NOTE: This is one-way UDP transmission (i.e. no return path)--I CANNOT send data back to the client.
At this point, I've written a few client/server combinations all with a mix of good and bad results for packet delivery on the server-side using the .NET UDPClient class. Here is a synopsis of them:
Single, blocking thread/single port (.Receive()): Works well except unless I slow down transmission of data, I inevitably lose a small amount of packets which makes the resulting file unusable.
Single, async thread/single port (.BeginReceive()): Same as above -- I miss packets if I don't throttle back the sender (client).
Multi-thread, multi-ports: I create 100 threads (random number) and set a static port range (e.g. 10001-10100). Had to change the client to dynamically walk through sending across different ports. This seems to work well in initial testing but presented new problems (e.g. file locking issues trying to log across the different threads).
At this point, since I'm using UDP and can't get missed packets re-transmitted, I'm leaning towards option 3. For option 3, does anyone see additional problems of concern (besides the access-contention issues I'm already experiencing)?
Is anyone aware of any other strategy to employ for the server to minimize the possibility of losing packets to a non-ready UDP listener?
Related
So I have written this client/server socket application that uses the SocketAsyncEventArgs "method" for doing async sockets.
Using the same library I have used for many other applications, I now for the first time experience a situation that I never anticipated.
Our new client/server application when started, starts to send lot's of data in both directions.
When done in unit-tests using mock-objects (without delays) to mimic normal socket operations, it all works well.
But in real situations using real sockets, we get a sort of deadlock where both endpoints are stuck in a Socket.SendAsync() operation (yes it returned true, was not synchronously handled)
My idea is that the receive buffer of both parties are full, and the tcp stack is not acknowleding any frames anymore. (connected to 127.0.0.1)
So I made the receivebuffer twice as large as the sendbuffer, but unfortunately it is not that simple due to the nature of our "protocol", and how we determine to send or receive.
I now have to re-think the method that determines when to start sending and when to start receiving.
A complicating factor is, that the purpose of this connection is to mutliplex multiple bi-directional general purpose communication channels over this socket connection. That means that there is no pre-determined sequence of communication, all channels may have their own protocols.
Of course, there is a tls initiation, handshake and authentication, which all work well, but when the connection becomes operational, and the channels start their own communications, the only sure thing is that received data has a size and channelnumber as a header.
After each operation, I check to see if there is any waiting data in the receivebuffer, or by checking Socket.Available.
This combined with measuring how much data was received since last sent operation, and how full the transmitbuffer is getting, I decide to receive more or start sending, or do nothing, and poll again in xx ms.
I now realize that this is wronge.
Am I trying to accomplish something that is simply not possible using only one socket connection?
Anyone every tried to accomplish something simular, or know a good way of accomplish a safe way that does not introduce these odd lock-ups.
Thanks,
Theo.
In my C# application, I am sending UDP messages by calling Socket.SendTo potentially up to 10,000 times per second. I know that it is sometimes unable to keep up with how much I am sending. Is there a way to check how much data (in bytes, or number of times I've called SendTo, etc.) it has queued or backlogged to send?
My ideal solution would be to drop the non-essential messages if the socket starts running behind and let the essential messages be queued by the socket, so knowing the socket status before I call SendTo would be quite helpful.
Thanks
The packets could be queued in so many different places it's not really feasible to do this: they could be on the socket, in the IP stack somewhere, in the network interface output queue, etc...
Even if you find a way to query the appropriate queues in the operating system (which will surely not be portable), you won't really solve your problem by doing this. The reason is that unless you are actually sending messages out faster than your network interface can handle, the bottleneck is most likely somewhere on the network, outside the sending computer. Since many network interfaces on general purpose computers these days are 1Gbps, it is very likely that the network interface is able to send out packets as fast as you originate them. The choke point is probably an ethernet switch or a router somewhere, and you won't be able to find out by querying queues when that ethernet switch or router is dropping packets and when it isn't.
The problem with what you want to do is that it's the OS kernel, not your application, that is managing the outgoing queue. And with UDP even less queuing going on, so packets just get dropped if needed.
Your best bet is netstat -s on the command line to see protocol statistics and packet drop counts (Windows probably has some fancy API to query the same from an app, but I'm not aware of it).
Find an acceptable message rate your host and network can sustain, and switch to a "lean" output when that is reached/exceeded. This requires some bookkeeping, but could easily be accomplished with a ring-buffer of timestamps.
I'm writing an instant messaging server in C# for learning purposes.
My question is whether I should use synchronous or asynchronous sockets to handle the IM clients. The goal is to handle as many clients as possible.
I'm not quite sure but as far as I know with async sockets the packets don't arrive in order which means when you send 2 chat messages and there is a delay/lag it's possible that the second one arrive before the first one. Is this right and if so, is there a way to solve this issue?
