ACK with packet retransmission - simulation

Again I came across a doubt. I inserted in my implementation the use of ACK.
In the function:
AMSend.sendDone (message_t * bufPtr, error_t error) {
if (call PacketAcknowledgements.wasAcked (bufPtr)) {
dbg ("test", "SEND_ACK \ n");
}
}
And it's apparently working correctly, depending on the output log.
Already in function:
AMControl.startDone (error_t err) {
radio = TRUE;
dbg ("test", "SLOT_ACTIVE \ n");
if (err == SUCCESS) {
if ((call Clock.get ()> (ultpkdados + 5000)) && (TOS_NODE_ID! = 0)) {
test_msg_t * rcm = (test_msg_t *) call Packet.getPayload (& pkt, sizeof (test_msg_t));
rcm-> type = 1;
rcm-> nodeid = TOS_NODE_ID;
rcm-> proxsalto = syncwith;
call PacketAcknowledgements.requestAck (& pkt);
if (call AMSend.send (syncwith, & pkt, sizeof (test_msg_t)) == SUCCESS) {
Dbg ("test", "SEND_PKT_DATA \ n"));
locked = TRUE;
ultpkdados call Clock.get = ();
}
}
}
}
This function startDone is sending this packet of "data" normally, and I made a call PacketAcknowledgements.requestAck to request the ACK.
My question is whether at this point, if the ACK is not confirmed, the original message is retransmitted. If this is not happening, could you suggest me the appropriate changes for this to happen?

My question is whether at this point, if the ACK is not confirmed, the
original message is retransmitted.
No, the message will not be retransmitted.
If this is not happening, could you suggest me the appropriate changes
for this to happen?
What you are doing is just requesting acknowledgments and not enabling retransmissions. Retransmissions are sent by the Packet link layer which is used as specified HERE.
In order to enable re-transmissions you need to:
1) add the PACKETLINK preprocessor variable to your makefile. This can be done by simply adding "-DPACKETLINK" to PFlags in your makefile i.e
PFLAGS = -DPACKETLINK
2) Specify the maximum number of retries that your device can transmit and the delay between each retry. This is done by appropriately calling the setRetries and setRetryDelay functions in the Packet link interface (These are found on a instantiation of a PacketLink interface so you will need a uses interface PacketLink statement in the wiring section of your module). You need to set the number of retries before calling AMSend.send. i.e you would need to have something that goes along the lines of:
#if defined(PACKET_LINK)
maxRetries = 100; //max retries
myDelay = 10; //delay between retries
call PacketLink.setRetries(&pkt, maxRetries); //set retries
call PacketLink.setRetryDelay(&pkt, myDelay); //set delay
#endif
3. In your configuration file you need to provide a Packetlink implementation instantiated and link it to your module. For instance if you are using a node with a CC2420 transceiver (such as the TelosB node) you would have the following in the implementation section of your configuration file.
components CC2420ActiveMessageC, myModuleP as App;
App.PacketLink -> CC2420ActiveMessageC.PacketLink;
What the above will do is compile the Packet Link Layer along with the rest the the Communication stack. You can look the PacketLinkP.nc file to see how the values you are passing to the PacketLink interface are being used.
If you are using the PacketLink interface and PacketAcknowledgements.wasAcked returns FALSE in your AMSend.sendDone method then it means transmission has still failed despite all the retries. You can at this point try a fresh retransmit again (which the device will again try to retransmit up to a total of maxRetries times).

