Connecting to multiple servers from a single client - c++

I have 10.000 small device and those have one server port(waiting connection). I want to connect all devices at the same time with one Server(PC). Can I open port for each Device? Is it possible for Windows ? thnx

Read section 4.8 on this page. It looks like the answer is yes, in principle, but you need to do asynchronous IO, because you can't run 10000 threads on Windows at the same time.

As long as you used a reasonably efficient polling strategy (e.g. I/O completion ports, if you're using Windows) and keep the kernel socket buffers fairly small, it's possible in principle. However, if reliability is not a large concern, and you can control both ends of the protocol (i.e., you're designing the devices), UDP would be far more efficient - with UDP you could read from all devices using a single socket.
If TCP is a requirement, you'll have an absolute limit of 60,000 connections from a single interface because TCP port numbers are only 16 bits, i.e., 64k possible values. Eventually you'll run out of local port numbers, unless you do something exotic like giving your network interface more than one IP address.

The way to actually do this is to have the devices listen on a specific multicast group. This way you can just broadcast a packet and the machines listening to that group will (most likely) receive the packet.
This also give many benefits of dividing things into groups using multicast addresses.
Note that there is a possibility of lost packets - so I suggest sequence numbering/recovery method if every single message is important.

Related

C++ Gaming application UDP vs TCP

I am making a real time application. I can't say much about it, but it's an online real time application that needs as little latency as possible. I am using sockets, no library. Also I need full bandwitdh. Should I use TCP or UDP? I don't mind programming a bit more to get UDP working. Thanks in advance.
Depends on the nature of client connections.
TCP is stateful session. If you have a lot of clients connected at the same time, you may suffer port exhaustion. If clients connect and disconnect frequently, establishing and tearing down TCP session adds to latency, CPU load and bandwidth. If your client connections are more or less permanent and not too many clients are connected at the same time, TCP is only slightly worse than UDP.
UDP is much better suited for low-latency communications. Beware of NAT firewalls however - not all are capable or are set up for UDP address mapping.
Also be aware that TCP is a stream and, as such, does not provide message packetization. Your application has to assemble packets from TCP stream with additional overhead.
UDP is by definition a complete message, i.e. arrives as a packet that was sent. Beware that delivery is not guaranteed and application may need to provide acknowledgement and resending layer.
TCP/IP implements a stream; that is, it wants to send the recipient everything sent through it on the other end. To this end, it adds a lot of protocol that handles situations where a portion of the stream is missing--such that it will retry sends, keep track of how many bytes it still needs to send (with a window), etc. The TCP/IP connection is used to add the guarantee of the streams; if TCP/IP fails to deliver packets and cannot recover, the connection will drop.
UDP/IP implements a datagram--that is, it wants to send a particular packet (with a small limited size) from A to B. If a datagram is lost, there's no built in way to resend it. If it's not lost, UDP packets are just dropped.
The UDP lack of guarantees is actually a benefit. Say you're modeling something like "health"--a monster attacks you twice on a server. Your health drops from 90 to 78, then to 60. Using TCP/IP, you must receive 78 first--so if that packet was dropped, it has to be resent, and in order--because there's a stream here. But you really don't care--your health now is 60; you want to try to get 60 across. If 78 was dropped by the time your health reaches 60, who cares--78's old history and not important any more. You need health to say 60.
TCP is also a benefit--you don't want to use UDP for in game chats. You want everything said to you to come to you, in order.
TCP also adds congestion control; with UDP you'd have to implement it, or somehow take care that you throttle UDP such that it doesn't saturate the unknown network characteristics between the server and the player.
So yes, you want to use "both"; but "importance" isn't quite the criteria you need to aim for. Use TCP/IP for delivering streams, easy congestion control, etc. Use UDP for real time states, and other situations where the stream abstraction interferes with the purpose rather than aligning with it.
Both UDP and TCP have benefits in terms of latency. If all of the below is true:
You have a single source of data in your client
Send small messages but are worried about their latency
Your application can deal with loosing messages from time to time
Your application can deal with receiving messages out of order
UDP may be a better option. Also UDP is good for sending data to multiple recipiemts.
On the other hand, if either
If any of the above is not true
If your application sends as much data as possible as fast as possible
You have multiple connections to maintain
You should definitely use TCP.
This post will tell you why UDP is not necessarily the fastest.
If you are planning to tranfer large quantity of data over TCP, you should consider the effect of bandwidth delay product. Although you seem to be more worried about the latency than throughput, it may be of an interest to you.

