How do I perform a nonblocking read using asio? - boost

I am attempting to use boost::asio to read and write from a device on a serial port. Both boost::asio:read() and boost::asio::serial_port::read_some() block when there is nothing to read. Instead I would like to detect this condition and write a command to the port to kick-start the device.
How can I either detect that no data is available?
If necessary I can do everything asynchronously, I would just rather avoid the extra complexity if I can.

You have a couple of options, actually. You can either use the serial port's built-in async_read_some function, or you can use the stand-alone function boost::asio::async_read (or async_read_some).
You'll still run into the situation where you are effectively "blocked", since neither of these will call the callback unless (1) data has been read or (2) an error occurs. To get around this, you'll want to use a deadline_timer object to set a timeout. If the timeout fires first, no data was available. Otherwise, you will have read data.
The added complexity isn't really all that bad. You'll end up with two callbacks with similar behavior. If either the "read" or the "timeout" callback fires with an error, you know it's the race loser. If either one fires without an error, then you know it's the race winner (and you should cancel the other call). In the place where you would have had your blocking call to read_some, you will now have a call to io_svc.run(). Your function will still block as before when it calls run, but this time you control the duration.
Here's an example:
void foo()
{
io_service io_svc;
serial_port ser_port(io_svc, "your string here");
deadline_timer timeout(io_svc);
unsigned char my_buffer[1];
bool data_available = false;
ser_port.async_read_some(boost::asio::buffer(my_buffer),
boost::bind(&read_callback, boost::ref(data_available), boost::ref(timeout),
boost::asio::placeholders::error,
boost::asio::placeholders::bytes_transferred));
timeout.expires_from_now(boost::posix_time::milliseconds(<<your_timeout_here>>));
timeout.async_wait(boost::bind(&wait_callback, boost::ref(ser_port),
boost::asio::placeholders::error));
io_svc.run(); // will block until async callbacks are finished
if (!data_available)
{
kick_start_the_device();
}
}
void read_callback(bool& data_available, deadline_timer& timeout, const boost::system::error_code& error, std::size_t bytes_transferred)
{
if (error || !bytes_transferred)
{
// No data was read!
data_available = false;
return;
}
timeout.cancel(); // will cause wait_callback to fire with an error
data_available = true;
}
void wait_callback(serial_port& ser_port, const boost::system::error_code& error)
{
if (error)
{
// Data was read and this timeout was canceled
return;
}
ser_port.cancel(); // will cause read_callback to fire with an error
}
That should get you started with only a few tweaks here and there to suit your specific needs. I hope this helps!
Another note: No extra threads were necessary to handle callbacks. Everything is handled within the call to run(). Not sure if you were already aware of this...

Its actually a lot simpler than the answers here have implied, and you can do it synchronously:
Suppose your blocking read was something like this:
size_t len = socket.receive_from(boost::asio::buffer(recv_buf), sender_endpoint);
Then you replace it with
socket.non_blocking(true);
size_t len = 0;
error = boost::asio::error::would_block;
while (error == boost::asio::error::would_block)
//do other things here like go and make coffee
len = socket.receive_from(boost::asio::buffer(recv_buf), sender_endpoint, 0, error);
std::cout.write(recv_buf.data(), len);
You use the alternative overloaded form of receive_from which almost all the send/receive methods have. They unfortunately take a flags argument but 0 seems to work fine.

You have to use the free-function asio::async_read.

Related

AVFormatContext: interrupt callback proper usage?

