Socket send data but the recv program dont work well - c++

i created 2 programs, one to send and the other to recv the data.
So,
The portion to recv data is:
while ((recvMsgSize = sock->recv(echoBuffer, RCVBUFSIZE))>0) {
write(fileno(stdout), echoBuffer, recvMsgSize);
}
If i use it to recv a large file data, it works well, with small amount of data it dont work.
I know the problem is with the recv portion because if i use netcat to recv data it works well, it recv the entire data.
Is there any other way to receive the data?
Thanks

I would guess your socket is blocking and recv is waiting for RCVBUFSIZE bytes to be sent. You should send the size of the file that is going to be sent first and then count how much data you've received and only request the remaining portion when what you're missing is less than RCVBUFSIZE bytes.

Related

Recvfrom: wait for full message (variable size message, thread)

I have a UDP client that is sending messages to a server, at a specified rate. The rate needs to be constant, so I decided to try to do my receiving of replies in a separate thread to avoid blocking or delaying on recvfrom(). Is it at all possible to 'wait' for a full message before receiving? What would be the best strategy to go about doing this?
while (true)
{
//std::this_thread::sleep_for(std::chrono::milliseconds(5000));
if (recvfrom(threadSock, ReceiveBuf, BufLength, 0, 0, 0) == SOCKET_ERROR)
{
printf("Thread Receive failed with error %ld\n", GetLastError());
break;
}
else
{
printf("Reply received: %s\n\n", ReceiveBuf);
}
memset(ReceiveBuf, '\0', BufLength);
}
Above is my receiving code. Currently, only the first 8 characters of a reply are being read into the buffer (the buffer is 512 bytes).
How can I wait for a full message (bearing in mind the message lengths are variable).
Is this even possible? Perhaps there is a better approach.
Thanks in advance.
EDIT: I should clarify the prints are for testing only. They won't be in the final result, as printing from a thread gives weird inline prints.
According to MSDN:
The recvfrom function receives a datagram and stores the source address.
For message-oriented sockets, data is extracted from the first enqueued message, up to the size of the buffer specified. If the datagram or message is larger than the buffer specified, the buffer is filled with the first part of the datagram, and recvfrom generates the error WSAEMSGSIZE. For unreliable protocols (for example, UDP) the excess data is lost. For UDP if the packet received contains no data (empty), the return value from the recvfrom function function is zero.
Thus, you can't receive a part of the incoming message, the receive returns only when the OS can process and return an enqueued datagram.
In the interest of completeness, and the small chance anyone suffering from similar confusion finds this, solution follows:
Yes, it was a silly question, I should've realised recvfrom waits for a full datagram. The problem was with my server.
It was an issue of the server not sending the full data. I'm not sure as to the exact cause, but to fix it I converted the char* my reply was being stored to (and printing correctly) to a char[], which, when sent, worked fine.

What about partial recv() on two byte header containing message length?

