Netty Client: request-response in same future - sockets

I'm trying to implement a Netty client which will send a TCP request and receive a response in the same Future. The code is below
public void sendMessage(String msg) {
Future<Channel> future = simpleChannelPool.acquire();
future.addListener((FutureListener<Channel>) f -> {
if (f.isSuccess()) {
Channel ch = f.getNow();
ChannelFuture channelFuture = ch.writeAndFlush((msg + " " + now() + lineSeparator()));
channelFuture.addListener(writeFuture -> {
if (writeFuture.isSuccess()) {
System.out.println("Channel write successful");
// how to READ data here?
}
});
// Release back to pool
simpleChannelPool.release(ch);
} else {
System.out.println("Failed to acquire a channel");
}
});
}
The part that I'm missing is how to read the data after successful write, line if (writeFuture.isSuccess()) {.... Basically I need to wait until next read is finished.
Also, given Netty's asynchronous nature, is it a right tool for request/response protocols?
Netty version used: 4.1.39.Final.
The complete code is available here.

Related

How to dispatch incoming NetSocket handlers into different event loop threads?

I'm trying to use Vertx to implement a TCP server, accepting incoming connections and then handling different sockets. Since each socket can be handled independently, the handlers belonging to different sockets are supposed to run in different event loop threads concurrently.
According to Vert.x document,
Standard verticles are assigned an event loop thread when they are created and the start method is called with that event loop. When you call any other methods that takes a handler on a core API from an event loop then Vert.x will guarantee that those handlers, when called, will be executed on the same event loop.
I think, this code snippet can print different thread names:
Vertx vertx = Vertx.vertx(); // The number of event loop threads is 2*core.
vertx.createNetServer().connectHandler(socket -> {
vertx.deployVerticle(new AbstractVerticle() {
#Override
public void start() throws Exception {
socket.handler(buffer -> {
log.trace(socket.toString() + ": Socket Message");
socket.close();
});
}
});
}).listen(port);
But unfortunately, all handlers were located in the same thread.
23:59:42.359 [vert.x-eventloop-thread-1] TRACE Server - io.vertx.core.net.impl.NetSocketImpl#253fa4f2: Socket Message
23:59:42.364 [vert.x-eventloop-thread-1] TRACE Server - io.vertx.core.net.impl.NetSocketImpl#465f1533: Socket Message
23:59:42.365 [vert.x-eventloop-thread-1] TRACE Server - io.vertx.core.net.impl.NetSocketImpl#5ab8dac: Socket Message
23:59:42.366 [vert.x-eventloop-thread-1] TRACE Server - io.vertx.core.net.impl.NetSocketImpl#5fc72993: Socket Message
23:59:42.367 [vert.x-eventloop-thread-1] TRACE Server - io.vertx.core.net.impl.NetSocketImpl#38ee66d7: Socket Message
23:59:42.368 [vert.x-eventloop-thread-1] TRACE Server - io.vertx.core.net.impl.NetSocketImpl#6a60a74: Socket Message
23:59:42.369 [vert.x-eventloop-thread-1] TRACE Server - io.vertx.core.net.impl.NetSocketImpl#5f3921e1: Socket Message
23:59:42.370 [vert.x-eventloop-thread-1] TRACE Server - io.vertx.core.net.impl.NetSocketImpl#39d41024: Socket Message
... more than 100+ lines ...
An opposite example is similar to this echo server written in BOOST.ASIO. The handlers run in different event loop threads if a thread pool is used to execute io_service::run().
