SocketAsyncEventArgs and buffering while messages are in parts - c#

C# socket server, which has roughly 200 - 500 active connections, each one constantly sending messages to our server.
About 70% of the time the messages are handled fine (in the correct order etc), however in the other 30% of cases we have jumbled up messages and things get screwed up. We should note that some clients send data in unicode and others in ASCII, so that's handled as well.
Messages sent to the server are a variable length string which end in a char3, it's the char3 that we break on, other than that we keep receiving data.
Could anyone shed any light on our ProcessReceive code and see what could possibly be causing us issues and how we can solve this small issue (here's hoping it's a small issue!)
Code below:

Firstly, I'm sure you know, but it's always worth repeating; TCP is a stream of bytes. It knows nothing of any application level "messages" that you may determine exist in that stream of bytes. All successful socket Recv calls, whether sync or async, can return any number of bytes between 1 and the size of the buffer supplied.
With that in mind you should really be dealing with your message framing (i.e. looking for your delimiter) before you do anything else. If you don't find a delimiter then simply reissue the read using the same SocketAsyncEventArgs, the same buffer and set the offset to where you currently are, this will read some more data into the buffer and you can take another look for the delimiter once the next read has completed... Ideally you'd keep track of where you last got to when searching for a delimiter in this buffer to reduce repeated scanning...
Right now you're not doing that and your use of e.Buffer[e.Offset] == 255 will fail if you get a message that arrives in pieces as you could be referring to any byte in the message if the message is split over multiple reads.

The problem I am seeing is that you are calling Encoding.Unicode.GetString() on a buffer you received in the current read from socket. However, the contents of that buffer might not be a valid unicode encoding of a string.
What you need to do is to buffer your entire stream, and then decode it as a string in one final operation, after you have received all the data.

Related

NetworkStream doesn't flush data

I'm writing a simple chat program using sockets. When I'm sending a long message, flush the stream and a short message afterwards, the end of the long message gets appended to the short message. It looks like this:
Send "aaasdsd"
Recieve "aaasdsd"
Send "bb"
Recieve "bbasdsd"
Through debugging I've found that the Flush method, that's supposed to clear all data from the stream, does not do that. According to mdsn, it is the expected behaviour, because NetworkStream is not bufferized. How do I clear the stream in that case? I could just follow every message with an empty (consisting of \0 chars) one of the same length, but I don't think it's correct to do that, also, it would screw up some features I need.
TCP doesn't work this way. It's as simple as that.
TCP is a stream-based protocol. That means that you shouldn't ever treat it as a message-based protocol (unlike, say, UDP). If you need to send messages over TCP, you have to add your own messaging protocol on top of TCP.
What you're trying to do here is send two separate messages, and receive two separate messages on the other side. This would work fine on UDP (which is message-based), but it will not work on TCP, because TCP is a stream with no organisation.
So yeah, Flush works just fine. It's just that no matter how many times you call Flush on one side, and how many times you call individual Sends, each Receive on the other end will get as much data as can fit in its buffer, with no respect to the Sends on the other side.
The solution you've devised (almost - just separate the strings with a single \0) is actually one of the proper ways to handle this. By doing that, you're working with messages on top of the stream again. This is called message framing - it allows you to tell individual messages apart. In your case, you've added delimiters between the messages. Think about writing the same data in a file - again, you'll need some way of your own to separate the individual messages (for example, using end lines).
Another way to handle message framing is using a length prefix - before you send the string itself, send it's length. Then, when you read on the other side, you know that between the strings, there should always be a length prefix, so the reader knows when the message ends.
Yet another way isn't probably very useful for your case - you can work with fixed-length data. So a message will always be exactly 100 bytes, for example. This is very powerful when combined with pre-defined message types - so message type 1 would contain exactly two integers, representing some coördinates, for example.
In either case, though, you'll need your own buffering on the receiving end. This is because (as you've already seen) a single receive can read multiple messages at once, and at the same time, it's not guaranteed to read the whole message in a single read. Writing your own networking is actually pretty tricky - unless you're doing this to actually learn network programming, I'd recommend using some ready technology - for example, Lindgren (a nice networking library, optimized for games but works fine for general networking as well) or WCF. For a chat system, simple HTTP (especially with the bi-directional WebSockets) might be just fine as well.
EDIT:
As Damien correctly noted, there seems to be another problem with your code - you seem to be ignoring the return value of Read. The return value tells you the amount of bytes you've actually read. Since you have a fixed-size persistent buffer on the receiving side (apparently), it means that every byte after the amount you've just read will still contain the old data. To fix this, just make sure you're only working with as much bytes as Read returned. Also, since this seems to indicate you're ignoring the Read return value altogether, make sure to properly handle the case when Read returns 0 - that means the other side has gracefully shutdown its connection - and the receiving side should do the same.