Related

STM32 HAL UART receive by interrupt cleaning buffer

I'm working on an application where I process commands of fixed length received via UART.
I'm also using FreeRTOS and the task that handles the incoming commands is suspended until the uart interrupt handler is called, so my code is like this
void USART1_IRQHandler()
{
HAL_UART_IRQHandler(&huart1);
}
void HAL_UART_ErrorCallback(UART_HandleTypeDef *huart){
HAL_UART_Receive_IT(&huart1, uart_rx_buf, CMD_LEN);
}
void HAL_UART_RxCpltCallback(UART_HandleTypeDef *huart){
BaseType_t higherTaskReady = pdFALSE;
HAL_UART_Receive_IT(&huart1, uart_rx_buf, CMD_LEN); //restart interrupt handler
xSemaphoreGiveFromISR(uart_mutex, &higherTaskReady);
portYIELD_FROM_ISR( higherTaskReady); //Relase the semaphore
}
I am using the ErrorCallBack in case if an overflow occurs. Now I successfully catch every correct command, even if they are issued char by char.
However, I'm trying to make the system more error-proof by considering the case where more characters are received than expected.
The command length is 4 but if I receive, for example, 5 chars, then the first 4 is processed normally but when another command is received it starts from the last unprocessed char, so another 3 chars are needed until I can correctly process the commands again.
Luckily, the ErrorCallback is called whenever I receive more than 4 chars, so I know when it happens, but I need a robust way of cleaning the UART buffer so the previous chars are gone.
One solution I can think of is using UART receive 1 char at a time until it can't receive anymore, but is there a better way to simply flush the buffer?
Yes, the problem is the lack of delimiter, because every byte can can carry a value to be processed from 0 to 255. So, how can you detect the inconsistency?
My solution is a checksum byte in the protocol. If the checksum fails, a blocking-mode UART_Receive function is called in order to put the rest of the data from the "system-buffer" to a "disposable-buffer". In my example the fix size of the protocol is 6, I use the UART6 and I have a global variable RxBuffer. Here is the code:
void HAL_UART_RxCpltCallback(UART_HandleTypeDef *UartHandle)
{
if(UartHandle->Instance==USART6) {
if(your_checksum_is_ok) {
// You can process the incoming data
} else {
char TempBuffer;
HAL_StatusTypeDef hal_status;
do {
hal_status = HAL_UART_Receive(&huart6, (uint8_t*)&TempBuffer, 1, 10);
} while(hal_status != HAL_TIMEOUT);
}
HAL_UART_Receive_IT(&huart6, (uint8_t*)RxBuffer, 6);
}
}
void HAL_UART_ErrorCallback(UART_HandleTypeDef *UartHandle) {
if(UartHandle->Instance==USART6) {
HAL_UART_Receive_IT(&huart6, (uint8_t*)RxBuffer, 6);
}
}

Is recv(bufsize) guaranteed to receive all the data if sended data is smaller then bufsize?

For example:
Client Side
...
socket.connect(server_address)
data = some_message_less_than_100_bytes
socket.sendall(data)
...
Server Side
...
socket.accept()
socket.recv(1024)
...
Is the server side guaranteed to receive the data in one recv()?
If not, how does the standard solution using header for specifying message length even works?
The header itself could have been split and we have to check if header has been correctly received.
Or the header is fixed length? So that the receiver can always interpret the first few bytes in the same way no matter in how many pieces that data is sent?
Actually I'm trying to do something like this
Client
while():
send()
recv()
Server
recv()
while():
send() # Acknowledge to client
recv()
which is suggested by ravi in Linux socket: How to make send() wait for recv()
but I figured out the problem described above.
Is the ravi's answer assuming that both client and server will receive what the other sent in a single recv()?
Update
I would very like to post the image but I can't because of low reputation...
Following link is the HTTP Frame Format
https://datatracker.ietf.org/doc/html/rfc7540#section-4
It indeed used a fixed length solution, so that no matter in how many pieces the header is split it can work with the same way.
So I guess, some sort of 'fixed' length is the only solution? Even if the header size itself is variable, it then probably have some promised bits to indicate how long the header would be. Am I right?
Is the server side guaranteed to receive the data in one recv()?
For UDP, yes. recv() will return either 1 whole datagram, or an error. Though, if the buffer size is smaller than the datagram then the data will be truncated and you can't recover it.
For TCP, no. The only guarantee you have is that if no error occurs then recv() will return at least 1 byte but no more than the specified buffer size, it can return any number of bytes in between.
If not, how does the standard solution using header for specifying message length even works? The header itself could have been split and we have to check if header has been correctly received. Or the header is fixed length?
It can go either way, depending on the particular format of the header. Many protocols use fixed-length headers, and many protocols use variable-length headers.
Either way, you may have to call send() multiple times to ensure you send all the relevant bytes, and call recv() multiple times to ensure you receive all them. There is no 1:1 relationship between sends and reads in TCP.
Is the ravi's answer assuming that both client and server will receive what the other sent in a single recv()?
Ravi's answer makes no assumptions whatsoever about the number of bytes sent by send() and received by recv(). His answer is presented in a more higher-level perspective. But, it is very trivial to force the required behavior, eg:
int sendAll(int sckt, void *data, int len)
{
char *pdata = (char*) data;
while (len > 0) {
int res = send(sckt, pdata, len, 0);
if (res > 0) {
pdata += res;
len -= res;
}
else if (errno != EINTR) {
if ((errno != EWOULDBLOCK) && (errno != EAGAIN)) {
return -1;
}
/*
optional: use select() or (e)poll to
wait for the socket to be writable ...
*/
}
}
return 0;
}
int recvAll(int sckt, void *data, int len)
{
char *pdata = (char*) data;
while (len > 0) {
int res = recv(sckt, pdata, len, 0);
if (res > 0) {
pdata += res;
len -= res;
}
else if (res == 0) {
return 0;
}
else if (errno != EINTR) {
if ((errno != EWOULDBLOCK) && (errno != EAGAIN)) {
return -1;
}
/*
optional: use select() or (e)poll to
wait for the socket to be readable ...
*/
}
}
return 1;
}
This way, you can use sendAll() to send the message header followed by the message data, and recvAll() to receive the message header followed by the message data.
Is the server side guaranteed to receive the data in one recv()?
No.
TCP is a byte stream, not a message protocol. While it will likely work with small messages and an empty send buffer in most cases, it will start to fail if the data send get larger than the MTU of the underlying data link. TCP does not guarantee any atomar send-recv pair though for anything but a single octet. So don't count on it even for small data.