So, my question is how to run these handlers concurrently?
Actually, you do something entirely different from what you intend.
Each time you receive connection on your socket, you launch a new actor,
Simplest way to prove that:
Vertx vertx = Vertx.vertx(); // The number of event loop threads is 2*core.
vertx.createHttpServer().requestHandler(request -> {
vertx.deployVerticle(new AbstractVerticle() {
String uuid = UUID.randomUUID().toString(); // Some random unique number
#Override
public void start() throws Exception {
request.response().end(uuid + " " + Thread.currentThread().getName());
}
});
}).listen(8888);
vertx.setPeriodic(1000, r -> {
System.out.println(vertx.deploymentIDs().size()); // Print verticles count every second
});
I'm using httpServer just because it's easier to check in browser.
As wrong as it may be, you'll still see that you should receive different threads:
fe931b18-89cc-4c6a-9d6a-8565bb1f1c12 vert.x-eventloop-thread-9
277330da-4df8-4e91-bd8f-82c0f62156d0 vert.x-eventloop-thread-11
bbd3207c-80a4-41d8-9be5-b40727badc84 vert.x-eventloop-thread-13
Now to how you should do it:
// We create 10 workers
for (int i = 0; i < 10; i++) {
vertx.deployVerticle(new AbstractVerticle() {
#Override
public void start() {
vertx.eventBus().consumer("processMessage", (request) -> {
// Do something smart
// Reply
request.reply("I'm on thread " + Thread.currentThread().getName());
});
}
});
}
// This is your handler
vertx.createHttpServer().requestHandler(request -> {
// Only one server, that should dispatch events to workers as quickly as possible
vertx.eventBus().send("processMessage", null, (response) -> {
if (response.succeeded()) {
request.response().end("Request :" + response.result().body().toString());
}
// Handle errors
});
}).listen(8888);
vertx.setPeriodic(1000, r -> {
System.out.println(vertx.deploymentIDs().size()); // Notice that number of workers doesn't change
});
It's not possible to determine which event loop Vert.x will assign to each of your verticles without more details (number of cores of your test machines for example).
Anyway, it is not a good idea to deploy a verticle per incoming connection. Verticles are units of deployment in Vert.x. You would typically create one per "functionality".
Back to your use case, the purpose of event driven programming is precisely to avoid using a thread per connection. You can handle a lot of concurrent connections with a single event loop. If you have multiple cores on your machine then you can deploy multiple instances of your verticle to use them all (1 event loop per core).
int processors = Runtime.getRuntime().availableProcessors();
Vertx vertx = Vertx.vertx();
vertx.deployVerticle(TCPServerVerticle.class.getName(), new DeploymentOptions().setInstances(processors));
public class TCPServerVerticle extends AbstractVerticle {
#Override
public void start(Future<Void> startFuture) throws Exception {
vertx.createNetServer().connectHandler(socket -> {
socket.handler(buffer -> {
log.trace(socket.toString() + ": Socket Message");
socket.close();
});
}).listen(port, ar -> {
if (ar.succeeded()) {
startFuture.complete();
} else {
startFuture.fail(ar.cause());
}
});
}
}
With Vertx TCP server sharing the connect handlers will be called on a round-robin fashion.