multi way inter process communication

There are 10 processes in my machine and each should have the capability to communicate with each other.
Now the scenario is all the 10 processes should be in the listening state so that any process can communicate with it at any time. Again when required it should be able to pass a message to any of the processes.
I am trying to code it with C++ and unix tcp/udp sockets. However I don't understand how to structure it. Shall I use UDP or TCP, which would be better? How can a process listen and send data simultaneously.
I need help.
The decision of UDP vs TCP depends on your messages, whether or not they need to be reliably delivered, etc.
For pure TCP, each peer would have a TCP socket on which each process accepts connections from other peers (and each accept would result in a new socket). This new socket is bi directional and can be used for sending / recieving from one peer to another. With this solution, you would need some sort of discovery mechanism.
For UDP, it's much the same except you don't need the accept socket. You still need some form of discovery mechanism.
The discovery mechanism could either be another peer with a well known (via configuration, etc) address, or possibly you could use UDP broadcast for the discovery mechanism.
In terms of zeroMQ, which is a slightly higher level than raw sockets, you would have a single ROUTER socket on which you're listening and recieving data, and one DEALER socket per peer on which you're sending data.
No matter the solution, you would likely need a thread for handling the network connections using poll() or something like that, and as messages are received you need another thread (or thread pool) for handling the messages.
you can run each process as severer & span 9 more thread to connect other processes as client.
This question applies to any language, so the answer is not C++ related.
When given a choice, look for a library to have an easier communication (e.g. apache-thrift).
About TCP/UDP: TCP is typically slower but more reliable, so by default, go for TCP, but there might be reasons for choosing UDP, like streaming, multicast/broadcast,... Reliability might not be an issue when all processes are on the same board, but you might want to communicate with external processes later on.
A threaded process can use the same socket for sending and receiving without locks.
Also, you need some kind of scheme to find out to what port to send to reach a process and with TCP, you need to decide whether to use static connections or connect every time you want to send.
what you want to do seems to be message passing.
before trying to build it yourself, take a look at boost mpi

p2p open source library tcp/udp multicast support

I have a certain application running on my computer. The same application can run on many computers on a LAN or different places in the world. I want to communicate between them. So I basically want a p2p system. But I will always know which computers(specific IP address) will be peers. I just want peers to have join and leave functionality. The single most important aim will be communication speed and time required. I assume simple UDP multicast (if anything like that exists) between peers will be fastest possible solution. I dont want to retransmit messages even if lost. Should I use an existing p2p library e.g. libjingle,etc. or just create some basic framework from scratch as my needs are pretty basic?
I think you're missing the point of UDP. It's not saving any time in a sense that a message gets faster to the destination, it's just you're posting the message and don't care if it arrives safely to the other side. On WAN - it will probably not arrive on the other side. UDP accross networks is problematic, as it can be thrown out by any router on the way which is tight on bandwidth - there's no guarantee of delivery for it.
I wouldn't suggest using UDP out of the topology under your control.
As to P2P vs directed sockets - the question is what it is that you need to move around. Do you need bi/multidirectional communication between all the peers, or you're talking to a single server from all the nodes?
You mentioned multicast - that would mean that you have some centralized source of data that transmits information and all the rest listen - in this case there's no benefit for P2P, and multicast, as a UDP protocol, may not work well accross multiple networks. But you can use TCP connections to each of the nodes, and "multicast" on your own, and not through IGMP. You can (and should) use threading and non-blocking sockets if you're concerned about sending blocking you, and of course you can use the QoS settings to "ask" routers to rush your sockets through.
You can use zeromq for support all network communication:
zeromq is a simple library encapsulate TCP and UDP for high level communication.
For P2P you can use the different mode of 0mq :
mode PGM/EPGM for discover member of P2P on your LAN (it use multicast)
mode REQ/REP for ask a question to one member
mode PULL/PUSH for duplicate one resource on the net
mode Publish/subscribe for transmission a file to all requester
Warning, zeromq is hard to install on windows...
And for HMI, use green-shoes ?
i think you should succeed using multicast,
unfortunately i do not know any library,
but still in case you have to do it from scratch
take a look at this:
http://www.tldp.org/HOWTO/Multicast-HOWTO.html
good luck :-)