C socket server: What's the right way to read all of an unknown length XMLHttpRequest?

I have a simple XMLHttpRequest handler written in C. It reads and processes requests coming from a JavaScript XMLHttpRequest send() running in a browser.
The parent process accepts incoming connections and forks a child process for each incoming connection to read and process the data.
It works perfectly for most requests, but fails in some cases (apparently related to the network infrastructure between the client and the server) if the request is over about 2 kB in length. I'm assuming that the request is being broken into multiple packets somewhere between the browser and my socket server.
I can't change the request format, but I can see the request being sent and verify the content. The data is a 'GET' with an encoded URI that contains a 'type' field. If the type is 'file', the request could be as long as 3 kB, otherwise it's a couple of hundred bytes at most. 'File' requests are rare - the user is providing configuration data to be written to a file on the server. All other requests work fine, and any 'file' requests shorter than about 2 kB work fine.
What's the preferred technique for ensuring that I have all of the data in this situation?
Here's the portion of the parent that accepts the connection and forks the child (non-blocking version):
for (hit = 1;; hit++) {
length = sizeof(cli_addr);
if ((socketfd = accept4(listensd, (struct sockaddr *) &cli_addr, &length, SOCK_NONBLOCK)) < 0){
//if ((socketfd = accept(listensd, (struct sockaddr *) &cli_addr, &length)) < 0){
exit(3);
}
if ((pid = fork()) < 0) {
exit(3);
} else {
if (pid == 0) { /* child */
//(void) close(listensd);
childProcess(socketfd, hit); /* never returns. Close listensd when done*/
} else { /* parent */
(void) close(socketfd);
}
}
}
Here's the portion of the child process that performs the initial recv(). In the case of long 'file' requests, the child's first socket recv() gets about 1700 bytes of payload followed by the browser-supplied connection data.
ret = recv(socketfd, recv_data, BUFSIZE, 0); // read request
if (ret == 0 || ret == -1) { // read failure stop now
sprintf(sbuff, "failed to read request: %d", ret);
logger(&shm, FATAL, sbuff, socketfd);
}
recv_data[ret] = 0;
len = ret;
If the type is 'file', there could be more data. The child process never gets the rest of the data. If the socket is blocking, a second read attempt simply hangs. If the socket is non-blocking (as in the snippet below) all subsequent reads return -1 with error 'Resource temporarily unavailable' until it times out:
// It's a file. Could be broken into multiple blocks. Try second read
sleep(1);
ret = recv(socketfd, &recv_data[len], BUFSIZE, 0); // read request
while (ret != 0){
if (ret > 0){
recv_data[len+ret] = 0;
len += ret;
} else {
sleep(1);
}
ret = recv(socketfd, &recv_data[len], BUFSIZE, 0); // read request
}
I expected that read() would return 0 when the client closes the connection, but that doesn't happen.
A GET request only has a head and no body (well, almost always), so you have everything the client has sent as soon as you have the request head, and you know when you have read the whole request head when you read a blank line i.e. two returns (and no sooner or later).
If the client sends just a part, without the blank line, you are supposed to wait for the rest. I would put a time-out on that and reject the whole request if it takes too long.
BTW there are still browsers out there, and maybe some proxies as well, with a URL length limit of about 2000 characters.