Redux-saga and socket subscription causes Uncaught TypeError: Converting circular structure to JSON

I am having trouble subscribing to a socketcluster (http://socketcluster.io/) channel when using a redux-saga generator in my chat app. The socketcluster backend is setup in a way where any messages are saved in the database then published into the receiving user's personal channel, which is named after the user's id. For example, User A has an id '123abc' and would subscribe to the channel named '123abc' for their realtime messages.
The code below does receive new messages that are published to a channel but it throws a "TypeError: Converting circular structure to JSON" onload and breaks all of my other redux-saga generators in the app. I've done digging in Chrome Devtools and my theory is that it has something to do with queue created in the createChannel function. Also, I've tried returning a deferred promise in the subscribeToChannel function but that also caused a Circular Conversion Error, I can post that code on request.
I referred to this answer at first: https://stackoverflow.com/a/35288877/5068616 and it helped me get the below code in place but I cannot find any similar issues on the internet. Also something to note, I am utilizing redux-socket-cluster (https://github.com/mattkrick/redux-socket-cluster) to sync up the socket and state, but I don't think it is the root of the problem
sagas.js
export default function* root() {
yield [
fork(startSubscription),
]
}
function* startSubscription(getState) {
while (true) {
const {
userId
} = yield take(actions.SUBSCRIBE_TO_MY_CHANNEL);
yield call(monitorChangeEvents, subscribeToChannel(userId))
}
}
function* monitorChangeEvents(channel) {
while (true) {
const info = yield call(channel.take) // Blocks until the promise resolves
console.log(info)
}
}
function subscribeToChannel(channelName) {
const channel = createChannel();
const socket = socketCluster.connect(socketConfig);
const c = socket.subscribe(channelName);
c.watch(event => {
channel.put(event)
})
return channel;
}
function createChannel() {
const messageQueue = []
const resolveQueue = []
function put(msg) {
// anyone waiting for a message ?
if (resolveQueue.length) {
// deliver the message to the oldest one waiting (First In First Out)
const nextResolve = resolveQueue.shift()
nextResolve(msg)
} else {
// no one is waiting ? queue the event
messageQueue.push(msg)
}
}
// returns a Promise resolved with the next message
function take() {
// do we have queued messages ?
if (messageQueue.length) {
// deliver the oldest queued message
return Promise.resolve(messageQueue.shift())
} else {
// no queued messages ? queue the taker until a message arrives
return new Promise((resolve) => resolveQueue.push(resolve))
}
}
return {
take,
put
}
}
Thanks for the help!

Netty: when does writeAndFlush channel future listener callback get executed?

I am new to netty and trying to understand how the channel future for writeAndFlush works. Consider the following code running on a netty client:
final ChannelFuture writeFuture = abacaChannel.writeAndFlush("Test");
writeFuture.addListener(new ChannelFutureListener() {
#Override
public void operationComplete(ChannelFuture future) throws Exception {
if (writeFuture.isSuccess()) {
LOGGER.debug("Write successful");
} else {
LOGGER.error("Error writing message to Abaca host");
}
}
});
When does this writeFuture operationComplete callback executed?
After netty hands over the data to the OS send buffers (or)
After the OS writes the data to the network socket. (or)
After this data is actually received by the server.
TIA
1. After netty hands over the data to the OS send buffers (or)
Listener will be notified after data is removed from ChannelOutboundBuffer (netty's send buffer)

