EvtSubscribe and threading - c++

I am trying to write a log forwarded for Windows. The plan is simple - receive an event notification and then write it over a TCP socket. This MSDN example shows that I should be using EvtSubscribe. However, I am confused as to how I should share the file descriptor for the open TCP socket. Will the EvtSubscribe callback block by default or will it thread or...?
Thank you in advance for any tips, picking up C++ on Windows after C on Linux has been a bit of a challenge for me :)

The docs are quite sparse in details, but I reckon that it works as follows:
If you use the subscription callback, then it will be called in a dedicated thread. So, if you delay in it, it will block further callbacks, but not other thread of the program
If you use the SignalEvent, it will get signaled when the event arrives, and no threads are created automatically.
You can check that it is really another thread by calling GetCurrentThreadId() from the code that calls EvSubscribe() and from the callback, and compare the values.
My recommendation is to use the thread options, as the Event handlers in Windows are so difficult to be programmed correctly.
About sharing the TCP socket, you can share a socket between threads, but you should not write to it from more than one thread at a time. Nor read.
You can, however, read from one thread and write from another. Also, you can close the socket from one thread while other is in a blocking operation: it will get cancelled.
If you find this limiting, you should create a user thread and use it to send and/or receive data, while communicating with the other threads with queues, or similar.

Related

ZMQ asynchronous, how does it work exactly?

I am currently working on a project that recquire fast network management. To do so I choosed 0MQ, but after reading the documentation and example given by this one. There is something I hardly understand concerning the asynchronous part of 0MQ.
Is there any thread created for each request on a ROUTER or DEALER socket ?
I often do the mistake to combine asynchronous and multi-threaded. When I look at the man of zmqsocket I see that for a DEALER or ROUTER socket, the incoming routing is setted at "Fair-queued". From this I conclude asynchronous means you can write or read on the socket without waiting for an answer to send another request (everything is queued and process synchronously).
So here is the question,
Is there any thread created by 0MQ concerning each request ? (I am not talking about the background thread 0MQ use internally to manage message queueing).
Zeromq creates only one thread. No additional thread is created for request or a socket.
The background thread does all the work and the user thread communicate with the background threads using queues and file descriptors.
The background thread is using epoll or kqueue to do the asynchronous magic.
You can actually control the amount of background threads, but usually it is one.

WSAEventSelect, one event, multiple sockets

I am rewriting code in my software to support multiple connections, until now, I use select. To get my software more portable I changed to WSAPoll. After finding a bug in WSAPoll which Microsoft will not solve, I want to change to the suggested WSAEventSelect. As WSAWaitForMultipleEvents only support up to 64 Events and for resource saving reasons, I want to connect a hEvent to multiple sockets. My question now is, is
rc = WSAEventSelect(s1, hEventObject1, FD_READ);
rc = WSAEventSelect(s2, hEventObject1, FD_READ);
a legit operation? Please answer only if you have hard facts, not opinions. Or you have used that way yourself before. Also, I do not want to use boost for some reasons (for e.g. 1.52 has a bug in the socket part (funny that is nearly the same bug as WSAPoll)). Also please no "Why don't you..."
A single wait event should not be associated with multiple sockets. Each socket should use it own individual event. Otherwise, if multiple sockets were to use the same event, you would not know which socket satisfied the wait when that event is signaled. Even if you could, there would also be a race condition when WSAEnumNetworkEvents() is called to get the event data, as it resets the event, which might have already been set by another socket. So you could lose events.
To get around the 64-handle limit, do what the WaitForMultipleObjects() documentation says to do:
To wait on more than MAXIMUM_WAIT_OBJECTS handles, use one of the following methods:
• Create a thread to wait on MAXIMUM_WAIT_OBJECTS handles, then wait on that thread plus the other handles. Use this technique to break the handles into groups of MAXIMUM_WAIT_OBJECTS.
• Call RegisterWaitForSingleObject to wait on each handle. A wait thread from the thread pool waits on MAXIMUM_WAIT_OBJECTS registered objects and assigns a worker thread after the object is signaled or the time-out interval expires.
Otherwise, use WSAAsyncSelect() instead, and let it notify you via a window message whenever any given socket satisfies the requested conditions.

Linux: application responsiveness and select()