AVFormatContext's interrupt_callback field is a
Custom interrupt callbacks for the I/O layer.
It's type is AVIOInterruptCB, and it explains in comment section:
Callback for checking whether to abort blocking functions.
AVERROR_EXIT is returned in this case by the interrupted function. During blocking operations, callback is called with opaque as parameter. If the callback returns 1, the blocking operation will be aborted.
No members can be added to this struct without a major bump, if new elements have been added after this struct in AVFormatContext or AVIOContext.
I have 2 questions:
what does the last section means? Especially "without a major bump"?
If I use this along with an RTSP source, when I close the input by avformat_close_input, the "TEARDOWN" message is being sent out, however it won't reach the RTSP server.
For 2: here is a quick pseudo-code for demo:
int pkts = 0;
bool early_exit = false;
int InterruptCallback(void* ctx) {
return early_exit ? 1 : 0;
}
void main() {
ctx = avformat_alloc_context
ctx->interrupt_callback.callback = InterruptCallback;
avformat_open_input
avformat_find_stream_info
pkts=0;
while(!early_exit) {
av_read_frame
if (pkts++ > 100) early_exit=true;
}
avformat_close_input
}
In case I don't use the interrupt callback at all, TEARDOWN is being sent out, and it also reaches the RTSP server so it can actually tear down the connection. Otherwise, it won't tear down it, and I have to wait until TCP socket times out.
What is the proper way of using this interrupt callback?
It means that they are not going to change anything for this structure (AVIOInterruptCB). However, if thats the case it would be in a major bump (major change from 4.4 eg to 5.0)
You need to pass a meaningful parameter to void* ctx. Anything that you like so you can check it within the static function. For example a bool that you will set as cancel so you will interrupt the av_read_frame (which will return an AVERROR_EXIT). Usually you pass a class of your decoder context or something similar which also holds all the info that you required to check whether to return 1 to interrupt or 0 to continue the requests properly. A real example would be that you open a wrong rtsp and then you want to open another one (the right one) so you need to cancel your previous requests.

How to get data out of Boost mutable_buffers_1?

I’m developing a system for our application to get data from an external device. As soon as I send it a specific message, it sends back short messages to us 10x/second (so about 1 message per 100 milliseconds). I’m using Boost for this communication.
The process is rather simple: I create the socket, send the message, giving it a handler for the message receive:
// Header file:
...
std::unique_ptr<boost::asio::io_service> _theIOService;
std::unique_ptr<boost::asio::ip::tcp::socket> _theSocket;
int size_of_the_data = 100;
std::vector<char> _raw_buffer = std::vector<char>(size_of_the_data);
boost::asio::mutable_buffers_1 _data_buffer = boost::asio::buffer(_raw_buffer, size_of_the_data);
...
// Implementation file:
...
void DeviceDataListener::initiateTransfer() {
// create and connect the socket up here
...
// send the message
boost::system::error_code error;
boost::asio::write(*_theSocket,
boost::asio::buffer(beginMessage),
boost::asio::transfer_all(), error);
// start the receive
auto handler = boost::bind(&SCUDataListener::dataHandler, this, _1, _2);
_theSocket->async_receive( _data_buffer, handler );
std::thread run_thread([&]{ _theIOService->run(); });
...
}
void DeviceDataListener::dataHandler (
const boost::system::error_code& error, // Result of operation.
std::size_t bytes_transferred // Number of bytes received.
) {
int foo = bytes_transferred;
// this line crashes application
char* pData = static_cast<char*>(_data_buffer.data());
}
It works, my handler gets called immediately, as it should. The problem is, I can’t get the data out of _data_buffer. This:
auto it = _data_buffer.begin();
causes a crash, even though _data_buffer is valid. This:
const char* pData = static_cast<char*>(_data_buffer.data());
won’t compile. The error is “Method 'data' could not be resolved”. The mutable_buffer_1 API says data() is a completely valid method that returns the beginning of the memory range.
Inspecting via a debugger, I can see that there is no error and I can see data as a member of _data_buffer and the memory address it contains does contain the data we’re expecting. The thing is, I can’t get to it via code. Does anyone know how to get to the data in a Boost mutable_buffers_1?
We’re using Eclipse CDT, C++11 and gcc running on Linux.
“Method 'data' could not be resolved”.
this error may be true, but it depends on what version of Boost you use. data() is member of mutable_buffer since >= 1.66 version. Because mutable_buffer is the base class for mutable_buffers_1 your code should compile if you use at least 1.66 version of Boost.
If your version is < 1.66 you should use
char* p1 = boost::asio::buffer_cast<char*>(_data_buffer);
to get the pointer to data in the buffer.
_data_buffer.begin();
you should not use begin() method, it returns pointer to mutable_buffer_1 itself. This method is used by internal functions of asio-boost library, for instance to copy sequence of buffers, then begin() points the particular buffer to be copied.

