Buffer management for socket application best practice - windows

Having a Windows IOCP app............
I understand that for async i/o operation (on network) the buffer must remain valid for the duration of the send/read operation.
So for each connection I have one buffer for the reading.
For sending I use buffers to which I copy the data to be sent. When the sending operation completes I release the buffer so it can be reused.
So far it's nice and not of a big issue.
What remains unclear is how do you guys do this?
Another thing is that even when having things this way, I mean multi-buffers, the receiver side might be flooded (talking from experience) with data.
Even setting SO_RCVBUF to 25MB didn't help in my testings.
So what should I do? Have a to-be-sent queue?

I reference count the per connection (socket) and per operation (buffer) structures. This works very well and deals with the lifetime issues perfectly. Each time an overlapped operation is posted the reference count of the per connection is incremented and a new buffer is allocated from the pool. When the operation completes I process the results and release the reference on the socket and the buffer. If this is the last reference then the structure is cleaned up (buffers go back to the pool, etc).
You can see all of this in action in my free IOCP client/server framework which is available for download from here.

Related

Purpose of zeromq send high watermark

The first time I skimmed the zeromq docs, I assumed that the sender high watermark was there to ensure that the sender did not get too far ahead of the receiver. Now that I'm looking at it more carefully, it seems that this can't possibly be true, since the wire protocol doesn't have any concept of ACKs so the sender can't know whether the receiver is keeping up or is way behind. After staring at jeromq code in the debugger for way too long, it seems that the watermark is actually a purely "within-same-process" mechanism to ensure that the application thread that's writing to the ZMQ socket does not get too far ahead of the background thread that's responsible for taking messages off the ZMQ socket and writing bytes into the OS's TCP socket.
It seems like a rather fringe thing to worry about, relative to how much attention it's given in the docs. It doesn't even seem like a great way to control memory usage, because if you have a high water mark of 10, then 15 messages of 2kb each is not allowed, but 5 messages of 100 megs each is allowed, so things are still pretty un-predictable.
Am I understanding all this correctly or am I hopelessly confused.
I think that another thing that says it's not to prevent a sender getting too far ahead of the receiver is that if one set the HWM to 0, that's taken as infinity not actually zero. For 0 to mean zero, it'd have to have some too-ing and fro-ing with the receiver to know whether the socket was actually empty throughout the whole connection.
I wish that 0 did mean zero, because then ZeroMQ could implement both Actor Model and Communicating Sequential Processes architectures. But it doesn't, so it can't.
Possible Uses
None the less, a potential useful aspect is related to the fact that ZeroMQ is Actor Model. Suppose one were sending messages, and it kind of mattered whether or not those messages got through. In the situation where the link has collapsed (something that ZeroMQ's heartbeat can tell you, pretty quickly), messages already sent are potentially lost forever. However, if the HWM is being used to throttle the rate of messages being sent by the application, then the number of lost messages when the link breaks is minimised.
Obviously with CSP - the perfect architecture so far as I'm concerned! - you lose no messages (because the acts of sending and receiving are an execution rendezvous; the send won't complete until the receive has also completed).
What I have done in the past is to queue up messages for transmission in the sending application, sending them as and when the socket / connection can ingest them. Having the outbound message queue in the sending application's control (instead of in ZeroMQ's control) means that sender state can potentially get ahead of the transfer of messages, but still recover easily from a network connection fault.
I have written systems where a sender has a choice of two pathways to send messages through - prime and spare - and if the link to prime has collapsed the sender continues to send to spare instead. Having queued the messages inside the application and not in the socket allows the sender's state can get ahead of the actual transfer of messages, knowing that if a link goes down it's still got all the unsent outboud messages that have been generated in the meantime. These can then be directed at spare instead, without having to rewind the sender's internal state (which could be really tricky) to the last known successful transfer.
Something like that, anyway.
"Why not send to both prime and spare anyway?" is a valid question. Well, sometimes things can be complicated...

boost::asio sending data faster than receiving over TCP. Or how to disable buffering