I have a C++ console app that uses open() [O_RDWR | O_NONBLOCK], write(), select(), read() and close() to work with device file. Also ioctl() can be called to cancel current operation. At any given time only one user can work with device.
I need to come up with C++ class having libsigc++ signals that get fired when data is available from device.
The problem: when calling select() application becomes unresponsive as it waits for the data. How to make it responsive - by calling select() in worker thread? If so - how will worker thread communicate with main thread? Maybe I should look into boost::asio?
How to make it responsive - by calling select() in worker thread
you can use dup(), this will duplicated your file descriptors... thus you can move entire read operations into another thread. thus your write thread and processing thread will be responsive, even when the read [select()] thread is in sleeping.
signal emitting overhead of libsigc++ is minimal, thus i think you can embedded code inside the read thread itself. slots can exist in different thread, this is where you will receive your signals...
I think Thrift source code [entirely boost based] might be of your interest, though thrift does not use libsigc++.
It sounds as though you've misunderstood select; the purpose of select (or poll, epoll, etc) is not "wait for data" but "wait for one or more events to occur on a series of file descriptors or a timer, or a signal to be raised".
What "responsiveness" is going missing while you're in your select call? You said it's a console app so you're not talking about a GUI loop, so presumably it is IO related? If so, then you need to refactor your select so that waiting for the data you're talking about is one element; that is, if you're using select, build FD_SETs of ALL file/socket descriptors (and stdin and stdout are file descriptors) that you want to wait on input for.
Or build a loop that periodically calls "select" with a short timeout to /test/ for any pending input and only try and read it when select tells you there is something to read.
It sounds like you have a producer-consumer style problem. There are various way to implement a solution to this problem, but most folks these days tend to use condition variable based approaches (see this C++11 based example).
There are also a number of design patterns that when implemented can help alleviate your concurrency problem, such as:
Half-Sync / Half-Async
A producer-consumer style pattern that introduces a queue between an asynchronous layer that fills the queue with events, and a synchronous layer that processes those events.
Leader / Followers
Multiple threads take turns handling events
A related discussion is available here.

Producer/Consumer For Talking to Devices Serially

Here is my problem: I have to be able to send and receive to a device over serial. This has to be done in a multi-threaded fashion. The flow is as follows:
Wait for device to send me something - or if idle, then query status to see if online with device
If device sends me something, then process message, acknowledge, and tell device to perform other commands as necessary
Right now, I have a receive thread and transmit thread. The receive thread has a while loop that keeps checking the serial port via ReadFile(...) for one byte. If I have a byte, then I begin building my buffer and then parse the data to determine what was sent to me.
The send thread takes the next command defined by the read thread and sends it via WriteFile to the same COM port. The key is that there is a receive/send relationship between myself and the device.
My question is, do I have a nested Producer/Consumer model here? If my receive thread is consuming from the device and the send thread is producing to the device, the threads need to inherently talk so they are synchronized-right? What is the best way to synchronize my efforts in efficiently and quickly talk to the device? Note: I am using C++ Builder 5 which has TThreads and can use critical sections and mutexes.
Edit: I am also using polling so I am open to using WaitCommEvent as well if this will work better!
What resources are you sharing that you think you need to synchronize?
If you have something like a queue in between the two threads then that is a pretty classic producer/consumer model. E.G. If you just have one thread reading and then putting commands in a queue while another thread extracts from the queue, processes the command and writes to the device then you need to synchronize access to the queue with a mutex or semaphore.
Perhaps I'm missing something but this should only get complicated if you have multiple threads reading from the queue and the commands which need to be transmitted need to stay in order. So try to keep it simple.