Parsing data from a network stream?

Recently I started working with sockets. I realized that when reading from a network stream, you can not know how much data is coming in. So either you know in advance how many bytes have to be recieved or you know which bytes.
Since I am currently trying to implement a C# WebSocket server I need to process HTTP requests. A HTTP request can have arbitrary length, so knowing in advance how many bytes is out of the question. But a HTTP request always has a certain format. It starts with the request-line, followed by zero or more headers, etc. So with all this information it should be simple, right?
Nope.
One approach I came up with was reading all data until a specific sequence of bytes was recognized. The StreamReader class has the ReadLine method which, I believe, works like this. For HTTP a reasonable delimiter would be the empty line separating the message head from the body.
The obvious problem here is the requirement of a (preferrably short) termination sequence, like a line break. Even the HTTP specification suggests that these two adjacent CRLFs are not a good choice, since they could also occur at the beginning of the message. And after all, two CRLFs are not a simple delimiter anyways.
So expanding the method to arbitrary type-3 grammars, I concluded the best choice for parsing the data is a finite state machine. I can feed the data to the machine byte after byte, just as I am reading it from the network stream. And as soon as the machine accepts the input I can stop reading data. Also, the FSM could immediately capture the significant tokens.
But is this really the best solution? Reading byte after byte and validating it with a custom parser seems tedious and expensive. And the FSM would be either slow or quite ugly. So...
How do you process data from a network stream when the form is known but not the size?
How can classes like the HttpListener parse the messages and be fast at it too?
Did I miss something here? How would this usually be done?
HttpListener and other such components can parse the messages because the format is deterministic. The Request is well documented. The request header is a series of CRLF-terminated lines, followed by a blank line (two CRLF in a row).
The message body can be difficult to parse, but it's deterministic in that the header tells you what encoding is used, whether it's compressed, etc. Even multi-part messages are not terribly difficult to parse.
Yes, you do need a state machine to parse HTTP messages. And yes you have to parse it byte-by-byte. It's somewhat involved, but it's very fast. Typically you read a bunch of data from the stream into a buffer and then process that buffer byte-by-byte. You don't read the stream one byte at a time because the overhead will kill performance.
You should take a look at the HttpListener source code to see how it all works. Go to http://referencesource.microsoft.com/netframework.aspx and download the .NET 4.5 Update 1 source.
Be prepared to spend a lot of time digging through that and through the HTTP spec.
By the way, it's not difficult to create a program that handles a small subset of HTTP requests. But I wonder why you'd want to do that when you can just use HttpListener and have all the details handled for you.
Update
You are talking about two different protocols. HTTP and WebSocket are two entirely different things. As the Wikipedia article says:
The WebSocket Protocol is an independent TCP-based protocol. Its only relationship to HTTP is that its handshake is interpreted by HTTP servers as an Upgrade request.
With HTTP, you know that the server will send the stream and then close the connection; it's a stream of bytes with a defined end. WebSocket is a message-based protocol; it enables a stream of messages. Those messages have to be delineated in some way; the sender has to tell the receiver where the end of the message is. That can be implicit or explicit. There are several different ways this is done:
The sender includes the length of message in the first few bytes of the message. For example, the first four bytes are a binary integer that says how many bytes follow in that message. So the receiver reads the first four bytes, converts that to an integer, and then reads that many bytes.
The length of the message is implicit. For example, sender and receiver agree that all messages are 80 bytes long.
The first byte of the message is a message type, and each message type has a defined length. For example, message type 1 is 40 bytes, message type 2 is 27 bytes, etc.
Messages have some terminator. In a line-oriented message system, for example, messages are terminated by CRLF. The sender sends the text and then CRLF. The receiver reads bytes until it receives CRLF.
Whatever the case, sender and receiver must agree on how messages are structured. Otherwise the case that you're worried about does crop up: the receiver is left waiting for bytes that will never be received.
In order to handle possible communications problems you set the ReceiveTimeout property on the socket, so that a Read will throw SocketException if it takes too long to receive a complete message. That way, your program won't be left waiting indefinitely for data that is not forthcoming. But this should only happen in the case of communications problems. Any reasonable message format will include a way to determine the length of a message; either you know how much data is coming, or you know when you've reached the end of a message.
If you want to send a message you can just pre-pend the size of the message to it. Get the number of bytes in the message, pre-pend a ulong to it. At the receiver, read the size of a ulong, parse it, then read that amount of bytes from the stream and then close it.
In a HTTP header you can read: Content-Length The length of the request body in octets (8-bit bytes)