I have been reading some socket guides such as Beej's guide to network programming. It is quite clear now that there is no guarantee on how many bytes are received in a single recv() call. Therefore a mechanism of e.g. first two bytes stating the message length should be sent and then the message. So the receiver receives the first two bytes and then receives in a loop until the whole message has been received. All good and dandy!?
I was asked by a colleague about messages going out of sync. E.g. what if, somehow, I receive two bytes in once recv() call that are actually in the middle of the message itself and it would appear as a integer of some value? Does that mean that the rest of the data sent will be out of sync? And what about receiving the header partially, i.e. one byte at a time?
Maybe this is overthinking, but I can't find this mentioned anywhere and I just want to be sure that I would handle this if it could be a possible threat to the integrity of the communication.
Thanks.
It is not overthinking. TCP presents a stream so you should treat it this way. A lot of problems concerning TCP are due to network issues and will probably not happen during development.
Start a message with a (4 byte) magic that you can look for followed by a (4 byte) length in an expected order (normally big endian). When receiving, read each byte of the header at the time, so you can handle it anyway the bytes were received. Based on that you can accept messages in a lasting TCP connection.
Mind you that when starting a new connection per message, you know the starting point. However, it doesn't hurt sending a magic either, if only to filter out some invalid messages.
A checksum is not necessary because TCP shows a reliable stream of bytes which was already checked by the receiving part of TCP, and syncing will only be needed if there was a coding issue with sending/receiving.
On the other hand, UDP sends packets, so you know what to expect, but then the delivery and order is not guaranteed.
Your colleague is mistaken. TCP data cannot arrive out of order. However you should investigate the MSG_WAITALL flag to recv() to overcome the possibility of the two length bytes arriving separately, and to eliminate the need for a loop when receiving the message body.
Its your responsibility to make you client and server syncing together, how ever in TCP there is no out of order delivery, if you got something by calling recv() you can think there isn't anything behind that that you doesn't received.
So the question is how to synchronize sender and receiver ? its easy, as stefaanv said, sender and receiver are knowing their starting point. so you can define a protocol for your network communication. for example a protocol could be defined this way :
4 bytes of header including message type and payload length
Rest of message is payload length
By this, you have to send 4 byte header before sending actual payload, then sending actual payload followed.
Because TCP has garauntied Inorder reliable delivery, you can make two recv() call for each pack. one recv() call with length of 4 bytes for getting next payload size, and another call to recv() with size specified in header. Its necessary to make both recv() blocking to getting synchronized all the time.
An example would be like this:
#define MAX_BUF_SIZE 1024 // something you know
char buf[MAX_BUF_SIZE];
int recvLen = recv(fd, buff, 4, MSG_PEEK);
if(recvLen==4){
recvLen = recv(fd, buff, 4);
if(recvLen != 4){
// fatal error
}
int payloadLen = extractPayloadLenFromHeader(buf);
recvLen = recv(fd, buff, payloadLen, MSG_PEEK);
if(recvLen == payloadLen){
recvLen = recv(fd, buff, payloadLen); // actual recv
if(recvLen != payloadLen){
// fatal error
}
// do something with received payload
}
}
As you can see, i have first called recv with MSG_PEEK flag to ensure is there really 4 bytes available or not, then received actual header. same for payload

TCP Socket - read most recent data from input queue [duplicate]

I've been reading through Beej's Guide to Network Programming to get a handle on TCP connections. In one of the samples the client code for a simple TCP stream client looks like:
if ((numbytes = recv(sockfd, buf, MAXDATASIZE-1, 0)) == -1) {
perror("recv");
exit(1);
}
buf[numbytes] = '\0';
printf("Client: received '%s'\n", buf);
close(sockfd);
I've set the buffer to be smaller than the total number of bytes that I'm sending. I'm not quite sure how I can get the other bytes. Do I have to loop over recv() until I receive '\0'?
*Note on the server side I'm also implementing his sendall() function, so it should actually be sending everything to the client.
See also 6.1. A Simple Stream Server in the guide.
Yes, you will need multiple recv() calls, until you have all data.
To know when that is, using the return status from recv() is no good - it only tells you how many bytes you have received, not how many bytes are available, as some may still be in transit.
It is better if the data you receive somehow encodes the length of the total data. Read as many data until you know what the length is, then read until you have received length data. To do that, various approaches are possible; the common one is to make a buffer large enough to hold all data once you know what the length is.
Another approach is to use fixed-size buffers, and always try to receive min(missing, bufsize), decreasing missing after each recv().
The first thing you need to learn when doing TCP/IP programming: 1 write/send call might take
several recv calls to receive, and several write/send calls might need just 1 recv call to receive. And anything in-between.
You'll need to loop until you have all data. The return value of recv() tells you how much data you received. If you simply want to receive all data on the TCP connection, you can loop until recv() returns 0 - provided that the other end closes the TCP connection when it is done sending.
If you're sending records/lines/packets/commands or something similar, you need to make your own protocol over TCP, which might be as simple as "commands are delimited with \n".
The simple way to read/parse such a command would be to read 1 byte at a time, building up a buffer with the received bytes and check for a \n byte every time. Reading 1 byte is extremely inefficient, so you should read larger chunks at a time.
Since TCP is stream oriented and does not provide record/message boundaries it becomes a bit more tricky - you'd
have to recv a piece of bytes, check in the received buffer for a \n byte, if it's there - append the bytes to previously received bytes and output that message. Then check the remainder of the buffer after the \n - which might contain another whole message or just the start of another message.
Yes, you have to loop over recv() until you receive '\0' or an
error happen (negative value from recv) or 0 from recv().
For the first option: only if this zero is part of your
protocol (the server sends it). However from your code it seems that
the zero is just to be able to use the buffer content as a
C-string (on the client side).
The check for a return value of 0 from recv:
this means that the connection was closed (it could be part
of your protocol that this happens.)

