I have to send mesh data via TCP from one computer to another... These meshes can be rather large. I'm having a tough time thinking about what the best way to send them over TCP will be as I don't know much about network programming.
Here is my basic class structure that I need to fit into buffers to be sent via TCP:
class PrimitiveCollection
{
std::vector<Primitive*> primitives;
};
class Primitive
{
PRIMTYPES primType; // PRIMTYPES is just an enum with values for fan, strip, etc...
unsigned int numVertices;
std::vector<Vertex*> vertices;
};
class Vertex
{
float X;
float Y;
float Z;
float XNormal;
float ZNormal;
};
I'm using the Boost library and their TCP stuff... it is fairly easy to use. You can just fill a buffer and send it off via TCP.
However, of course this buffer can only be so big and I could have up to 2 megabytes of data to send.
So what would be the best way to get the above class structure into the buffers needed and sent over the network? I would need to deserialize on the recieving end also.
Any guidance in this would be much appreciated.
EDIT: I realize after reading this again that this really is a more general problem that is not specific to Boost... Its more of a problem of chunking the data and sending it. However I'm still interested to see if Boost has anything that can abstract this away somewhat.
Have you tried it with Boost's TCP? I don't see why 2MB would be an issue to transfer. I'm assuming we're talking about a LAN running at 100mbps or 1gbps, a computer with plenty of RAM, and don't have to have > 20ms response times? If your goal is to just get all 2MB from one computer to another, just send it, TCP will handle chunking it up for you.
I have a TCP latency checking tool that I wrote with Boost, that tries to send buffers of various sizes, I routinely check up to 20MB and those seem to get through without problems.
I guess what I'm trying to say is don't spend your time developing a solution unless you know you have a problem :-)
--------- Solution Implementation --------
Now that I've had a few minutes on my hands, I went through and made a quick implementation of what you were talking about: https://github.com/teeks99/data-chunker There are three big parts:
The serializer/deserializer, boost has its own, but its not much better than rolling your own, so I did.
Sender - Connects to the receiver over TCP and sends the data
Receiver - Waits for connections from the sender and unpacks the data it receives.
I've included the .exe(s) in the zip, run Sender.exe/Receiver.exe --help to see the options, or just look at main.
More detailed explanation:
Open two command prompts, and go to DataChunker\Debug in both of them.
Run Receiver.exe in one of the
Run Sender.exe in the other one (possible on a different computer, in which case add --remote-host=IP.ADD.RE.SS after the executable name, if you want to try sending more than once and --num-sends=10 to send ten times).
Looking at the code, you can see what's going on, creating the receiver and sender ends of the TCP socket in the respecitve main() functions. The sender creates a new PrimitiveCollection and fills it in with some example data, then serializes and sends it...the receiver deserializes the data into a new PrimitiveCollection, at which point the primitive collection could be used by someone else, but I just wrote to the console that it was done.
Edit: Moved the example to github.
Without anything fancy, from what I remember in my network class:
Send a message to the receiver asking what size data chunks it can handle
Take a minimum of that and your own sending capabilities, then reply saying:
What size you'll be sending, how many you'll be sending
After you get that, just send each chunk. You'll want to wait for an "Ok" reply, so you know you're not wasting time sending to a client that's not there. This is also a good time for the client to send a "I'm canceling" message instead of "Ok".
Send until all packets have been replied with an "Ok"
The data is transfered.
This works because TCP guarantees in-order delivery. UDP would require packet numbers (for ordering).
Compression is the same, except you're sending compressed data. (Data is data, it all depends on how you interpret it). Just make sure you communicate how the data is compressed :)
As for examples, all I could dig up was this page and this old question. I think what you're doing would work well in tandem with Boost.Serialization.
I would like to add one more point to consider - setting TCP socket buffer size in order to increase socket performance to some extent.
There is an utility Iperf that let test speed of exchange over the TCP socket. I ran on Windows a few tests in a 100 Mbs LAN. With the 8Kb default TCP window size the speed is 89 Mbits/sec and with 64Kb TCP window size the speed is 94 Mbits/sec.
In addition to how to chunk and deliver the data, another issue you should consider is platform differences. If the two computers are the same architecture, and the code running on both sides is the same version of the same compiler, then you should, probably, be able to just dump the raw memory structure across the network and have it work on the other side. If everything isn't the same, though, you can run into problems with endianness, structure padding, field alignment, etc.