I have created a client/server program, the client starts
an instance of Writer class and the server starts an instance of
Reader class. Writer will then write a DATA_SIZE bytes of data
asynchronously to the Reader every USLEEP mili seconds.
Every successive async_write request by the Writer is done
only if the "on write" handler from the previous request had
been called.
The problem is, If the Writer (client) is writing more data into the
socket than the Reader (server) is capable of receiving this seems
to be the behaviour:
Writer will start writing into (I think) system buffer and even
though the data had not yet been received by the Reader it will be
calling the "on write" handler without an error.
When the buffer is full, boost::asio won't fire the "on write"
handler anymore, untill the buffer gets smaller.
In the meanwhile, the Reader is still receiving small chunks
of data.
The fact that the Reader keeps receiving bytes after I close
the Writer program seems to prove this theory correct.
What I need to achieve is to prevent this buffering because the
data need to be "real time" (as much as possible).
I'm guessing I need to use some combination of the socket options that
asio offers, like the no_delay or send_buffer_size, but I'm just guessing
here as I haven't had success experimenting with these.
I think that the first solution that one can think of is to use
UDP instead of TCP. This will be the case as I'll need to switch to
UDP for other reasons as well in the near future, but I would
first like to find out how to do it with TCP just for the sake
of having it straight in my head in case I'll have a similar
problem some other day in the future.
NOTE1: Before I started experimenting with asynchronous operations in asio library I had implemented this same scenario using threads, locks and asio::sockets and did not experience such buffering at that time. I had to switch to the asynchronous API because asio does not seem to allow timed interruptions of synchronous calls.
NOTE2: Here is a working example that demonstrates the problem: http://pastie.org/3122025
EDIT: I've done one more test, in my NOTE1 I mentioned that when I was using asio::iosockets I did not experience this buffering. So I wanted to be sure and created this test: http://pastie.org/3125452 It turns out that the buffering is there event with asio::iosockets, so there must have been something else that caused it to go smoothly, possibly lower FPS.
TCP/IP is definitely geared for maximizing throughput as intention of most network applications is to transfer data between hosts. In such scenarios it is expected that a transfer of N bytes will take T seconds and clearly it doesn't matter if receiver is a little slow to process data. In fact, as you noticed TCP/IP protocol implements the sliding window which allows the sender to buffer some data so that it is always ready to be sent but leaves the ultimate throttling control up to the receiver. Receiver can go full speed, pace itself or even pause transmission.
If you don't need throughput and instead want to guarantee that the data your sender is transmitting is as close to real time as possible, then what you need is to make sure the sender doesn't write the next packet until he receives an acknowledgement from the receiver that it has processed the previous data packet. So instead of blindly sending packet after packet until you are blocked, define a message structure for control messages to be sent back from the receiver back to the sender.
Obviously with this approach, your trade off is that each sent packet is closer to real-time of the sender but you are limiting how much data you can transfer while slightly increasing total bandwidth used by your protocol (i.e. additional control messages). Also keep in mind that "close to real-time" is relative because you will still face delays in the network as well as ability of the receiver to process data. So you might also take a look at the design constraints of your specific application to determine how "close" do you really need to be.
If you need to be very close, but at the same time you don't care if packets are lost because old packet data is superseded by new data, then UDP/IP might be a better alternative. However, a) if you have reliable deliver requirements, you might ends up reinventing a portion of tcp/ip's wheel and b) keep in mind that certain networks (corporate firewalls) tend to block UDP/IP while allowing TCP/IP traffic and c) even UDP/IP won't be exact real-time.

Multiple Socket client connecting to a server

I am designing an simulator application where the application launches multiple socket connection(around 1000 connections) to a server. I don't want to launch as many as threads to handle those connections, since the system cant handle that much clients. Using Select doesnt make sense, since i need to loop through 1000 connections which may be slow. Please suggest me how to handle this scenario.
You want to be using asynchronous I/O with an I/O Completion Port (IOCP).
It's too much to explain shortly, but any Windows application that needs to support a large number of concurrent sockets should be using an IOCP.
An IOCP is essentially an Windows-provided thread safe work queue. You queue a 'completion packet' to an IOCP and then another thread dequeues it and does work with it.
You can also associate many types of handles that support overlapped operations, such as sockets, to an IOCP. When you associate a handle with an IOCP, overlapped operations such as WSARecv will automatically post a completion packet to the associated IOCP.
So, essentially, you could have one thread handling all 1000 connections. Each socket will be created as an overlapped socket and then associated with your IOCP. You can then call WSARecv on all 1000 sockets and wait for a completion packet to become available. When data is received, the operating system will post a completion packet to the associated IOCP. This will contain relevant information, such as how much data was read and the buffer containing the data.
Looping through 1000 handles is still significantly faster than sending 1000 packets, so I wouldn't worry about performance here. select() is still the way to go.

