Simulate Socket Hard Disconnect - c#

I have a C# app where a server and some clients communicate from different machines using sockets.
Most of the time, the server detects a dis-connect correctly when it receives 0 bytes in the sock.Receive(...) call. But when there is a hardware issue (say a network cable is unplugged), there is a problem. One server thread continues to block on sock.Receive(...) because it doesn't know the connection is lost. I was going to add a heartbeat message to detect this, but I wanted to test it in dev.
But I'm not sure how I can test this case without an actual hardware issue. Even when I just kill the client process, the socket somehow manages to dis-connect gracefully (that is, the server does a read of 0 bytes). It's only when I physically unplug the client machine from the network that I see this issue.
Is there any way that I can simulate this issue in dev?

You need to explicitly inform WinSock that you don't want it to clean up for you after closing the socket. This is done by setting LingerState as such:
socket.LingerState = new LingerOption(true, 0);
socket.Close();
LingerState is a bit confusing, because if you disable the linger, WinSock will actually linger but just not block your program. You have to enable the linger and set the linger timeout to zero in order to force WinSock to drop the connection.
P.S. If you want some info about keepalive packets (heartbeats), I've written a blog entry on the subject.
Update:
I re-read your question (and comment), and my answer is wrong...
The code above will simulate an abortive close, not a half-open situation. There isn't a way to simulate a half-open situation in software; you need to unplug an Ethernet cable that is not attached to either computer in order to test this (e.g., yank the cable between the two switches in this configuration: computer A <-> switch <-> switch <-> computer B).

Related

Winsock IOCP Weird Behaviour On Disconnect Flood

I'm programming a Socket/Client/Server library for C#, since I do a lot of cross-platform programming, and I didn't find mono/dotnet/dotnet core enough efficient in high-performance socket handling.
Sice linux epoll unarguably won the performance and usability "fight", I decided to use an epoll-like interface as common API, so I'm trying to emulate it on Windows environment (windows socket performance is not that important for me than linux, but the interface is). To achieve this I use the Winsock2 and Kernel32 API's directly with Marshaling and I use IOCP.
Almost everything works fine, except one: When I create a TCP server with winsock, and connect to it (from local or from a remote machine via LAN, does not matter) with more than 10000 connections, all connections are accepted, no problem at all, when all connections send data (flood) from the client side to the server, no problem at all, server receives all packets, but when I disconnect all clients at the same time, the server does not recognize all disconnection events (i.e. 0 byte read/available), usually 1500-8000 clients stuck. The completion event does not get triggered, therefore I can not detect the connection loss.
The server does not crash, it continues accept new connections, and everything works as expected, only the lost connections do not get recognized.
I've read that - because using overlapped IO needs pre-allocated read buffer - IOCP on reading locks these buffers and releases the locks on completion, and if too many events happen in the same time it can not lock all affected buffers because of an OS limit, and this causes IOCP hang for indefinite time.
I've read that the solution to this buffer-lock problem is I should use a zero-sized buffer with null-pointer to the buffer itself, so the read event will not lock it, and I should use real buffer only when I read real data.
I've implemented the above workaround and it works, except the original problem, after disconnecting many-thousands of clients in the same time, a few-thousand stuck.
Of course I keep up the possibility my code is wrong, so I made a basic server with dotnet's built in SocketAsyncEventArgs class (as the official example describes), that basically does the same using IOCP, and the results are the same.
Everything works fine, except the thousands of client disconnecting in the same time, a few-thousand of disconnection (read on disconnect) events does not get recognized.
I know I should do IO operation and check the return value if the socket is still can perform the IO, and if not, then disconnect it. The problem is in some cases I have nothing to tell the socket, I just receive data, or if I do it periodically this would be almost the same as polling, and would cause high load with thousands of connections, wasted CPU work.
(I use closing the clients numerous closing methods, from gaceful disconnection to proper TCP Socket closing, both on windows and linux clients, results are always the same)
My questions:
Is there any known solution to this problem?
Is there any efficient way to recognize TCP (graceful) connection closing by remote?
Can I somehow set a read-timeout to overlapped socket read?
Any help would be appreciated, thank You!

C# Check a port for incomming traffic

I have a server that i use to run game servers on for my friends and me, and some of the servers are "attack-able" (monsters can destroy our base) so i want the server to be shut down when not in use. Then i was wondering if there was a way to detect if there was an incoming signal (trying to connect to the server) on the given port, so the server can be turned on?
Raw question:
Is there a way to detect, if someone is trying to send a message (or connect) through a specific port in c# (or another language better suited for this action)?
Yes, you have to create a server to listen on that port. The problem you will face is that the server you create to detect incoming connections will need to be shut down so the game server can be turned on. They can't listen on the same port unless they're coded to work together and that likely isn't going to be the case with your game server.
If you want to see if there is any connections in use you can try to list all current TCP connections (assuming server using TCP) and find if there is any alive connection to specific port.
Resmon does this in his "Network" tab, so there must be a way to access it programmatically.
Here is answer describing how to get active TCP connections.
How can I get all the the active TCP connections using .NET Framework (no unmanaged PE import!)?
You probably should monitor server with some intervals because player might lose and reestablish connection, so sample it every 10 seconds or so and if there is no connection for more than few samples - shut down the server.