In general, it's good to define a network format for the data separately from your in-memory representation. That format can be binary, in which case numeric values should be converted to standard forms (mainly, changing endianness to "network order", which is big-endian), or it can be textual. Many network protocols opt for text because it eliminates a lot of formatting issues and because it makes debugging easier. Personally, I really like JSON. It's not too verbose, there are good libraries available for every programming language, and it's really easy for humans to read and understand.
One of the key issues to consider when defining your network protocol is how the receiver knows when it has received all of the data. There are two basic approaches. First, you can send an explicit size at the beginning of the message, then the receiver knows to keep reading until it's gotten that many bytes. The other is to use some sort of an end-of-message delimiter. The latter has the advantage that you don't have to know in advance how many bytes you're sending, but the disadvantage that you have to figure out how to make sure the the end-of-message delimiter can't appear in the message.
Once you decide how the data should be structured as it's flowing across the network, then you should figure out a way to convert the internal representation to that format, ideally in a "streaming" way, so you can loop through your data structure, converting each piece of it to network format and writing it to the network socket.
On the receiving side, you just reverse the process, decoding the network format to the appropriate in-memory format.
My recommendation for your case is to use JSON. 2 MB is not a lot of data, so the overhead of generating and parsing won't be large, and you can easily represent your data structure directly in JSON. The resulting text will be self-delimiting, human-readable, easy to stream, and easy to parse back into memory on the destination side.
Related
I raised this question when reading the source code of muduo (C++ network library).
If a client sends a big size message which will be segmented by TCP, what happens in server side? (Does server know this message is already segmented?)
And is it necessary for network library to wait for the whole message and do not interrupt the upper layer?
When dealing with a stream protocol like TCP, you already have to reassemble received data into chunks of your own choosing. That's either a fixed number of bytes per chunk, or it's decided dynamically by parsing the data in terms of your application's protocol (e.g. HTTP).
You don't know when you receive a packet from the network layer that it has been segmented: you only know that you received some data. You may know (because you understand your own protocol) that you're expecting more data to finish the chunk, but you won't know whether there is any more data until you receive it. If you do receive it.
Conversely, a single TCP packet may well contain more than a single chunk of your application-layer data! Again, you need to be aware that there is no direct relationship between the two things.
You can, however, depend on the TCP packets being delivered in the same order in which they were sent, which is nice.
Simple analogy: a big ol' ship, carrying cargo. It may be carrying 40 cars, or it may be carrying just half the quantity of parts required to construct an airplane. Or it may be carrying both! You don't know until you read the shipping manifest and consult your own records on delivery. It's then your responsibility to unpack what you've received and do what you need to do with it.
And is it necessary for network library to wait for the whole message and do not interrupt the upper layer?
If the library wants to pass a full "message" to the upper layer, then usually yes. Some approaches will just block waiting for a full message, but that's not common nowadays. Asynchronous I/O is your friend.
(This was a generic answer, written with no knowledge of what muduo does specifically.)
I'm parsing a file with lots of tcp packets which i need to parse. The problem is that they get segmented and i can't find any indication when and where they do so. No flags or anything else indicates, that the middle of current packet may contain the beginning of the next one. The protocol above tcp is FIX(used in online trading) but i'd like for my code to be able to work with any protocols(or at least understand which is protocol is it).
I'm writing code in C++ and can't use any additional libraries.
So, how do i figure out what is the protocol above tcp and where it gets segmented ?
You can't. TCP/IP is conceptually a stream, not a sequence of messages (the fact that it is ultimately implemented as a sequence of packets is irrelevant). When you write a sequence of bytes to a TCP/IP stream, that sequence is added to the stream; it is not treated as a message which should maintain its own identity. No notion of message begin/end is transmitted along with the stream, unless you do so yourself in your own protocol.
If you find this hard to believe, consider how it works for files: if you write a sequence of bytes to a file, that sequence does not somehow become a record that you can later identify and retrieve. If you want that kind of structure you have to add it yourself. The same is true for TCP/IP.
The transport packets used to implement TCP/IP have no relation to the data blocks you specify with your API calls; they are merely a way to implement the TCP/IP stream. For some use cases there may appear to be a mapping, but this is accidental.
The only way to split a TCP/IP stream back into separate messages is by using knowledge of the protocol running on top of TCP/IP. In your case this is FIX. I assume you know how that works; you can use that knowledge to correctly split the FIX data back into its original messages. A generic TCP/IP message splitter cannot be made.
As I can see your problem is to separate TCP packets. To solve it you can relay on length of payload (this answer) and checksum. If checksum is correct for data with specified length, than your packet is correct, if no - you need seek in thee previous part for start of the packet or drop this part of data. At least this approach will help you to find point where dada was segmented.
