Is it OK to shutdown socket after write all data to it? - sockets

I'm writing simple http server.
I want to shutdown socket after server send all data.
I considered that compare return byte of write() to socket with actuall content length, but I had read that the return value just means that data moved to send-buffer of the socket. (Im not sure and I don't know how can I check it)
If so, can I shutdown the socket just after check the bytes are same? What if the datas sended need to be retransmitted at TCP level after server send FIN flag?

The OS does not discard data you have written when you call shutdown(SHUT_WR). If the other end already shut down its end (you can tell because you received 0 bytes) then you should be able to close the socket, and the OS will keep it open until it has finished sending everything.
The FIN is treated like part of the data. It has to be retransmitted if the other end doesn't receive it, and it doesn't get processed until everything before it has been received. This is called "graceful shutdown" or "graceful close". This is unlike RST, which signals that the connection should be aborted immediately.

Related

Using "send" to tcp socket/Windows/c

For c send function(blocking way) it's specified what function returns with size of sent bytes when it's received on destinations. I'm not sure that I understand all nuances, also after writing "demo" app with WSAIoctl and WSARecv on server side.
When send returns with less bytes number than asked in buffer-length parameter?
What is considered as "received on destinations"? My first guess it's when it sit on server's OS buffer and server application is notified. My second one it's when server application recv call have read it fully?
Unless you are using a (somewhat exotic) library, a send on a socket will return the number of bytes passed to the TCP buffer successfully, not the number of bytes received by the peer (see Microsoft´s docs for example).
When you are streaming data via a socket, you need to check the bytes effectively accepted into the TCP send buffer. That´s why usually a send command is inside a loop that will issue several sends if needed.
Errors in send are local: for example if the socket is closed by the peer during a sending operation (making your socket invalid) or if the operation times out (TCP buffer not emptying, i. e. peer not receiving data fast enough or some other trouble).
After all send is completed you have no easy way of knowing if the peer received all the bytes you sent. You´ll usually just issue closesocket and make sure that your socket has a proper linger option set (i. e. only close after timeout or sucessfully finishing the send). Alternatively you wait for a confirmation by the peer (for example via a recv that returns zero bytes, indicating that the connection was gracefully closed).
Edit: typo

How to implement Socket.PollAsync in C#

Is it possible to implement the equivalent of Socket.Poll in async/await paradigm (or BeginXXX/EndXXX async pattern)?
A method which would act like NetworkStream.ReadAsync or Socket.BeginReceive but:
leave the data in the socket buffer
complete after the specified interval of time if no data arrived (leaving the socket in connected state so that the polling operation can be retried)
I need to implement IMAP IDLE so that the client connects to the mail server and then goes into waiting state where it received data from the server. If the server does not send anything within 10 minutes, the code sends ping to the server (without reconnecting, the connection is never closed), and starts waiting for data again.
In my tests, leaving the data in the buffer seems to be possible if I tell Socket.BeginReceive method to read no more than 0 bytes, e.g.:
sock.BeginReceive(b, 0, 0, SocketFlags.None, null, null)
However, not sure if it indeed will work in all cases, maybe I'm missing something. For instance, if the remote server closes the connection, it may send a zero-byte packet and not sure if Socket.BeginReceive will act identically to Socket.Poll in this case or not.
And the main problem is how to stop socket.BeginReceive without closing the socket.

lwip - what's the reason tcp socket blocked in send()?

I am make a application base on lwip,the applcation just send data to the server;
When my app works for some times (about 5 hours),I found that the send thread hung in send() function,and after about 30min send() return 0,and my thread run agin;
In the server side ,have make a keepalive,its time is 5min,when my app hungs,5min later the server close the sockect,but my app have not get this,still hungs in send() until 30min get 0 return; why this happen?
1: the up speed is not enough to send data,it will hungs in send?
2: maybe the server have not read data on time,and it make send buff full and hungs?
how can i avoid these peoblems in my code ? I have try to set TCP_NODELAY,SO_SNDTIMEO and select before send,but also have this problem.
send() blocks when the receiver is too far behind the sender. recv() returns zero when the peer has closed the connection, which means you must close the socket and stop reading.

Time Gap Between Socket Calls ie. Accept() and recv/send calls

I am implementing a server in which i listen for the client to connect using the accept socket call.
After the accept happens and I receive the socket, i wait for around 10-15 seconds before making the first recv/send call.
The send calls to the client fails with errno = 32 i.e broken pipe.
Since i don't control the client, i have set socket option *SO_KEEPALIVE* in the accepted socket.
const int keepAlive = 1;
acceptsock = accept(sock, (struct sockaddr*)&client_addr, &client_addr_length)
if (setsockopt( acceptsock, SOL_SOCKET, SO_KEEPALIVE, &keepAlive, sizeof(keepAlive)) < 0 )
{
print(" SO_KEEPALIVE fails");
}
Could anyone please tell what may be going wrong here and how can we prevent the client socket from closing ?
NOTE
One thing that i want to add here is that if there is no time gap or less than 5 seconds between the accept and send/recv calls, the client server communication occurs as expected.
connect(2) and send(2) are two separate system calls the client makes. The first initiates TCP three-way handshake, the second actually queues application data for transmission.
On the server side though, you can start send(2)-ing data to the connected socket immediately after successful accept(2) (i.e. don't forget to check acceptsock against -1).
After the accept happens and I receive the socket, i wait for around 10-15 seconds before making the first recv/send call.
Why? Do you mean that the client takes that long to send the data? or that you just futz around in the server for 10-15s between accept() and recv(), and if so why?
The send calls to the client fails with errno = 32 i.e broken pipe.
So the client has closed the connection.
Since I don't control the client, i have set socket option SO_KEEPALIVE in the accepted socket.
That won't stop the client closing the connection.
Could anyone please tell what may be going wrong here
The client is closing the connection.
and how can we prevent the client socket from closing ?
You can't.

How can I test TCP socket status in Perl?

I've got a TCP socket which reads data. When an error occurs when reading the data, I return an undef (NULL) value. Errors can be caused by badly formatted messages or broken sockets. Can someone tell me if there is a specific function which returns the status of a socket?
There are three ways to detect whether the socket is open or closed, but neither of them are 100% full proof.
The first is to attempt a read on the socket as follows:
my $ret = recv($sockfd, $buff, 1, MSG_PEEK | MSG_NOWAIT);
If the socket has went through an orderly shutdown, i.e. the peer called shutdown for writing or called close AND the FIN packet has arrived then this call will result in a 0 length read indicating a closed socket. This also helps if your peer application crashed since the OS will close the connection and send a FIN. However, if your peer machine has crashed or your peer application has locked up this won't help you since each end of the connection maintains independent state.
A second way to detect a broken connection is by probing your peer. If you send a 0 length packet to your peer ( which is should be able to handle ) and the application has crashed then you send a second 0 length packet your application will get the SIG_PIPE signal indicating a broken pipe.
Another way to deal with this issue is to use an application level heartbeat in which the peers periodically send a heartbeat packet to each other indicating that they are alive and functioning properly.
One last option is to use the SO_KEEPALIVE socket option, although this is of limited use since it will only detect a broken socket after approximately 2 hours of inactivity.
If you really must know fairly quickly when a connection is broken, then the most reliable option is probably going to be the application level heartbeat.
doh!, the answer was obvious in retrospect, use the connected call.
$socket = IO::Socket::INET(localhost, 1000);
die "no connection" unless $socket -> connected();
$socket -> send("your face here for $20");
die "socket is dead" unless $socket -> connected();
$socket -> recv($data);