Asynchronous TCP socket bytes merging

I wasn't quite sure how to explain my problem in the title, but I'll try to elaborate on my problem.
Basically I'm coding a chat that is not P2P, but where all users connect to a central server, similar to IRC. The connections are asynchronous and it almost works flawlessly. The main issue is that, when a lot of data is sent to one user (or to the server from one user) at once, the bytes may merge, resulting in errors. I've approached this by adding a header of 4 bytes containing the length of the data in front of the rest of the data. Still, the bytes seem to merge. I've also tried setting NoDelay to true and DontFragment to false; still, it doesn't work.
I'm guessing the problem is that when the bytes merge, I only handle the first bytes and then do nothing with the remaining. What would be the best way to approach this issue?
Receive callback code: http://pastebin.com/f0MvjHag
That's why they call it a stream. You put bytes in at one end and TCP guarantees they come out in the same order, none missing or duplicated, at the far end. Anything bigger than a byte is your problem.
You have to accumulate enough bytes in a buffer to have your header. Then interpret it and start processing additional bytes. You may have a few left over that start the next header.
This is normal behavior. When your application is not receiving data the system will be buffering it for you. It will try to hand off the available data the next time you make a request. On the other side, a large write may travel over connections that do not support an adequate frame size. They will be split as needed and arrive eventually in dribs and drabs.
This usually happens when two or more packets of data are sent at close intervals.
I recently had this problem myself, and the way I resolved it was to a separating key. You can then tokenize each message. For example, you could add the ASCII character #4 (the End-of-Transmission character) to the end of each message being sent like I did.
Write("Message1" + ((char)4).ToString())
Write("Message2" + ((char)4).ToString())
Then, when the client receives the data, you can iterate through the received data. When it finds that special character, it knows it's the end of one message, and (maybe) the beginning of a new one.
"Message1(EOT char)Message2(EOT char)"
\n may be easier to work with than using ASCII characters.