For more precise answer it will be better to see little part of data.
But main your problem is segmentation of packets. For better performance you should try to exclude this problem (maybe change network card to Intel).
We decided to use UDP to send a lot of data like coordinates between:
client [C++] (using poll)
server [JAVA] [Apache MINA]
My datagrams are only 512 Bytes max to avoid as possible the fragmentation during the transfer.
Each datagram has a header I added (with an ID inside), so that I can monitor :
how many datagrams are received
which ones are received
The problem is that we are sending the datagrams too fast. We receive like the first ones and then have a big loss, and then get some, and big loss again. The sequence of ID datagram received is something like [1], [2], [250], [251].....
The problem is happening in local too (using localhost, 1 network card only)
I do not care about losing datagrams, but here it is not about simple loss due to network (which I can deal with)
So my questions here are:
On client, how can I get the best :
settings, or socket settings?
way to send as much as I can without being to much?
On Server, Apache MINA seems to say that it manage itself the ~"size of the buffer socket"~ but is there still some settings to care about?
Is it possible to reach something like 1MB/s knowing that our connection already allow us to have at least this bandwidth when downloading regular files?
Nowadays, when we want to transfer a ~4KB coordinates info, we have to add sleep time so that we are waiting 5 minutes or more to get it to finish, it's a big issue for us knowing that we should send every minute at least 10MB coordinates informations.
If you want reliable transport, you should use TCP. This will let you send almost as fast as the slower of the network and the client, with no losses.
If you want a highly optimized low-latency transport, which does not need to be reliable, you need UDP. This will let you send exactly as fast as the network can handle, but you can also send faster, or faster than the client can read, and then you'll lose packets.
If you want reliable highly optimized low-latency transport with fine-grained control, you're going to end up implementing a custom subset of TCP on top of UDP. It doesn't sound like you could or should do this.
... how can I get the best settings, or socket settings
Typically by experimentation.
If the reason you're losing packets is because the client is slow, you need to make the client faster. Larger receive buffers only buy a fixed amount of headroom (say to soak up bursts), but if you're systematically slower any sanely-sized buffer will fill up eventually.
Note however that this only cures excessive or avoidable drops. The various network stack layers (even without leaving a single box) are allowed to drop packets even if your client can keep up, so you still can't treat it as reliable without custom retransmit logic (and we're back to implementing TCP).
... way to send as much as I can without being to much?
You need some kind of ack/nack/back-pressure/throttling/congestion/whatever message from the receiver back to the source. This is exactly the kind of thing TCP gives you for free, and which is relatively tricky to implement well yourself.
Is it possible to reach something like 1MB/s ...
I just saw 8MB/s using scp over loopback, so I would say yes. That uses TCP and apparently chose AES128 to encrypt and decrypt the file on the fly - it should be trivial to get equivalent performance if you're just sending plaintext.
UDP is only a viable choice when any number of datagrams can be lost without sacrificing QoS. I am not familiar with Apache MINA, but the scenario described resembles the server which handles every datagram sequentially. In this case all datagrams arrived while the one is serviced will be lost - there is no queuing of UDP datagrams. Like I said, I do not know if MINA can be tuned for parallel datagram processing, but if it can't, it is simply wrong choice of tools.
I know how to open an UDP socket in C++, and I also know how to send packets through that. When I send a packet I correctly receive it on the other end, and everything works fine.
EDIT: I also built a fully working acknowledgement system: packets are numbered, checksummed and acknowledged, so at any time I know how many of the packets that I sent, say, during the last second were actually received from the other endpoint. Now, the data I am sending will be readable only when ALL the packets are received, so that I really don't care about packet ordering: I just need them all to arrive, so that they could arrive in random sequences and it still would be ok since having them sequentially ordered would still be useless.
Now, I have to transfer a big big chunk of data (say 1 GB) and I'd need it to be transferred as fast as possible. So I split the data in say 512 bytes chunks and send them through the UDP socket.
Now, since UDP is connectionless it obviously doesn't provide any speed or transfer efficiency diagnostics. So if I just try to send a ton of packets through my socket, my socket will just accept them, then they will be sent all at once, and my router will send the first couple and then start dropping them. So this is NOT the most efficient way to get this done.