Network Multithreading

I'm programming an online game for two reasons, one to familiarize myself with server/client requests in a realtime environment (as opposed to something like a typical web browser, which is not realtime) and to actually get my hands wet in that area, so I can proceed to actually properly design one.
Anywho, I'm doing this in C++, and I've been using winsock to handle my basic, basic network tests. I obviously want to use a framelimiter and have 3D going and all of that at some point, and my main issue is that when I do a send() or receive(), the program kindly idles there and waits for a response. That would lead to maybe 8 fps on even the best internet connection.
So the obvious solution to me is to take the networking code out of the main process and start it up in its own thread. Ideally, I would call a "send" in my main process which would pass the networking thread a pointer to the message, and then periodically (every frame) check to see if the networking thread had received the reply, or timed out, or what have you. In a perfect world, I would actually have 2 or more networking threads running simultaneously, so that I could say run a chat window and do a background download of a piece of armor and still allow the player to run around all at once.
The bulk of my problem is that this is a new thing to me. I understand the concept of threading, but I can see some serious issues, like what happens if two threads try to read/write the same memory address at the same time, etc. I know that there are already methods in place to handle this sort of thing, so I'm looking for suggestions on the best way to implement something like this. Basically, I need thread A to be able to start a process in thread B by sending a chunk of data, poll thread B's status, and then receive the reply, also as a chunk of data., ideally without any major crashing going on. ^_^ I'll worry about what that data actually contains and how to handle dropped packets, etc later, I just need to get that happening first.
Thanks for any help/advice.
PS: Just thought about this, may make the question simpler. Is there a way to use the windows event handling system to my advantage? Like, would it be possible to have thread A initialize data somewhere, then trigger an event in thread B to have it pick up the data, and vice versa for thread B to tell thread A it was done? That would probably solve a lot of my problems, since I don't really need both threads to be able to work on the data at the same time, more of a baton pass really. I just don't know if this is possible between two different threads. (I know one thread can create its own messages for the event handler.)
The easiest thing
for you to do, would be to simply invoke the windows API QueueUserWorkItem. All you have to specify is the function that the thread will execute and the input passed to it. A thread pool will be automatically created for you and the jobs executed in it. New threads will be created as and when is required.
http://msdn.microsoft.com/en-us/library/ms684957(VS.85).aspx
More Control
You could have a more detailed control using another set of API's which can again manage the thread pool for you -
http://msdn.microsoft.com/en-us/library/ms686980(VS.85).aspx
Do it yourself
If you want to control all aspects of your thread creation and the pool management you would have to create the threads yourself, decide how they should end , how many to create etc (beginthreadex is the api you should be using to create threads. If you use MFC you should use AfxBeginThread function).
Send jobs to worker threads - Io completion Ports
In this case, you would also have to worry about how to communicate your jobs - i would recommend IoCOmpletionPorts to do that. It is the most scalable notification mechanism that i currently know of made for this purpose. It has the additional advantage that it is implemented in the kernel so you avoid all kinds of dead loack sitautions you would encounter if you decide to handroll something yourself.
This article will show you how with code samples -
http://blogs.msdn.com/larryosterman/archive/2004/03/29/101329.aspx
Communicate Back - Windows Messages
You could use windows messages to communicate the status back to your parent thread since it is doing the message wait anyway. use the PostMessage function to do this. (and check for errors)
ps : You could also allocate the data that needs to be sent out on a dedicated pointer and then the worker thread could take care of deleting it after sending it out. That way you avoid the return pointer traffic too.
BlodBath's suggestion of non-blocking sockets is potentially the right approach.
If you're trying to avoid using a multithreaded approach, then you could investigate the use of setting up overlapped I/O on your sockets. They will not block when you do a transmit or receive, but have the added bonus of giving you the option of waiting for multiple events within your single event loop. When your transmit has finished, you will receive an event. (see this for some details)
This is not incompatible with a multithreaded approach, so there's the option of changing your mind later. ;-)
On the design of your multithreaded app. the best thing to do is to work out all of the external activities that you want to be alerted to. For example, so far in your question you've listed network transmits, network receives, and user activity.
Depending on the number of concurrent connections you're going to be dealing with you'll probably find it conceptually simpler to have a thread per socket (assuming small numbers of sockets), where each thread is responsible for all of the processing for that socket.
Then you can implement some form of messaging system between your threads as RC suggested.
Arrange your system so that when a message is sent to a particular thread and event is also sent. Your threads can then be sent to sleep waiting for one of those events. (as well as any other stimulus - like socket events, user events etc.)
You're quite right that you need to be careful of situations where more than one thread is trying to access the same piece of memory. Mutexes and semaphores are the things to use there.
Also be aware of the limitations that your gui has when it comes to multithreading.
Some discussion on the subject can be found in this question.
But the abbreviated version is that most (and Windows is one of these) GUIs don't allow multiple threads to perform GUI operations simultaneously. To get around this problem you can make use of the message pump in your application, by sending custom messages to your gui thread to get it to perform gui operations.
I suggest looking into non-blocking sockets for the quick fix. Using non-blocking sockets send() and recv() do not block, and using the select() function you can get any waiting data every frame.
See it as a producer-consumer problem: when receiving, your network communication thread is the producer whereas the UI thread is the consumer. When sending, it's just the opposite. Implement a simple buffer class which gives you methods like push and pop (pop should be blocking for the network thread and non-blocking for the UI thread).
Rather than using the Windows event system, I would prefer something that is more portable, for example Boost condition variables.
I don't code games, but I've used a system similar to what pukku suggested. It lends nicely to doing things like having the buffer prioritize your messages to be processed if you have such a need.
I think of them as mailboxes per thread. You want to send a packet? Have the ProcessThread create a "thread message" with the payload to go on the wire and "send" it to the NetworkThread (i.e. push it on the NetworkThread's queue/mailbox and signal the condition variable of the NetworkThread so he'll wake up and pull it off). When the NetworkThread receives the response, package it up in a thread message and send it back to the ProcessThread in the same manner. Difference is the ProcessThread won't be blocked on a condition variable, just polling on mailbox.empty( ) when you want to check for the response.
You may want to push and pop directly, but a more convenient way for larger projects is to implement a toThreadName, fromThreadName scheme in a ThreadMsg base class, and a Post Office that threads register their Mailbox with. The PostOffice then has a send(ThreadMsg*); function that gets/pushes the messages to the appropriate Mailbox based on the to and from. Mailbox (the buffer/queue class) contains the ThreadMsg* = receiveMessage(), basically popping it off the underlying queue.
Depending on your needs, you could have ThreadMsg contain a virtual function process(..) that could be overridden accordingly in derived classes, or just have an ordinary ThreadMessage class with a to, from members and a getPayload( ) function to get back the raw data and deal with it directly in the ProcessThread.
Hope this helps.
Some topics you might be interested in:
mutex: A mutex allows you to lock access to specific resources for one thread only
semaphore: A way to determine how many users a certain resource still has (=how many threads are accessing it) and a way for threads to access a resource. A mutex is a special case of a semaphore.
critical section: a mutex-protected piece of code (street with only one lane) that can only be travelled by one thread at a time.
message queue: a way of distributing messages in a centralized queue
inter-process communication (IPC) - a way of threads and processes to communicate with each other through named pipes, shared memory and many other ways (it's more of a concept than a special technique)
All topics in bold print can be easily looked up on a search engine.