NodeJS Node-apn implementation as daemon

I have a node-apn nodejs script running as a daemon on AmazonWS. The daemon runs fine and the script stays up and comes back when it goes down but I believe I am having a synchronous execution and exiting issue with node.js. When I release the process with process.exit(); even though all console.logs output saying they have sent my messages, they never are received on the phone. I decided to remove the exit and let the process "hang" after execution and all messages were sent successfully. This led me to do the following implementation using an ASYNC function, but the same result seems to be happening. Can anyone provide insight to this? There are no errors being thrown from APN or anywhere else.
function closeDB()
{
connection.end(function(err) {
if (err) {
console.log("ERROR: " + util.inspect(err, false, 5));
process.exit(1);
}
console.log("APNS-PUSH: COMPLETED.");
});
setTimeout(function(){process.exit();}, 50);
} // End of closeDB()
function apnsError(err, notification)
{
console.log(err);
console.log(notification);
closeDB();
}
function async(arg, callback)
{
apnsConnection.sendNotification(arg);
console.log(arg);
setTimeout(function() { callback(1); }, 100);
}
/**
* Our MySQL query callback.
*/
function queryCB(err, results)
{
//error in our all, report and exit
if (err) {
console.log("ERROR: " + util.inspect(err, false, 5));
closeDB();
}
if(results.length == 0)
{
closeDB();
}
var notes = [];
var count = 0;
try {
for( var i = 0; i < results.length; i++ ) {
var myDevice = new apns.Device(results[i]['udid']);
var note = new apns.Notification();
note.expiry = Math.floor(Date.now() / 1000) + 3600; // Expires 1 hour from now.
note.badge = results[i]["notification_count"];
note.sound = "ping.aiff";
note.alert = results[i]["message"];
note.device = myDevice;
connection.query('UPDATE `tbl_notifications` SET `sent`=1 WHERE `id`=' + results[i]["id"] , function(err, results) {
if(err)
{
console.log("ERROR: " + util.inspect(err, false, 5));
}
});
notes.push(note);
}
} catch( err ) {
console.log('error: ' + err)
}
console.log(notes.length);
notes.forEach(function(nNode) {
async(nNode, function(result) {
count++;
if(count == notes.length) {
closeDB();
}
})
});
} // End of queryCB()
I had the same problem where killing the process also killed the open socket connections and didn't allow the notifications to be sent. The solution I came up with isn't an an ideal solution but it will work in your situation as well. I looked into the node-apn code and found that the Connection object inherited from EventEmitter so you can monitor events on the object like so:
var apnsConnection = new apn.Connection(options)
apnsConnection.sendNotification(notification)
apnsConnection.on('transmitted', function(){
console.log("Transmitted")
callback()
})
apnsConnection.on('error', function(){
console.log("Error")
callback()
})
This is monitoring the socket that the notification is sent through so I don't know how accurate it is at determining when a notification has successfully been passed off to Apple's APNS servers but it has worked pretty well for me.
The reason you are seeing this problem is that when you use #pushNotification it buffers the notification inside the module and handles sending it asynchronously.
Listening for "transmitted" is valid and this is emitted when the notification has been written to the socket. However, if your objective is to close the socket after all notifications have been sent then the easiest way to accomplish this is using the connectionTimeout property when creating your connection.
Simply set connectionTimeout to something around 1000 (milliseconds) and assuming you have no other connections open then the process will exit automatically. Or you can set an event listener on the timeout event and call process.exit() from there.

UDP Socket receive fails in wp7

I am newbie for WP7 and Socket programming. I have gone through msdn sample code http://msdn.microsoft.com/en-us/library/hh202864(v=VS.92).aspx#Y4537 and tested for use. Send works fine but it couldn't receive, this is the code I have used for receiving udp packet data.
In this my Breakpoint always fails # if (e.SocketError == SocketError.Success)
public string Receive(int portNumber)
{
string response = "Operation Timeout";
// We are receiving over an established socket connection
if (_socket != null)
{
// Create SocketAsyncEventArgs context object
SocketAsyncEventArgs socketEventArg = new SocketAsyncEventArgs();
socketEventArg.RemoteEndPoint = new IPEndPoint(IPAddress.Any, portNumber);
// Setup the buffer to receive the data
socketEventArg.SetBuffer(new Byte[MAX_BUFFER_SIZE], 0, MAX_BUFFER_SIZE);
// Inline event handler for the Completed event.
// Note: This even handler was implemented inline in order to make this method self-contained.
socketEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(delegate(object s, SocketAsyncEventArgs e)
{
try
{
if (e.SocketError == SocketError.Success)
{
// Retrieve the data from the buffer
response = Encoding.UTF8.GetString(e.Buffer, e.Offset,e.BytesTransferred);
response = response.Trim('\0');
}
else
{
response = e.SocketError.ToString();
}
_clientDone.Set();
}
catch (Exception ex)
{
ex.ToString();
}
});
// Sets the state of the event to nonsignaled, causing threads to block
_clientDone.Reset();
// Make an asynchronous Receive request over the socket
_socket.ReceiveFromAsync(socketEventArg);
// Block the UI thread for a maximum of TIMEOUT_MILLISECONDS milliseconds.
// If no response comes back within this time then proceed
_clientDone.WaitOne(TIMEOUT_MILLISECONDS);
}
else
{
response = "Socket is not initialized";
}
return response;
}
Have you tried using the specific UDP support in WP7/Silverlight? Either using UdpSingleSourceMulticastClient or UdpAnySourceMulticastClient depending on your scenario and requirements. Here's an intro article on UDP in Silverlight # Working with Multicast