About sync sockets: Is synchronous sockets a good solution for many clients? Do I have to check every socket/connection in a loop if there are new packets? If so, isn't this quite slow?
Last question: Assume I want to implement a way to send files (e.g. images) through the protocol (which is a non-standard binary protocol btw), can I still send messages while uploading?
The goal is to handle as many clients as possible.
Async then. It scales a lot better.
I'm not quite sure but as far as I know with async sockets the packets don't arrive in order which means when you send 2 chat messages and there is a delay/lag it's possible that the second one arrive before the first one.
TCP guarantees that everything arrives in order.
Assume I want to implement a way to send files (e.g. images) through the protocol (which is a non-standard binary protocol btw), can I still send messages while uploading
I recommend that you use a separate connection for file transfers. Use the first connection to do a handshake (determine which port to use and specify file name etc). Then use Socket.SendFile on the new socket to transfer the file.
Everything #jgauffin said (i.e. TCP handles packet-order, async better for n(clients) > 1000).
Assume I want to implement a way to send files (e.g. images) through the protocol (which is a non-standard binary protocol btw), can I still send messages while uploading?
Your custom protocol has to be built to support this. If you write a 8MB packet to the Socket, you won't be able to write anything else using that socket until the 8MB are sent. Instead, use upload-chunks of smaller size so that other packets have the chance to go over the pipe as well.
[UPLOAD id=123 START length=8012389]
[UPLOAD id=123 PART chunk=1 length=2048 data=...]
[UPLOAD id=123 PART chunk=2 length=2048 data=...]
[MESSAGE to="foo#example.com" text="Hi"]
[UPLOAD id=123 PART chunk=3 length=2048 data=...]
// ...
[UPLOAD id=123 COMPLETE checksum=0xdeadbeef]
The difference between an async approach and a sync approach is more about the difference between non-blocking and blocking io. With both approaches, the data is delivered in the same order that it has been transmitted. However, you don't block while you wait for an async call to complete, so you can start transmitting to all of your clients, before any of the individual communications has finished writing to the socket (which is why typically it would be the approach followed by servers).
If you go down the sync route, you block until each transmission / receive operation has completed, which means you may require need to run multiple threads to handle the clients.
As far as uploading an image at the same time as sending messages, you may want to handle that down a different pipe connection between the client/server so that it doesn't cause a blockage.
I need to create a server process which can push high frequency data (1000 updates per second) to around 50 client. I'm thinking the best way you do this is using async sockets with the SocketAsyncEventArgs type.
The client -> server connections will be long running at least several days to indefinite. I plan to have a server process listening and the clients connect and the server starts pushing the data to the clients.
Can someone point me to or show me an example of how to do this? I can't find any example showing a server process pushing an object to a client.
EDIT: This is over a gigibit LAN. Using windows server with 16 cores and 24gb ram
thanks
First, some more requirements from your side is required. You have server with lots of muscle, but it will fail miserably if you don't do what has to be done.
can the client live without some of the data? I mean, does the stream of the data need to reach other side in proper order, without any drops?
how big is 'the data'? few bytes or?
fact: scheduling interval on windows is 10 msec.
fact: no matter WHEN you send, clients will receive it depending on lots of stuff - network config, number of routers in-between, client processor load, and so on. so you need some kind of timestamping here
Depending on all this, you could design a priority queue with one thread servicing it and sending out UDP datagrams for each client. Also, since (4) is in effect, you can 'clump' some of your data together and have 10 updates per second of 100 data.
If you want to achieve something else, then LAN will be required here with lots of quality network equipment.
If you want to use .NET Sockets to create this server-client project, then this is a good outline of what's needed:
Since the server will be transferring data to several clients simultaneously, you'll need to use the asynchronous Socket.Beginxxx methods or the SocketAsyncEventArgs class.
You'll have clients connect to your server. The server will accept those connections and then add the newly connected client to an internal clients list.
You'll have a thread running within the server, that periodically sends notifications to all sockets in the clients list. If any exceptions/errors occurs while sending data to a socket, then that client is removed from the list.
You'll have to make sure that access to the clients list is synchronized since the server is a multithreaded application.
You don't need to worry about buffering your send data since the TCP stack takes care of that. If you do not want to buffer your data at all (i.e. have the socket send data immediately), then set Socket.NoDelay to true.
It doesn't seem like you need any data from your clients, but if you do, you'd have to make sure your server has a Socket.BeginReceive loop if using Socket.BeginXXX pattern or Socket.ReceiveAsync method if using SocketAsyncEventArgs.
Once you have the connection and transmission of data between server and client going, you then need to worry about serialization and deserialization of objects between client and server.
Serialization which occurs on the server is easy, since you can use the BinaryFormatter or other encoders to encode your object and dump the data onto the socket.
Deserialization on the other hand, which occurs on the client, can be pretty complex because an object can span multiple packets and you can have multiple objects in one packet. You essentially need a way to identify the beginning and end of an object within the stream, so that you can pluck out the object data and deserialize it.