Client usually disconnected from server after a few dozen minutes

I've created a server-client communicate program in .NET (c# or vb.net) using TCPListener - Socket on port 8080. In simple words, the program work like a chat software, client connect to server, and both wait for message from each other and then process it.
To retrieve packet from client, i using are using a "While" method like this :
While true
Dim Buffer(4096) As Byte
s.Receive(Buffer)
Dim strDataReceived As String = System.Text.Encoding.ASCII.GetString(Buffer)
ProcessData(strDataReceived) 'Process data received...........
End while
When testing both server.exe-client.exe in local, the software work fine for several hours without any problem.
But when i start to run the server.exe in my real server, the connection between server-client usually become lost each other when client connected after a few dozen minutes. The symptom is client send packet to server but server does not receive the packet from client when server is still standing in 'sck.receive(Buffer)' command. I have tested many times but i still have no lucky to keep the connection run over 1 hour.
I have investigated about this problem but it still very strange :
The server did not installed any firewall software.
The client did not using any proxy and antivirus, firewall software
I using a bandwidth logging software on server to make sure the internet in my server is stable.
I make a 'ping -t' from my client computer to the server and keep looking on it to sure there are no connection lost between client and server . The ping command indicate that the ping time is usually range from 5ms to 50ms and no connection time out occur.
Even I try to unplug the network cable in the client computer for a few seconds, and then replug again to simulation the disconnect event. I've awesome that my connection between server-client is still maintain and it's not the problem that cause my symptom.
I was thinking to write a code for auto reconnect if received timeout. But it could make my software usually delay when reconnecting if the above symptom still there. I really want to know what wrong with my code and which is the solution for me to fix the above symptom?
Likely the server is behind some sort of firewall (Cisco ASA, etc.) which has idle connection timeouts. When you "punch" through a firewall / NAT device, a "session" is created within the firewall kernel. There is an associated resource that has to be reclaimed, so firewalls do not usually allow unlimited connection timeout, but firewalls do support things like dead connection detection.
Adding a keepalive packet / activity every 5 minutes, or disconnecting / reconnecting is the only way around that. Few network admins are going to change their configs to accomodate this. It is pretty simple to implement a "ping" or "keepalive" command in custom TCP application protocols. Just send the string and consume it, you don't even have to respond to the packet to accomplish resetting the idle timer within the firewall, though that would probably be best practice.
When I say keepalive, I don't mean the TCP keepalive socket option. That is a zero-length packet, and is detectable by a good firewall, like Cisco. Cisco admins can setup rules to quietly deny your keepalive packet, so the solution is to implement it above the TCP layer, in the Application layer, by sending a small string of data like "KEEPALIVE\r\n".

What happens to a socket on suspend/resume in windows

I have a c# .net4 application that listens on a socket using BeginReceiveFrom and EndRecieveFrom. All works as expected until I put the machine to sleep and then resume.
At that point EndReceieveFrom executes and throws an exception (Cannot access a disposed object). It appears that the socket is disposed when the machine is suspended but I'm not sure how to handle this.
Do I presume that all sockets have been disposed and recreate them all from scratch? I'm having problems tracking down the exact issue as remote debugging also breaks on suspend/resume.
What happens during suspend/resume very much depends on your hardware and networking setup. If your network card is not disabled during suspend, and the suspend is brief, open connections will survive suspend/resume without any problem (open TCP connections can time out on the other end of course).
However, if your network adapter is disabled during the sleep, or it is a USB adapter that gets disabled because it is connected to a disabled hub, or your computer gets a new IP address from DHCP, or your wireless adapter gets reconnected to a different access point, etc., then all current connections are going to be dropped, listening sockets wil no longer be valid, etc.
This is not specific to sleep/resume. Network interfaces can come up and go down at any time, and your code must handle it. You can easily simulate this with a USB network adapter, e.g. yank it out of your computer and your code must handle it.
I've had similar issues with suspend/resume and sockets (under .NET 4 and Windows 8, but I suspect not limited to these).
Specifically, I had a client socket application which only received data. Reading was done via BeginReceive with a call-back. Code in the call-back handled typical failure cases (e.g. remote server closes connection either gracefully or not).
When the client machine went to sleep (and this probably applies to the newer Windows 8 Fast Start mode too which is really just a kind of sleep/hibernate) the server would close the connection after a few seconds. When the client woke up however the async read call-back was not getting called (which I would expect to occur as it should get called when the socket has an error condition/is closed in addition to when there is data). I explicitly added code on a timer to the client to periodically check for this condition and recover, however even here (and using a combination of Poll, Available and Connected to check if the connection was up) the socket on the client side STILL appeared to be connected, so the recovery code never ran. I think if I had tried sending data then I would have received an error, but as I said this was strictly one-way.
The solution I ended up using was to detect the resume from sleep condition and close and re-establish my socket connections when this occurred. There are quite a few ways of detecting resume; in my case I was writing a Windows Service, so I could simply override the ServiceBase.OnPowerEvent method.

Socket failure detection

I'm interested to know how can I detect (at the server side ) that a socket connection failed when the client computer has the network cable plugged out or is hard reseted. This would be useful for a client server project in c#.
Currently I'm able to detect socket exceptions only when client closes the application and implicitly the socket.
Googling a bit I found abou the FD_CLOSE IEvent of WSAAsyncSelect . Would this work for the cases that I've described above ?
Take a look at this answer: Instantly detect client disconnection from server socket
UPDATE
Ok, i figured out what you are talking about. There is no way you can find out on the server if client cable is unplugged or something happens to it's network. You will simply not get any response from that client any more. Only way i can see is provided in link at beginning of this answer.
There is WSAEventSelect native method inside of Ws2_32.dll (Winsock2), but it's only used to detect network unavailability reason on local machine (where app runs).
I took a look inside System.Net.NetworkInformation.NetworkChange class source code and there you can see that everything related to WSAEventSelect is about local machine (in your case server).

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