Async sockets in D

Okay this is my first question here on Stack Overflow, so bare over with it if I'm not asking properly.
Basically I'm trying to code some asynchronous sockets using std.socket, but I'm not sure if I've understood the concept correct. I've only ever worked with asynchronous sockets in C# and in D it seem to be on a much lower level. I've researched a lot and looked up a lot of code, documentation etc. both for D and C/C++ to get an understanding, however I'm not sure if I understand the concept correctly and if any of you have some examples. I tried looking at splat, but it's very outdated and vibe seems to be too complex just for a simple asynchronous socket wrapper.
If I understood correctly there is no poll() function in std.socket so you'd have to use SocketSet with a single socket on select() to poll the status of the socket right?
So basically how I'd go about handling the sockets is polling to get the read status of the socket and if it has a success (value > 0) then I can call receive() which will return 0 for disconnection else the received value, but I'd have to keep doing this until the expected bytes are received.
Of course the socket is set to nonblocked!
Is that correct?
Here is the code I've made up so far.
void HANDLE_READ()
{
while (true)
{
synchronized
{
auto events = cast(AsyncObject[int])ASYNC_EVENTS_READ;
foreach (asyncObject; events)
{
int poll = pollRecv(asyncObject.socket.m_socket);
switch (poll)
{
case 0:
{
throw new SocketException("The socket had a time out!");
continue;
}
default:
{
if (poll <= -1)
{
throw new SocketException("The socket was interrupted!");
continue;
}
int recvGetSize = (asyncObject.socket.m_readBuffer.length - asyncObject.socket.readSize);
ubyte[] recvBuffer = new ubyte[recvGetSize];
int recv = asyncObject.socket.m_socket.receive(recvBuffer);
if (recv == 0)
{
removeAsyncObject(asyncObject.event_id, true);
asyncObject.socket.disconnect();
continue;
}
asyncObject.socket.m_readBuffer ~= recvBuffer;
asyncObject.socket.readSize += recv;
if (asyncObject.socket.readSize == asyncObject.socket.expectedReadSize)
{
removeAsyncObject(asyncObject.event_id, true);
asyncObject.event(asyncObject.socket);
}
break;
}
}
}
}
}
}
So basically how I'd go about handling the sockets is polling to get the read status of the socket
Not quite right. Usually, the idea is to build an event loop around select, so that your application is idle as long as there are no network or timer events that need to be handled. With polling, you'd have to check for new events continuously or on a timer, which leads to wasted CPU cycles, and events getting handled a bit later than they occur.
In the event loop, you populate the SocketSets with sockets whose events you are interested in. If you want to be notified of new received data on a socket, it goes to the "readable" set. If you have data to send, the socket should be in the "writable" set. And all sockets should be on the "error" set.
select will then block (sleep) until an event comes in, and fill the SocketSets with the sockets which have actionable events. Your application can then respond to them appropriately: receive data for readable sockets, send queued data for writable sockets, and perform cleanup for errored sockets.
Here's my D implementation of non-fiber event-based networking: ae.net.asockets.

How to flush the socket using boost

I am implementing a server that sends xml to clients using boost. The problem I am facing is that the buffer doesn't get sent immediately and accumulates to a point then sends the whole thing. This cause a problem on my client side, when it parses the xml, it may have incomplete xml tag (incomplete message). Is there a way in boost to flush out the socket whenever it needs to send out a message? Below is server's write code.
void
ClientConnection::handle_write(const boost::system::error_code& error)
{
if (!error)
{
m_push_message_queue.pop_front ();
if (!m_push_message_queue.empty () && !m_disconnected)
{
boost::asio::async_write(m_socket,
boost::asio::buffer(m_push_message_queue.front().data(),
m_push_message_queue.front().length()),
boost::bind(&ClientConnection::handle_write, this,
boost::asio::placeholders::error));
}
}
else
{
std::err << "Error writting out message...\n";
m_disconnected = true;
m_server->DisconnectedClient (this);
}
}
Typically when creating applications using TCP byte streams the sender sends a fixed length header so the receiver knows how many bytes to expect. Then the receiver reads that many bytes and parses the resulting buffer into an XML object.
I assume you are using TCP connection. TCP is stream type, so you can't assume your packet will come in one big packet. You need to fix your communication design, by sending size length first like San Miller answer, or sending flag or delimiter after all xml data has been sent.
Assuming you are definitely going to have some data on the socket you want to clear, you could do something like this:
void fulsh_socket()
{
boost::asio::streambuf b;
boost::asio::streambuf::mutable_buffers_type bufs = b.prepare(BUFFER_SIZE);
std::size_t bytes = socket_.receive(bufs); // !!! This will block until some data becomes available
b.commit(bytes);
boost::asio::socket_base::bytes_readable command(true);
socket_.io_control(command);
while(command.get())
{
bufs = b.prepare(BUFFER_SIZE);
bytes = socket_.receive(bufs);
b.commit(bytes);
socket_.io_control(command); // reset for bytes pending
}
return;
}
where socket_ is a member variable.
HTH