what happend if i didn't call ev_loop_fork in the child

I thought, if I didn't call the ev_loop_fork in the child, then the watcher in child wouldn't be triggered.
This is my code, I build the ev_loop with EVBACKEND_EPOLL and EVFLAG_NOENV flags.
So there is no EVFLAG_FORKCHECK flag.
Then I comment the ev_loop_fork call in the child.
If everything goes well, I thought the child will not trigger the timeout callback function.
But actually, the output is something like this:
$ 4980 fork 4981
$ time out at 4980
$ time out at 4981
it seemed that the watchers still has been triggered in the child, it behaved the same as call ev_loop_fork .
So what's the problem, thank you.
#include<ev.h>
#include<stdio.h>
#include<unistd.h>
void timeout_cb(EV_P_ ev_timer *w,int revents)
{
printf("time out at %d\n", getpid());
ev_break(EV_A_ EVBREAK_ONE);
}
int main()
{
int ret;
ev_timer timeout_watcher;
struct ev_loop *loop = ev_default_loop(EVBACKEND_EPOLL | EVFLAG_NOENV);
ev_timer_init(&timeout_watcher,timeout_cb,5.5,0.);
ev_timer_start(loop,&timeout_watcher);
ret = fork();
if(ret>0) printf("%d fork %d\n",getpid(),ret);
else if(ret==0)
{
//ev_loop_fork(EV_DEFAULT);
}
else return -1;
ev_run(loop,0);
return 0;
}
The libev manual does not say that after a fork an event loop will be stopped. All it says is that to be sure that the event loop will properly work in the child, you need to call ev_loop_fork(). What's actually happening depends on the backend.
And technically, timers will even be more resilient against forks in most backends: select(), poll(), epoll(), kqueue all allow for specification of a timeout value after which these functions return in case of no event. libev uses this feature to be able to trigger timeouts when they are supposed to be triggered. So there's no need to re-register any file descriptors for timeouts to work.

implementing a scheduler class in Windows

I want to implement a scheduler class, which any object can use to schedule timeouts and cancel then if necessary. When a timeout expires, this information will be sent to the timeout setter/owner at that time asynchronously.
So, for this purpose, I have 2 fundamental classes WindowsTimeout and WindowsScheduler.
class WindowsTimeout
{
bool mCancelled;
int mTimerID; // Windows handle to identify the actual timer set.
ITimeoutReceiver* mSetter;
int cancel()
{
mCancelled = true;
if ( timeKillEvent(mTimerID) == SUCCESS) // Line under question # 1
{
delete this; // Timeout instance is self-destroyed.
return 0; // ok. OS Timer resource given back.
}
return 1; // fail. OS Timer resource not given back.
}
WindowsTimeout(ITimeoutReceiver* setter, int timerID)
{
mSetter = setter;
mTimerID = timerID;
}
};
class WindowsScheduler
{
static void CALLBACK timerFunction(UINT uID,UINT uMsg,DWORD dwUser,DWORD dw1,DWORD dw2)
{
WindowsTimeout* timeout = (WindowsTimeout*) uMsg;
if (timeout->mCancelled)
delete timeout;
else
timeout->mDestination->GEN(evTimeout(timeout));
}
WindowsTimeout* schedule(ITimeoutReceiver* setter, TimeUnit t)
{
int timerID = timeSetEvent(...);
if (timerID == SUCCESS)
{
return WindowsTimeout(setter, timerID);
}
return 0;
}
};
My questions are:
Q.1. When a WindowsScheduler::timerFunction() call is made, this call is performed in which context ? It is simply a callback function and I think, it is performed by the OS context, right ? If it is so, does this calling pre-empt any other tasks already running ? I mean do callbacks have higher priority than any other user-task ?
Q.2. When a timeout setter wants to cancel its timeout, it calls WindowsTimeout::cancel().
However, there is always a possibility that timerFunction static call to be callbacked by OS, pre-empting the cancel operation, for example, just after mCancelled = true statement. In such a case, the timeout instance will be deleted by the callback function.
When the pre-empted cancel() function comes again, after the callback function completes execution, will try to access an attribute of the deleted instance (mTimerID), as you can see on the line : "Line under question # 1" in the code.
How can I avoid such a case ?
Please note that, this question is an improved version of the previos one of my own here:
Windows multimedia timer with callback argument
Q1 - I believe it gets called within a thread allocated by the timer API. I'm not sure, but I wouldn't be surprised if the thread ran at a very high priority. (In Windows, that doesn't necessarily mean it will completely preempt other threads, it just means it will get more cycles than other threads).
Q2 - I started to sketch out a solution for this, but then realized it was a bit harder than I thought. Personally, I would maintain a hash table that maps timerIDs to your WindowsTimeout object instances. The hash table could be a simple std::map instance that's guarded by a critical section. When the timer callback occurs, it enters the critical section and tries to obtain the WindowsTimer instance pointer, and then flags the WindowsTimer instance as having been executed, exits the critical section, and then actually executes the callback. In the event that the hash table doesn't contain the WindowsTimer instance, it means the caller has already removed it. Be very careful here.
One subtle bug in your own code above:
WindowsTimeout* schedule(ITimeoutReceiver* setter, TimeUnit t)
{
int timerID = timeSetEvent(...);
if (timerID == SUCCESS)
{
return WindowsTimeout(setter, timerID);
}
return 0;
}
};
In your schedule method, it's entirely possible that the callback scheduled by timeSetEvent will return BEFORE you can create an instance of WindowsTimeout.