What I did then was making a cycle:
Sleep for a while
Send a bunch of packets
Sleep again and so on
I tried to do some calibration and I achieved pretty good transfer rates, however I have a thread that is continuously sending packets in small bunches, but I have nothing but an experimental idea on what the interval should be and what the size of the bunch should be. In principle, I can imagine that sleeping for a really small amount of time, then sending just one packet at a time would be the best solution for the router, however it is completely unfeasible in terms of CPU performance (I probably would need to busy wait since the time between two consecutive packets would be really small).
So is there any other solution? Any widely accepted solution? I assume that my router has a buffer or something like that, so that it can accept SOME packets all at once, and then it needs some time to process them. How big is that buffer?
I am not an expert in this so any explanation would be great.
Please note, however, that for technical reasons there is no way at all I can use TCP.
As mentioned in some other comments, what you're describing is a flow control system. The wikipedia article has a good overview of various ways of doing this:
http://en.wikipedia.org/wiki/Flow_control_%28data%29
The solution that you have in place (sleeping for a hard-coded period between packet groups) will work in principle, but in order to get reasonable performance in a real-world system you need to be able to react to changes in the network. This means implementing some kind of feedback where you automatically adjust both the outgoing data rate and packet size in response to to network characteristics, such as throughput and packetloss.
One simple way of doing this is to use the number of re-transmitted packets as an input into your flow control system. The basic idea would be that when you have a lot of re-transmitted packets, you would reduce the packet size, reduce the data rate, or both. If you have very few re-transmitted packets, you would increase packet size & data rate until you see an increase in re-transmitted packets.
That's something of a gross oversimplification, but I think you get the idea.
Is there a good method on how to transfer a file from say... a client to a server?
Probably just images, but my professor was asking for any type of files.
I've looked around and am a little confused as to the general idea.
So if we have a large file, we can split that file into segments...? Then send each segment off to the server.
Should I also use a while loop to receive all the files / segments on the server side? Also, how will my server know if all the segments were received without previously knowing how many segments there are?
I was looking on the Cplusplus website and found that there is like a binary transfer of files...
Thanks for all the help =)
If you are using TCP:
You are right, there is no way to "know" how much data you will be receiving. This gives you a few options:
1) Before transmitting the image data, first send the number of bytes to be expected. So your first 4 bytes might be the 4-byte integer "4096". Then your client can read the first 4 bytes, "know" that it is expecting 4096 bytes, and then malloc(4096) so it can expect the rest. Then, your server can send() 4096 bytes worth of image data.
When you do this, be aware that you might have to recv() multiple times - for one reason or another, you might not have received all 4096 bytes. So you will need to check the return value of recv() to make sure you have gotten everything.
2) If you are just sending one file, you could just have your receiver read it. And it can keep recv()ing from the socket until the server closes the connection. This is a bit harder - you will have to keep track of how much you have received, and then if your buffer is full, you will have to reallocate it. I don't recommend this method, but it would technically accomplish the task.
If you are using UDP:
This means that you don't have reliable transfer. So packets might be dropped. They might also arrive out of order. So if you are going to use UDP, you must fragment your data into little segments. Both the sender and receiver must have agreement on how large a segment is (100 bytes? 1000 bytes?)
Not only that, but you must also transmit a sequence number with each packet - that is, label each packet #1, #2, etc. Because your client must be able to tell: if any packets are missing (you receive packets 1, 2 and 4 - and are thus missing #3) and to make sure they are in order (you receive 3, 2, then 1 - but when you save them to the file, you must make sure the packets are saved in the correct order, 1, 2, then 3).
So for your assignment, well, it will depend on what protocol you have to/are allowed to use.
If you use a UDP-based transfer protocol, you will have to break the file up into chunks for network transmission. You'll also have to reassemble them in the correct order on the receiving end and verify the results. If you use a TCP-based transfer protocol, all of this will be taken care of under the hood.
You should consult Beej's Guide to Network Programming for how best to send and receive data and use sockets in general. It explains most of the things about which you are asking.
There are many ways of transferring files. If your transferring files in a lossless manor, then your basically going to divide the file into chunks. Tag each chunk with a sequence number. Send the chunks to the other side and reconstitute the file. Stream oriented protocols are simpler since packets will be retransmitted if lost. If your using an unreliable protocol, then you will need to retransmit missing packets and resequenced chunks which are not in the correct order.
If lossy transfer is acceptable (like transferring video or on-line game data), then use an unreliable protocol. Lossy transfer is simpler because you don't have to retransmit missing chunks. All you need to do is make sure the chunks are processed in the proper sequence.
Many protocols send a terminator packet to indicate the end of transmission. You could use this strategy if you don't want to send the number of chunks to the other side before transmission.