ZeroMQ REQ/REP server error handling - zeromq

I am trying to use the ZeroMQ rep/req and cannot figure out how to handle server side errors. Look at the code from here:
socket.bind("tcp://*:%s" % port)
while True:
# Wait for next request from client
message = socket.recv()
print "Received request: ", message
time.sleep (1)
socket.send("World from %s" % port)
My problem is what happens if the client calls socket.send() and then hangs or crashes. Wouldn't the server just get stuck on socket.send() or socket.recv() forever?
Note that it is not a problem with TCP sockets. With TCP sockets I can simply break the connection. With ZMQ, the connections are implicitly managed for me and I don't know if it is possible to break a 'session' or 'connection' and start over.

You can terminate ZMQ sockets much the same way you terminate TCP sockets.
socket.close()
If you need to wait on a message but only up for a finite amount of time you can pass a timeout flag to socket.recv(timeout=1024) and then handle the timeout error case the same way you would when a TCP socket timeouts or disconnects. If you need to manage several sockets all of which may be in an error state then the Poller class will let you accomplish this.

The ZMQ Z-guide offers lots of good hints on how to structure your services to handle different scenarios.
I think chapter 4 can be of interest to you, especially the Lazy Pirate Pattern.
Check out the examples of Lazy Pirate Server and Lazy Pirate Client.

In general,
Make sure you setsockopt() on the socket such that send and recv will not block forever. (Temporary blocking – be it client or server – is OK, but infinite blocking is bad because your application cannot do anything else)
In the event that any of the I/O got an error,
If you are the client, close() the current socket and re-create a new one to establish a new connection
If you are the server, there's nothing else to do, you simply are waiting for a new connection. You will want to explore the Poller class.

Related

Interpretation of SetWriteDeadline error

I am writing a websocket server in Go that broadcasts messages to clients. I use SetWriteDeadline on each send so that the broadcast loop doesn't get stuck.
My question is: how do I interpret an error from SetWriteDeadline? In particular, should I assume that there is something wrong with that particular client and unregister it? Or is it a server-side issue that happened to get triggered on this client?
After researching SetWriteDeadline, I found that the deadline is for putting the message on the TCP stack server-side, not for the client to receive the message. So perhaps a better way to phrase my question is this: is there a separate TCP stack for each websocket client (perhaps this is the thing that has size WriteBufferSize), or is this buffer shared between clients? In the former case it seems like I should unregister the client on a SetWriteDeadline error, but not in the latter case.
Websocket connections are independent of other websocket connections.
Websocket connections have an underlying network connection. These network connections are also independent of each other.
An error returned from SetWriteDeadline indicates a problem with that specific websocket connection or the websocket connection's underlying network connection.
Also note that Gorilla's SetWriteDeadline method never returns an error.

Ping pong heartbeat in ZMQ

I've been reading the ZMQ documentation on heartbeats and read that one should use the ping-pong approach instead the one used for the Paranoid Pirate pattern
For Paranoid Pirate, we chose the second approach. It might not have
been the simplest option: if designing this today, I'd probably try a
ping-pong approach instead.
However, I find little to no documentation about the ping-pong pattern anywhere (and why is it preferred anyway?). The only possible code examples are ping.py and pong.py in the pyzmq examples.
Are these adequate examples that demonstrate a two-way heartbeat? If so, how is "pong" detecting that "ping" is not alive any more? There's also this claim about no payload, but isn't the ping message also considered a payload?
One peer sends a ping command to the other, which replies with a pong
command. Neither command has any payload
Again, these examples may not constitute a full implementation of this approach. If anyone can share some experience, descriptions or code examples, I'd appreciate it.
My aim is to add heartbeat functionality to a broker and worker (router-dealer). Both worker and broker should detect that the partner isn't available any more and (a) deregister the worker (in case of the broker detecting the worker has gone), or (b) try to reconnect later (in case the worker lost its connection to the broker). The worker isn't required when busy, because it wouldn't be in the broker's idle workers queue for new jobs anyway.
ZeroMQ does not provide any mechanism to help you find out whether the socket on the other side is alive or not.
Therefore, the standard scenario of the heartbeat pattern (it is the most convenient I think) is a heartbeat with timeout.
You need sockets on the client and server, which work in separate threads. And also a poller.
Poller example:
p = zmq.Poller()
p.register(socket, zmq.POLLIN)
Сlient sends a message to the server and polls the socket with timeout. Choose timeout value that most suits you and will clearly indicate that the server is not available.
Polling example:
msg = dict(p.poll(timeout))
if socket in msg and msg[socket] == zmq.POLLIN:
# we get heartbeat from server
else:
# timeout - server unavailable
Server does the same.
I think this could help.