Duplex named pipe hangs on a certain write

I have a C++ pipe server app and a C# pipe client app communicating via Windows named pipe (duplex, message mode, wait/blocking in separate read thread).
It all works fine (both sending and receiving data via the pipe) until I try and write to the pipe from the client in response to a forms 'textchanged' event. When I do this, the client hangs on the pipe write call (or flush call if autoflush is off). Breaking into the server app reveals it's also waiting on the pipe ReadFile call and not returning.
I tried running the client write on another thread -- same result.
Suspect some sort of deadlock or race condition but can't see where... don't think I'm writing to the pipe simultaneously.
Update1: tried pipes in byte mode instead of message mode - same lockup.
Update2: Strangely, if (and only if) I pump lots of data from the server to the client, it cures the lockup!?
Server code:
DWORD ReadMsg(char* aBuff, int aBuffLen, int& aBytesRead)
{
DWORD byteCount;
if (ReadFile(mPipe, aBuff, aBuffLen, &byteCount, NULL))
{
aBytesRead = (int)byteCount;
aBuff[byteCount] = 0;
return ERROR_SUCCESS;
}
return GetLastError();
}
DWORD SendMsg(const char* aBuff, unsigned int aBuffLen)
{
DWORD byteCount;
if (WriteFile(mPipe, aBuff, aBuffLen, &byteCount, NULL))
{
return ERROR_SUCCESS;
}
mClientConnected = false;
return GetLastError();
}
DWORD CommsThread()
{
while (1)
{
std::string fullPipeName = std::string("\\\\.\\pipe\\") + mPipeName;
mPipe = CreateNamedPipeA(fullPipeName.c_str(),
PIPE_ACCESS_DUPLEX,
PIPE_TYPE_MESSAGE | PIPE_READMODE_MESSAGE | PIPE_WAIT,
PIPE_UNLIMITED_INSTANCES,
KTxBuffSize, // output buffer size
KRxBuffSize, // input buffer size
5000, // client time-out ms
NULL); // no security attribute
if (mPipe == INVALID_HANDLE_VALUE)
return 1;
mClientConnected = ConnectNamedPipe(mPipe, NULL) ? TRUE : (GetLastError() == ERROR_PIPE_CONNECTED);
if (!mClientConnected)
return 1;
char rxBuff[KRxBuffSize+1];
DWORD error=0;
while (mClientConnected)
{
Sleep(1);
int bytesRead = 0;
error = ReadMsg(rxBuff, KRxBuffSize, bytesRead);
if (error == ERROR_SUCCESS)
{
rxBuff[bytesRead] = 0; // terminate string.
if (mMsgCallback && bytesRead>0)
mMsgCallback(rxBuff, bytesRead, mCallbackContext);
}
else
{
mClientConnected = false;
}
}
Close();
Sleep(1000);
}
return 0;
}
client code:
public void Start(string aPipeName)
{
mPipeName = aPipeName;
mPipeStream = new NamedPipeClientStream(".", mPipeName, PipeDirection.InOut, PipeOptions.None);
Console.Write("Attempting to connect to pipe...");
mPipeStream.Connect();
Console.WriteLine("Connected to pipe '{0}' ({1} server instances open)", mPipeName, mPipeStream.NumberOfServerInstances);
mPipeStream.ReadMode = PipeTransmissionMode.Message;
mPipeWriter = new StreamWriter(mPipeStream);
mPipeWriter.AutoFlush = true;
mReadThread = new Thread(new ThreadStart(ReadThread));
mReadThread.IsBackground = true;
mReadThread.Start();
if (mConnectionEventCallback != null)
{
mConnectionEventCallback(true);
}
}
private void ReadThread()
{
byte[] buffer = new byte[1024 * 400];
while (true)
{
int len = 0;
do
{
len += mPipeStream.Read(buffer, len, buffer.Length);
} while (len>0 && !mPipeStream.IsMessageComplete);
if (len==0)
{
OnPipeBroken();
return;
}
if (mMessageCallback != null)
{
mMessageCallback(buffer, len);
}
Thread.Sleep(1);
}
}
public void Write(string aMsg)
{
try
{
mPipeWriter.Write(aMsg);
mPipeWriter.Flush();
}
catch (Exception)
{
OnPipeBroken();
}
}
If you are using separate threads you will be unable to read from the pipe at the same time you write to it. For example, if you are doing a blocking read from the pipe then a subsequent blocking write (from a different thread) then the write call will wait/block until the read call has completed and in many cases if this is unexpected behavior your program will become deadlocked.