boost::asio async_read guarantee all bytes are read

I have a server that receives a compressed string (compressed with zlib) from a client, and I was using async_receive from the boost::asio library to receive this string, it turns out however that there is no guarantee that all bytes will be received, so I now have to change it to async_read. The problem I face is that the size of the bytes received is variable, so I am not sure how to use async_read without knowing the number of bytes to be received. With the async_receive I just have a boost::array<char, 1024>, however this is a buffer that is not necessarily filled completely.
I wondered if anyone can suggest a solution where I can use async_read even though I do not know the number of bytes to be received in advance?
void tcp_connection::start(boost::shared_ptr<ResolverQueueHandler> queue_handler)
{
if (!_queue_handler.get())
_queue_handler = queue_handler;
std::fill(buff.begin(), buff.end(), 0);
//socket_.async_receive(boost::asio::buffer(buff), boost::bind(&tcp_connection::handle_read, shared_from_this(), boost::asio::placeholders::error));
boost::asio::async_read(socket_, boost::asio::buffer(buff), boost::bind(&tcp_connection::handle_read, shared_from_this(), boost::asio::placeholders::error));
}
buff is a boost::array<char, 1024>
How were you expecting to do this using any other method?
There are a few general methods to sending data of variable sizes in an async manor:
By message - meaning that you have a header that defines the length of the expected message followed by a body which contains data of the specified length.
By stream - meaning that you have some marker (and this is very broad) method of knowing when you've gotten a complete packet.
By connection - each complete packet of data is sent in a single connection which is closed once the data is complete.
So can your data be parsed, or a length sent etc...
Use async_read_until and create your own match condition, or change your protocol to send a header including the number of bytes to expect in the compressed string.
A single IP packet is limited to an MTU size of ~1500 bytes, and yet still you can download gigabyte-large files from your favourite website, and watch megabyte-sized videos on YouTube.
You need to send a header indicating the actual size of the raw data, and then receive the data by pieces on smaller chunks until you finish receiving all the bytes.
For example, when you download a large file over HTTP, there is a field on the header indicating the size of the file: Content-Length:.

Handling partial return from recv() TCP in C

I've been reading through Beej's Guide to Network Programming to get a handle on TCP connections. In one of the samples the client code for a simple TCP stream client looks like:
if ((numbytes = recv(sockfd, buf, MAXDATASIZE-1, 0)) == -1) {
perror("recv");
exit(1);
}
buf[numbytes] = '\0';
printf("Client: received '%s'\n", buf);
close(sockfd);
I've set the buffer to be smaller than the total number of bytes that I'm sending. I'm not quite sure how I can get the other bytes. Do I have to loop over recv() until I receive '\0'?
*Note on the server side I'm also implementing his sendall() function, so it should actually be sending everything to the client.
See also 6.1. A Simple Stream Server in the guide.
Yes, you will need multiple recv() calls, until you have all data.
To know when that is, using the return status from recv() is no good - it only tells you how many bytes you have received, not how many bytes are available, as some may still be in transit.
It is better if the data you receive somehow encodes the length of the total data. Read as many data until you know what the length is, then read until you have received length data. To do that, various approaches are possible; the common one is to make a buffer large enough to hold all data once you know what the length is.
Another approach is to use fixed-size buffers, and always try to receive min(missing, bufsize), decreasing missing after each recv().
The first thing you need to learn when doing TCP/IP programming: 1 write/send call might take
several recv calls to receive, and several write/send calls might need just 1 recv call to receive. And anything in-between.
You'll need to loop until you have all data. The return value of recv() tells you how much data you received. If you simply want to receive all data on the TCP connection, you can loop until recv() returns 0 - provided that the other end closes the TCP connection when it is done sending.
If you're sending records/lines/packets/commands or something similar, you need to make your own protocol over TCP, which might be as simple as "commands are delimited with \n".
The simple way to read/parse such a command would be to read 1 byte at a time, building up a buffer with the received bytes and check for a \n byte every time. Reading 1 byte is extremely inefficient, so you should read larger chunks at a time.
Since TCP is stream oriented and does not provide record/message boundaries it becomes a bit more tricky - you'd
have to recv a piece of bytes, check in the received buffer for a \n byte, if it's there - append the bytes to previously received bytes and output that message. Then check the remainder of the buffer after the \n - which might contain another whole message or just the start of another message.
Yes, you have to loop over recv() until you receive '\0' or an
error happen (negative value from recv) or 0 from recv().
For the first option: only if this zero is part of your
protocol (the server sends it). However from your code it seems that
the zero is just to be able to use the buffer content as a
C-string (on the client side).
The check for a return value of 0 from recv:
this means that the connection was closed (it could be part
of your protocol that this happens.)