Sending arbitrary (raw) packets

I've seen it asked elsewhere but no one answers it to my satisfaction: how can I receive and send raw packets?
By "raw packets", I mean where I have to generate all the headers and data, so that the bytes are completely arbitrary, and I am not restricted in any way. This is why Microsofts RAW sockets won't work, because you can't send TCP or UDP packets with incorrect source addresses.
I know you can send packets like I want to with WinPCAP but you cannot receive raw information with it, which I also need to do.
First of all decide what protocol layer you want to test malformed data on:
Ethernet
If you want to generate and receive invalid Ethernet frames with a wrong ethernet checksum, you are more or less out of luck as the checksumming is often done in hardware, and in the cases they're not, the driver for the NIC performs the checksumming and there's no way around that at least on Windows. NetBSD provides that option for most of it drivers that does ethernet checksumming in the OS driver though.
The alternative is to buy specialized hardware, (e.g. cards from Napatech, you might find cheaper ones though), which provides an API for sending and receiving ethernet frames however invalid you would want.
Be aware that sending by sending invalid ethernet frames, the receiving end or a router inbetween will just throw the frames away, they will never reach the application nor the OS IP layer. You'll be testing the NIC or NIC driver on the receiving end.
IP
If all you want is to send/receive invalid IP packets, winpcap lets you do this. Generate the packets, set up winpcap to capture packets, use winpcap to send..
Be aware that packets with an invalid IP checksum other invalid fields, the TCP/IP stack the receiving application runs on will just throw the IP packets away, as will any IP/layer 3 router inbetween the sender and receiver do. They will not reach the application. If you're generating valid IP packets, you'll also need to generate valid UDP and implement a TCP session with valid TCP packets yourself in order for the application to process them, otherwise they'll also be thrown away by the TCP/IP stack
You'll be testing the lower part of the TCP/IP stack on the receiving end.
TCP/UDP
This is not that different from sending/receiving invalid IP packets. You an do all this with winpcap, though routers will not throw them away, as long as the ethernet/IP headers are ok. An application will not receive these packets though, they'll be thrown away by the TCP/IP stack.
You'll be testing the upperpart of the TCP/IP stack on the receiving end.
Application Layer
This is the (sane) way of actually testing the application(unless your "application" actually is a TCP/IP stack, or lower). You send/receive data as any application would using sockets, but generate malformed application data as you want. The application will receive this data, it's not thrown away by lower protocol layers.
Although one particular form of tests with TCP can be hard to test - namely varying the TCP segments sent, if you e.g. want to test that an application correctly interprets the TCP data as a stream. (e.g. you want to send the string "hello" in 5 segments and somehow cause the receiving application to read() the characters one by one). If you don't need speed, you can usually get that behaviour by inserting pauses in the sending and turn off nagel's algorithm (TCP_NDELAY) and/or tune the NIC MTU.
Remember that any muckery with lower level protocols in a TCP stream, e.g. cause one of the packets to have an invalid/diffferent IP source address just gets thrown away by lower level layers.
You'll be testing an application running on top of TCP/UDP(or any other IP protocol).
Alternatives
switch to another OS, where you at least can use raw sockets without the restrictions of recent windows.
Implement a transparent drop insert solution based on the "Ethernet" or "IP" alternative above. i.e. you have your normal client application, your normal server application. You break a cable inbetween them, insert your box with 2 NICs where you programatically alter bytes of the frames received and send them back out again on the other NIC. This'll allow you to easily introduce packet delays in the system as well. Linux' netfilter already have this capability which you can easily build on top of, often with just configuration or scripting.
If you can alter the receiving application you want to test, have it read data from something else such as a file or pipe and feed it random bytes/packets as you wish.
Hybrid model, mainly for TCP application testing, but also useful for e.g. testing UDP ICMP responses. Set up a TCP connection using sockets. Send your invalid application data using sockets. Introduce random malformed packets(much easier than programming with raw sockets that set up a TCP session and then introduce lower layer errors). Send malformed IP or UDP/TCP packets, or perhaps ICMP packets using WinPcap, though communicate with the socket code to the winpcap code so you'll the addresses/port correct, such that the receiving application sees it.
Check out NS/2