I have not tested overlapped I/O, but it MAY be able to resolve this issue. However, if you are determined to use synchronous calls then the following models below may help you to solve the problem.
Master/Slave
You could implement a master/slave model in which the client or the server is the master and the other end only responds which is generally what you will find the MSDN examples to be.
In some cases you may find this problematic in the event the slave periodically needs to send data to the master. You must either use an external signaling mechanism (outside of the pipe) or have the master periodically query/poll the slave or you can swap the roles where the client is the master and the server is the slave.
Writer/Reader
You could use a writer/reader model where you use two different pipes. However, you must associate those two pipes somehow if you have multiple clients since each pipe will have a different handle. You could do this by having the client send a unique identifier value on connection to each pipe which would then let the server associate the two pipes. This number could be the current system time or even a unique identifier that is global or local.
Threads
If you are determined to use the synchronous API you can use threads with the master/slave model if you do not want to be blocked while waiting for a message on the slave side. You will however want to lock the reader after it reads a message (or encounters the end of a series of message) then write the response (as the slave should) and finally unlock the reader. You can lock and unlock the reader using locking mechanisms that put the thread to sleep as these would be most efficient.
Security Problem With TCP
The loss going with TCP instead of named pipes is also the biggest possible problem. A TCP stream does not contain any security natively. So if security is a concern you will have to implement that and you have the possibility of creating a security hole since you would have to handle authentication yourself. The named pipe can provide security if you properly set the parameters. Also, to note again more clearly: security is no simple matter and generally you will want to use existing facilities that have been designed to provide it.
I think you may be running into problems with named pipes message mode. In this mode, each write to the kernel pipe handle constitutes a message. This doesn't necessarily correspond with what your application regards a Message to be, and a message may be bigger than your read buffer.
This means that your pipe reading code needs two loops, the inner reading until the current [named pipe] message has been completely received, and the outer looping until your [application level] message has been received.
Your C# client code does have a correct inner loop, reading again if IsMessageComplete is false:
do
{
len += mPipeStream.Read(buffer, len, buffer.Length);
} while (len>0 && !mPipeStream.IsMessageComplete);
Your C++ server code doesn't have such a loop - the equivalent at the Win32 API level is testing for the return code ERROR_MORE_DATA.
My guess is that somehow this is leading to the client waiting for the server to read on one pipe instance, whilst the server is waiting for the client to write on another pipe instance.
It seems to me that what you are trying to do will rather not work as expected.
Some time ago I was trying to do something that looked like your code and got similar results, the pipe just hanged
and it was difficult to establish what had gone wrong.
I would rather suggest to use client in very simple way:
CreateFile
Write request
Read answer
Close pipe.
If you want to have two way communication with clients which are also able to receive unrequested data from server you should
rather implement two servers. This was the workaround I used: here you can find sources.

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