Socket EndReceive Order / Data Issues

Background:
The application I am programming uses async sockets (using BeginSend, EndSend, BeginReceive, EndReceive) to send data between each other. The sockets are TCP, no socket flags, on IPV4.
It uses the system where it sends a 4-byte (int) message, followed by a message with the length specified in the previous message. I use function helpers that handle the MessageLength, and the MessageBody. The flow is something like this
BeginReceive()
EndReceive()
MessageLengthReceived()
BeginReceive()
MessageBodyReceived()
Issue:
The issue arrives when I send file data, in chunks of 16kb (with an additional small overhead: offset, pieceIndex, etc). Occasionally, when receiving the MessageLength, it receives a data from a random part in the previous message, instead of the actual message length. Part of this issue is that it doesn't always happen at a set offset (eg beginning or end of file / piece / 16 kb chunk) and can happen with any file, but happens more if I send a lot more files / larger files.
There are internal messages that are sent (eg RequestMessages) that never experience this problem. All the internal messages are < 100 bytes.
I've tried waiting for the file chunk to save completely before requesting another chunk, but it still fails. I've also tried limiting how many chunks to send at a time, but this only resolves the issue when using 127.0.0.1 (local clients), and not cross network (LAN).
I've spent hours going through my application to see if there's any issues, but I have yet to see any where it would be sending the wrong data as a header. The issue always seems to inbetween the send and the receive of the two clients. Is there settings for socket / method of sending that I should be using? Or could it be some sort of race condition (I thought about race condition, but the fact that the data can be anywhere randomly in a file made me rethink this).
From the question, i guess the problem you are dealing with is inside the MonoTorrent library.
I myself has never encountered such problem. and by looking at the codes, i think the receive part is already ordered because the network IO will not try to receive a second message until the first one has been handled. PieceMessages' write requests are queued in DiskIO also so that should not be the problem.
however, in sending procedure, the ProcessQueue function can be called from several places. and the EnqueueSendMessage called by ProcessQueue indirectly doesn't actually enqueue the message to any queue. it just simply call the Socket.BeginSend. I don't know if Socket.BeginSend() has any queue mechanism inside. If there is not, this may bring some problem when multiple threads are trying to make the same socket "BeginSend" different data.

How should I handle incomplete packet buffers?

I am writing a client for a server that typically sends data as strings in 500 or less bytes. However, the data will occasionally exceed that, and a single set of data could contain 200,000 bytes, for all the client knows (on initialization or significant events). However, I would like to not have to have each client running with a 50 MB socket buffer (if it's even possible).
Each set of data is delimited by a null \0 character. What kind of structure should I look at for storing partially sent data sets?
For example, the server may send ABCDEFGHIJKLMNOPQRSTUV\0WXYZ\0123!\0. I would want to process ABCDEFGHIJKLMNOPQRSTUV, WXYZ, and 123! independently. Also, the server could send ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890LOL123HAHATHISISREALLYLONG without the terminating character. I would want that data set stored somewhere for later appending and processing.
Also, I'm using asynchronous socket methods (BeginSend, EndSend, BeginReceive, EndReceive) if that matters.
Currently I'm debating between List<Byte> and StringBuilder. Any comparison of the two for this situation would be very helpful.
Read the data from the socket into a buffer. When you get the terminating character, turn it into a message and send it on its way to the rest of your code.
Also, remember that TCP is a stream, not a packet. So you should never assume that you will get everything sent at one time in a single read.
As far as buffers go, you should probably only need one per connection at most. I'd probably start with the max size that you reasonably expect to receive, and if that fills, create a new buffer of a larger size - a typical strategy is to double the size when you run out to avoid churning through too many allocations.
If you have multiple incoming connections, you may want to do something like create a pool of buffers, and just return "big" ones to the pool when done with them.
You could just use a List<byte> as your buffer, so the .NET framework takes care of automatically expanding it as needed. When you find a null terminator you can use List.RemoveRange() to remove that message from the buffer and pass it to the next layer up.
You'd probably want to add a check and throw an exception if it exceeds a certain length, rather than just wait until the client runs out of memory.
(This is very similar to Ben S's answer, but I think a byte array is a bit more robust than a StringBuilder in the face of encoding issues. Decoding bytes to a string is best done higher up, once you have a complete message.)
I would just use a StringBuilder and read in one character at a time, copying and emptying the builder whenever I hit a null terminator.
I wrote this answer regarding Java sockets but the concept is the same.
What's the best way to monitor a socket for new data and then process that data?

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