Optimally reading data from an Asynchronous Socket

I have a problem with a socket library that uses WSAASyncSelect to put the socket into asynchronous mode. In asynchronous mode the socket is placed into a non-blocking mode (WSAWOULDBLOCK is returned on any operations that would block) and windows messages are posted to a notification window to inform the application when the socket is ready to be read, written to etc.
My problem is this - when receiving a FD_READ event I don't know how many bytes to try and recv. If I pass a buffer thats too small, then winsock will automatically post another FD_READ event telling me theres more data to read. If data is arriving very fast, this can saturate the message queue with FD_READ messages, and as WM_TIMER and WM_PAINT messages are only posted when the message queue is empty this means that an application could stop painting if its receiving a lot of data and useing asynchronous sockets with a too small buffer.
How large to make the buffer then? I tried using ioctlsocket(FIONREAD) to get the number of bytes to read, and make a buffer exactly that large, BUT, KB192599 explicitly warns that that approach is fraught with inefficiency.
How do I pick a buffer size thats big enough, but not crazy big?
As far as I could ever work out, the value set using setsockopt with the SO_RVCBUF option is an upper bound on the FIONREAD value. So rather than call ioctlsocket it should be OK to call getsockopt to find out the SO_RCVBUF setting, and use that as the (attempted) value for each recv.
Based on your comment to Aviad P.'s answer, it sounds like this would solve your problem.
(Disclaimer: I have always used FIONREAD myself. But after reading the linked-to KB article I will probably be changing...)
You can set your buffer to be as big as you can without impacting performance, relying on the TCP PUSH flag to make your reads return before filling the buffer if the sender sent a smaller message.
The TCP PUSH flag is set at a logical message boundary (normally after a send operation, unless explicitly set to false). When the receiving end sees the PUSH flag on a TCP packet, it returns any blocking reads (or asynchronous reads, doesn't matter) with whatever's accumulated in the receive buffer up to the PUSH point.
So if your sender is sending reasonable sized messages, you're ok, if he's not, then you limit your buffer size such that even if you read into it all, you don't negatively impact performance (subjective).

How does a non-forking web server work?

Non-forking (aka single-threaded or select()-based) webservers like lighttpd or nginx are
gaining in popularity more and more.
While there is a multitude of documents explaining forking servers (at
various levels of detail), documentation for non-forking servers is sparse.
I am looking for a bird eyes view of how a non-forking web server works.
(Pseudo-)code or a state machine diagram, stripped down to the bare
minimum, would be great.
I am aware of the following resources and found them helpful.
The
World of SELECT()
thttpd
source code
Lighttpd
internal states
However, I am interested in the principles, not implementation details.
Specifically:
Why is this type of server sometimes called non-blocking, when select() essentially blocks?
Processing of a request can take some time. What happens with new requests during this time when there is no specific listener thread or process? Is the request processing somehow interrupted or time sliced?
Edit:
As I understand it, while a request is processed (e.g file read or CGI script run) the
server cannot accept new connections. Wouldn't this mean that such a server could miss a lot
of new connections if a CGI script runs for, let's say, 2 seconds or so?
Basic pseudocode:
setup
while true
select/poll/kqueue
with fd needing action do
read/write fd
if fd was read and well formed request in buffer
service request
other stuff
Though select() & friends block, socket I/O is not blocking. You're only blocked until you have something fun to do.
Processing individual requests normally involved reading a file descriptor from a file (static resource) or process (dynamic resource) and then writing to the socket. This can be done handily without keeping much state.
So service request above typically means opening a file, adding it to the list for select, and noting that stuff read from there goes out to a certain socket. Substitute FastCGI for file when appropriate.
EDIT:
Not sure about the others, but nginx has 2 processes: a master and a worker. The master does the listening and then feeds the accepted connection to the worker for processing.
select() PLUS nonblocking I/O essentially allows you to manage/respond to multiple connections as they come in a single thread (multiplexing), versus having multiple threads/processes handle one socket each. The goal is to minimize the ratio of server footprint to number of connections.
It is efficient because this single thread takes advantage of the high level of active socket connections required to reach saturation (since we can do nonblocking I/O to multiple file descriptors).
The rationale is that it takes very little time to acknowledge bytes are available, interpret them, then decide on the appropriate bytes to put on the output stream. The actual I/O work is handled without blocking this server thread.
This type of server is always waiting for a connection, by blocking on select(). Once it gets one, it handles the connection, then revisits the select() in an infinite loop. In the simplest case, this server thread does NOT block any other time besides when it is setting up the I/O.
If there is a second connection that comes in, it will be handled the next time the server gets to select(). At this point, the first connection could still be receiving, and we can start sending to the second connection, from the very same server thread. This is the goal.
Search for "multiplexing network sockets" for additional resources.
Or try Unix Network Programming by Stevens, Fenner, Rudoff

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