How to drop inactive/disconnected peers in ZMQ

I have a client/server setup in which clients send a single request message to the server and gets a bunch of data messages back.
The server is implemented using a ROUTER socket and the clients using a DEALER. The communication is asynchronous.
The clients are typically iPads/iPhones and they connect over wifi so the connection is not 100% reliable.
The issue I’m concern about is if the client connects to the server and sends a request for data but before the response messages are delivered back the communication goes down (e.g. out of wifi coverage).
In this case the messages will be queued up on the server side waiting for the client to reconnect. That is fine for a short time but eventually I would like to drop the messages and the connection to release resources.
By checking activity/timeouts it would be possible in the server and the client applications to identify that the connection is gone. The client can shutdown the socket and in this way free resources but how can it be done in the server?
Per the ZMQ FAQ:
How can I flush all messages that are in the ZeroMQ socket queue?
There is no explicit command for flushing a specific message or all messages from the message queue. You may set ZMQ_LINGER to 0 and close the socket to discard any unsent messages.
Per this mailing list discussion from 2013:
There is no option to drop old messages [from an outgoing message queue].
Your best bet is to implement heartbeating and, when one client stops responding without explicitly disconnecting, restart your ROUTER socket. Messy, I know, this is really something that should have a companion option to HWM. Pieter Hintjens is clearly on board (he created ZMQ) - but that was from 2011, so it looks like nothing ever came of it.
This is a bit late but setting tcp keepalive to a reasonable value will cause dead sockets to close after the timeouts have expired.
Heartbeating is necessary for either side to determine the other side is still responding.
The only thing I'm not sure about is how to go about heartbeating many thousands of clients without spending all available cpu just on dealing with the heartbeats.

boost pion comet-like httpserver

I'm trying to efficiently implement comet-like functionality using HTTPServer class of boost::pion.
Basically, in my 'handleURI' function, I would like to postpone returning results to the client, until the server is ready to respond (for instance, until another user has sent a message to the first user, to use a simple comet 'hello world' application).
What should I do? Put the state on the stack, and exit silently, without creating a HTTPResponseWriter?
Cheers!
Setup a timeout ASIO event for your connection so that you can reap the connection after 20min or something reasonable like that. I don't know about Boost Pion, but in ASIO you'd want to register a read handler that catches when the connection closes and a timeout handler to alert you for when the connection has actually timed out. Enable TCP keep alives on your socket to detect when the socket should be reaped in the event that it just vanishes (though tcp keep alives aren't a guarantee so don't rely exclusively on them - not all clients support tcp keep alives). As for the timer, check out the following timer example:
https://github.com/sean-/Boost.Examples/blob/master/asio/timer/timer.cc

WinSock best accept() practices

Imagine you have a server which can handle only one client at a time. The server uses WSAAsyncSelect to be notified of new connections. In this case, what is the best way of handling FD_ACCEPT messages:
A > Accept the connection attempt right away but queue the client until its turn?
B > Do not accept the next connection attempt until we are done serving the currently connected client?
What do you guys think is the most efficient?
Here I describe the cons that I'm aware for both options. Hopefully this might help you decide.
A)
Upon a new client connection, it could send tons of data making your receive buffer become full, which causes unnecessary packets to be transmitted (see this). If you don't plan to receive any data from the client, shutdown receiving on that socket, thus if the client sends any data after that, the connection is reset. Moreover, if your protocol has strict rules, disconnect the client.
If the connection stays idle for too long, the system might disconnect it. To solve this, use setsockopt to set SO_KEEPALIVE on each client socket.
B)
If you don't accept the connection after a certain period (I guess the default is 60 seconds), it will timeout. In a normal (or most common) situation this indicates the server is overloaded, thus unable to answer in time. However, if the client is also designed by you, make the socket non-blocking, try to connect, then manage the timeout as you wish.
Ask yourself: what do you want the user experience to be at the other end? Do you want them to be stuck? Do you want them to time out? Do you want them to get a polite message?

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