Creating a basic UDP chat Program in C++ - c++

I currently have a basic chat program in c++ that uses WinSock2.h with UDP. Currently the user is able to send a message to the server and the server just sends the same message back. I was wondering where do I go from here (i'm not asking for code). I was wondering how I should go forward in having the messages get sent to another client that is also connected to the server.
If I need to explain what I have done already please let me know.
All suggestions are greatly appreciated.
Thanks

You would have a list of currently connected users, when a user sends a message, it would then post it to all connected users.
Your server would keep track of who is connected, and remove those who get disconnected. When someone connect or disconnects, it would send a notification to all currently connected users, telling them of this notification.
All this is not specific to UDP, infact, TCP would probably be better for this type of messaging as you do not have to worry about messages being dropped. UDP should only be used where performance is of upmost importance, like real-time gaming, voice chat.

When you're saying "connected" (in the context of clients) - what exactly do you mean?? Because you say you're using UDP in your program.
In the UDP protocol there's no "connected" state, unless you implement it.
In the TCP protocol however, there is (implemented within the protocol itself).
Furthermore, the basic idea of "broadcasting" a message is simple - keep a list of connected clients.
Add a client when it connects. Remove it from the list when it disconnects.
Then when you want to send a message to everyone you just iterate through this list.
Again, you'll have to receive those dis/connect events before you could keep track of "connected" clients.
If you go with TCP instead of UDP then you're set.
Good luck.

Basically, like Matthew said, you need to store all the current connections to the server. When a socket connects you can store a reference to that socket. Now whenever a client sends a message you can rebroadcast that to all the sockets. Now you have to handle when sockets disconnect as well since you don't want to store a bunch of closed sockets.

Related

Boost::Beast Websocket Bidirection Stream (C++)

I'm looking into using the Boost::Beast websocket library to create an asynchronous bidirectional pipe to pass data between a server and a client. I leveraged some code from the async example (I can post some at a later time if necessary, don't have access to it now). I currently have a class which creates several threads running a SocketListener. When a client connects, it creates a Session shared_ptr to do the async read and write functions. The problem is, this session object will only write out when the client has sent me a message. I'm looking for an implementation that allows my server to write on demand to all the clients connected to it and also listen for incoming data from those connections.
Is this possible? Am I using the wrong technique for this? The other way I though this may be achievable is to have an incoming websocket and and outgoing websocket. Incoming would allow a client to drop configurations for the server and outgoing would just monitor a message queue and do a async write if a message is available.
Thanks!
Is this possible?
Yes
Am I using the wrong technique for this?
No
The other way I though this may be achievable is to have an incoming websocket and and outgoing websocket, and No respectively.
That is not necessary, a websocket stream is full-duplex. You can read and write at the same time.
outgoing would just monitor a message queue and do a async write if a message is available.
This is the correct approach, but you can do that in the same Session object that also handles the reads.
Here's an example that reads continuously and can also write full-duplex: https://github.com/vinniefalco/CppCon2018

c++ socket accept, list of connected clients

I have a few question about socket in c++!
First question, let's say that he writes a server for the game in which he will play 200 people at once, but accept is blocked because he already serves one client, how to deal with it?
Second question, how to download a list of all currently connected clients, so that you can then send a message to everyone?
I have a few question about socket in c++!
For future reference, please post only one question at a time. If you have multiple questions, post them separately.
let's say that he writes a server for the game in which he will play 200 people at once, but accept is blocked because he already serves one client, how to deal with it?
Use sockets in non-blocking mode, using select()/(e)poll() or other callback mechanisms to know which sockets have pending activity and when.
Otherwise, use accept() in a separate thread than other thread(s) used to service connected clients.
how to download a list of all currently connected clients, so that you can then send a message to everyone?
The server is responsible for keeping track of its connected clients. Then it can loop through that list when needed.
If a client wants to send a message to every other client, the best option is for it to send a single message to the server and ask the server to relay the message to every other client.
Otherwise, the client would have to request the list from the server, and then send a message to every other client individually.

TCP push-pull socket server design

I am designing a cross-platform messaging service as a learning exercise. I have programmed socket-based servers before, but always a "client-polls-server" design, like a web server. I want to be able to target mobile platforms, and I read that polling is a battery drain, so I would like to do push notification.
The server will be TCP-based, written in C++. What I'm having trouble getting my head around is how to manage the bi-directional nature of the design. I need a client to be able to send packets to the server as normal, but also listen for packets. How do I mitigate situations like, the client is sending data when the server is trying to send to it, or it's blocked listening for data but then needs to send something?
For example, consider the following crude diagram:
So, let's say client A is in the middle of sending a chunk of data (arrow 1). While this is happening, client B sends a message (arrow 2), which causes the server to attempt to send data back to client A (arrow 3), but client A hasn't finished sending arrow 1 yet. What happens in this instance? Should I setup 2 separate ports on each client, one for inbound, one for outbound? Do I need to keep track of the state of each connection?
Or is there a better approach to this altogether?
One socket port is inherently bidirectional. To handle both inbound and outbound traffic more or less concurrently you need to use nonblocking sockets.
I think the solution is pretty simple. The TCP server should have a list with connected clients. Since a TCP connection is bi-directional, the push mechanism is quite simple.
Another important thing, as long as your server isn't multithreaded, you can read from or write to one client at the same time.

Using different port numbers on server

I am pretty new to socket programming - so this might be a simple question but I'd really like to clarify.
I have a multiple-client to single server program: the individual clients send messages to the server which processes them, and then passes it on the destination i.e. the server is an intermediary.
On the server side, there is one thread for each client which is meant to 'listen' for messages from the clients (which will be placed in a buffer). At the moment all the clients are sending messages to the same port (as far as I can tell).
I am thinking of setting up another thread on which the server will process the messages before transmitting them on. Does it make sense to use another port on the server to send those messages?
I don't mean this to be a discussion, but I don't know what is common or more logical to do - any advice?
On the client-side, I am planning for it to have one thread for sending messages to the server, and another thread for receiving. Please let me know if any other information is required!
edit
At the moment it is a 1-server-to-multiple(tens now, hundreds later)-client program - I seem to have problems with the client receiving messages from my server (I am troubleshooting so I thought that using the same ports might be the problem), but I will try it with the same ports again and see. I thought it might be a matter of the receiving port being too busy to send messages as well.
At the moment all the clients are sending messages to the same port (as far as I can tell).
What do you mean 'as far as I can tell'? You must know whether you are opening more than one port at the server.
Does it make sense to use another port on the server to send those messages?
No it doesn't. If you're using TCP, send the messages back down the same socket. If you're using UDP you don't need more than one UDP socket, and it simplifies the client and the application protocol if replies come from the same ip:port the request was sent from.

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