One way to do this is to embed your data in a well known protocol, like HTTP, and send it using that format. Unfortunately, this also means you'd have to write a HTTP parser at the client. Not an easy task.
Another way is to leverage an existing encoding scheme like Google's protocol buffers. This approach would require learning how to use the protocol buffers stack.
You can also embed the data in an XML structure and then have a stream-to-XML decoder on your client side. This is probably the easiest approach but the least efficient.
As you can see, this is not an easy project, but you can get started with the Socket.BeginSend examples here and here, and the SocketAsyncEventArgs example here
Other Tips:
You can improve the reliability of your communication by having the client maintain two connections to the server for redundancy purposes. The reason being that TCP connections take a while to establish, so if one fails, you can still receive data from the other one while the client attempts to reconnect the failed connection.
You can look into using TCPClient class for the client implementation, since it's mostly reading a stream from a network connection.
What about rendezvous or 29 west? It would save reinventing the wheel. Dunno about amqp or zeromq they might work fine too....
Can anyone help, i trying to figure what i need to do, i have been given the tasks of writing a server and a client in TCP (UDP). basically multiple clients will connect to the server.. and the server sends MESSSAGES to the client.
I have no problem in creating the server and client but with tcp i am unsure whcih way to go. DOes the .net 3.5 support everything or do i need to go on the hunt for some component?
I am looking for soome good examples with c# for TCP or UDP. THis is where i am not 100% sure .. as far as i know there is UDP and TCP ... 1 is connected and 1 is not.. So which way do i go and can c# support both?? Advantages /Disadvantages?
Say if the server has to support multiple clients that i only need to open 1 port or do i need to open 2?
Also if a client crashes i need for it not to effect the SERVER hence the server can either ignore it and close connection if one is open or timeout a connection... If in fact a connection is needed again going back to tcp udp
Any ideas where i shoudl beging and choosing which protocol and amount of ports i am going to need to assign?
thanks
UDP cons:
packet size restriction means you can only send small messages (less than about 1.5k bytes).
Lack of stream makes it hard to secure UDP: hard to do an authentication scheme that works on lossy exchange, and just as hard to protect the integrity and confidentiality of individual messages (no key state to rely on).
No delivery guarantee means your target must be prepared to deal with message loss. Now is easy to argue that if the target can handle a total loss of messages (which is possible) then why bother to send them in the first place?
UDP Pros:
No need to store a system endpoint on the server for each client (ie. no socket). This is one major reason why MMO games connected to hundred of thousands of clients use UDP.
Speed: The fact that each message is routed individually means that you cannot hit a stream congestion like TCP can.
Broadcast: UDP can broadcast to all listeners on a network segment.
You shouldn't even consider UDP if you're considering TCP too. If you're considering TCP means you are thinking in terms of a stream (exactly once in order messages) and using UDP will put the burden of fragmentation, retry and acknowledgment, duplicate detection and ordering in your app. You'll be in no time reinventing TCP in your application and it took all engineers in the word 20 years to get that right (or at least as right as it is in IPv4).
If you're unfamiliar with these topics I recommend you go with the flow and use WCF, at least it gives you the advantage of switching in and out with relative ease various transports and protocols. Will be much harder to change your code base from TCP to UDP and vice versa if you made the wrong choice using raw .Net socket components.
It sounds to me like you're not clear on the distinction between TCP and UDP.
TCP is connection oriented. i.e. 2 peers will have a dedicated connection. Packet delivery and ordering is guaranteed. Typically a server will present a port, and multiple clients can connect to that port (think of a HTTP server and browsers).
UDP is connectionless. It doesn't guarantee packet delivery, nor ordering. You can implement broadcast and multicast mechanisms very easily. If you need some sort of reliability, you will have to implement this on top of UDP. Sometimes you may not care, and simply issue requests and retry on no response (SNMP does this). Because it's connectionless, you don't really worry about peers being up/down. You just have to retry if required.
So your choice of protocol is dictated by the above. e.g. does your client require a dedicated connection to the server ? Are you transmitting the same data to multiple clients ? Can you tolerate packet loss (e.g. real time price updates etc.). Perhaps it's feasible to use both TCP and UDP for different requirements within your app (e.g. TCP for registering orders, UDP for transmitting price updates/events?)
I'd consider your requirements, and familiarise yourself with the limitations and features of TCP and UDP. That should make things a little clearer.
Is there a requirement to do this at such a low level? Why not use WCF? It fully supports messaging over TCP/IP, using binary data transfer, but it's at a much higher level of abstraction than raw sockets.
Everything you need is in .Net 3.5 (and probably below). Check out the documentation and examples with the UdpClient class at MSDN for insight into how to write your client/server. A quick google found some sample code for a server and client at www.java2s.com among many other networking examples in C#. Don't be put off by the domain name.