Send same packets to multiple clients

I have to develop a software to send same packets to multiple destination.
But i must not use multicast scheme.!!!! ( because my boss is a stupid man )
so, any way, the problem is that:
i have same packets and multiple IP address ( clients) and i can not use multicast
how can i do that in the best way?
i must use c++ as a language and Linux as a platform.
so please help me
Thanx
If your boss said you can't use multicast, maybe he/she has his/her reason. I guess broadcasting is out of the game too?
If these are the requisites, your only chance is to establish a TCP connection with every remote host you want to send packet to.
EDIT
UDP, conversely, would not provide much benefit over multicasting if your application will run over a LAN you are in charge for configuration of, that's the reason I specified TCP.
Maybe you have to describe your scenario a little better.
This could be done with either TCP or UDP depending on your reliability requirements. Can you tolerate lost or reordered packets? Are you prepared to handle timeouts and retransmission? If both answers are "yes", pick UDP. Otherwise stay with TCP. Then:
TCP case. Instead of single multicast UDP socket you would have a number of TCP sockets, one per destination. You will have to figure out the best scheme for connection establishment. Regular listening and accepting connecting clients works as usual. Then you just iterate over connected sockets and send your data to each one.
UDP case. This could be done with single UDP socket on the server side. If you know the IPs and ports of the clients (data receivers) use sendto(2) on the same data for each address/port. The clients would have to be recv(2)-ing at that time. If you don't know your clients upfront you'd need to devise a scheme for clients to request the data, or just register with the server. That's where recvfrom(2) is usefull - it gives you the address of the client.
You have restricted yourself by saying no to multicast. I guess sending packets to multiple clients is just a part of your requirement and unless you throw more light, it will be difficult to provide a complete solution.
Are you expecting two way communication between the client and the server ? in that case choosing multicast may prove complex. please clarify
You have to iterate through the clients and send packets one after another. You may want to persist the sessions if you are expecting response from the clients back.
Choice of UDP or TCP again depends on the nature of data being sent. with UDP you would need to handle out of sequence packets and also need to implement re-transmission.
You'll have to create a TCP Listerner on your server running at a particular port listening for incoming Tcp Client connections (Sockets).
Every time a client connects, you'll have to cache it in some kind of datastructre like a Name value pair (name being a unique name for the client amd value being the Network Stream of that client obtained as a result of the TCP socket).
Then when you are finally ready to transmit the data you could either iterate through this collection of name value pair connections and send them data as byte array one by one to each client or spawm off one thread per connected client and have it send the data concurrently.
TCP is a bulky protocol (due to its connection-oriented nature) and transmission of large data (like videos/images) can be quite slow.
UDP is definitely the choice for streaming large data packets but you'll have to trade-off with the delivery gurantee.