replied to the right client, allowing all the clients interact with the server.
There're two alternatives.
First is a pretty standard model - one thread per one client. When a client connects, you start a thread to handle it.
Second approach doesn't require many threads. You should use WSARecv() on an overlapped socket instead of recv(). This way, you can simultaneously open multiple receive operations, one per client, and wait them all in a WaitForMultipleObjects(). To be specific, you will wait on event inside WSAOVERLAPPED. Remember that WaitForMultipleObjects() has a limit on number of wait objects. When exceeded, you will need to run another thread. The return code from WaitForMultipleObjects() will tell you which client has sent data, so you can reply to it.
Or, as suggested above, you could probably use select() to figure out which socket has data.

Signaling all active threads (Windows)

I am faced with a design issue regarding thread synchronization in C++, Windows.
I am writing a server application that starts one listening thread, which should stay active the whole time while the server is up.
When the listening thread gets a connect request, it opens a CONTROL socket and starts a new control thread.
This thread is used to send control data between server and a client, initializing server and all the background software to specific client data and starting data processing.
If the initialization (via control socket) is successful, the control thread will open a new socket, DATA socket, which is then used to pass data from server to client. It will also start two new threads, one which is sending on this new, DATA socket, and the other, which is receiving on the CONTROL socket, waiting if the client wants to terminate connection.
When client terminates connection ungracefully, by terminating application without the call to function which sends the server message to close the connection, here is what should happen:
Any of the threads in execution can detect this event. They will get some sort of error (WSAECONNRESET) while sending or receiving on DATA/CONTROL socket and should then signal all the other threads that they should stop executing (except for the server listening thread).
Which is the most natural way to achieve this type of behavior?
(I am using winsock (winsock2.h) for networking, and standard windows api (windows.h) for threading)
If you're writing a multi-threaded winsock server, you should be looking into IO completion ports. Using an IO completion port is the most scalable way to write a network service on the windows platform.
IO completion port based winsock servers use asynchronous communication, so instead of blocking on a socket, your threadpool receives completion packets when something interesting happens.
In any case, you'll be using WSARecv. When WSARecv returns non zero, call WSAGetLastError(). If you don't have WSA_IO_PENDING, then switch on the error and look for the winsock error code you're interested in.
The winsock error code WSA_OPERATION_ABORTED indicates that a socket has closed, although there are others (e.g. WSAECONNABORTED).
Would suggest a good text on the subject (e.g. Windows via C/C++).
You can use WSAEventSelect() function to associate event object with socket and create one event object for your events, then use these event objects in WaitForMultipleObjects() function, so your thread can wait for socket events and your custom events.

How to get a Win32 Thread to wait on a work queue and a socket?

I need a client networking thread to be able to respond both to new messages to be transmitted, and the receipt of new data on the network. I wish to avoid this thread performing a polling loop, but rather to process only as needed.
The scenario is as follows:
A client application needs to communicate to a server via a protocol that is largely, but not entirely, synchronous. Typically, the client sends a message to the server and blocks until a response is received.
The server may process client requests asynchronously, in which case the response to client
is not a result, but a notification that processing has begun. A result message is sent to to the client at some point in the future, when the server has finish processing the client request.
The asynchronous result notifications can arrive at the client at any time. These notifications need processed when they are received i.e. it is not possible to process a backlog only when the client transmits again.
The clients networking thread receives and processes notifications from the server, and to transmit outgoing messages from the client.
To achieve this, I need to to make a thread wake to perform processing either when network data is received OR when a message to transmit is enqueued into an input queue.
How can a thread wake to perform processing of an enqueued work item OR data from a socket?
I am interested primarily in using the plain Win32 APIs.
A minimal example or relevant tutorial would be very welcome!
An alternative to I/O Completion Ports for sockets is using WSAEventSelect to associate an event with the socket. Then as others have said, you just need to use another event (or some sort of waitable handle) to signal when an item has been added to your input queue, and use WaitForMultipleObjects to wait for either kind of event.
You can set up an I/O Completion Port for the handles and have your thread wait on the completion port:
http://technet.microsoft.com/en-us/sysinternals/bb963891.aspx
Actually, you can have multiple threads wait on the port (one thread per processor usually works well).
Following on from Michael's suggestion, I have some free code that provides a framework for IO Completion Port style socket stuff; and it includes an IOCP based work queue too. You should be able to grab some stuff from it to solve your problem from here.
Well, if both objects have standard Windows handles, you can have your client call WaitForMultipleObjects to wait on them.
You might want to investiate splitting the servicing of the network port off onto its own thread. That might simplify things greatly. However, it won't help if you just end up having to synchonize something else between that new thread and your main one.

Sockets - send and receive

I'm currently writing a chat server in C++. When a user connects to it, I open a socket and I create two threads, one to receive and one to send data.
Now my question:
Do I have to check if the other thread is currently using the socket, or will the send/recv function just wait until the socket is ready?
Sending and receiving from TCP socket simultaneously should be entirely fine. (barring any possible OS bugs)
Socket send and receive are independent. You do not need to worry about interleaving them yourself.