different socket buffer size for client and server - sockets

I have a question:
Can we have different socket buffer size for client and server? For example
settting the send and receive buffer to 2048 at server and to 13312 at client will have any problem (buffers at sever are of lesser size than clent)? If yes, what will be the issues?

I think you are asking about buffers in your application. Buffer used by operating system is a different story.
It is legal to use buffers with different length at client and server. Actually it must be legal because for example web browser has no information buffer size in web server and web server has no idea about client buffer.
But you have to keep in mind that TCP is a stream oriented protocol and it does not keep message boundaries.
For example let client has a buffer with size 10 bytes and sends 3 pieces of data:
send(sock1, "0123456789", 10, 0);
send(sock1, "ABCDEFGHIJ", 10, 0);
send(sock1, "abcdefghij", 10, 0);
The data is transferred in stream and it is up to the underlying TCP stack if they will be transmitted via 3 IP packets:
0123456789 ABCDEFGHIJ abcdefghij
or one big packet:
0123456789ABCDEFGHIJabcdefghij
or even something more weird:
0123456789A BCDEFGHIJab cdefghij
The OS at the receiver side stores all received data in its internal buffer when data is received. OS copy data to application buffer when application calls receive. If receiving application has buffer bigger that size of already received data then all data is copied to application buffer. If application buffer is smaller then OS copies only data that fits to buffer and remaining data will be copied in next receive call.

Related

If I call `writev` on a socket, is the full response created in memory, or only in the client?

Suppose I'm connected to a client over a TCP socket, and I call writev on the socket with 3 items, saying "write 16 bytes from address A, 32 bytes from address B, and 16 more from address A again."
Would the full, 64-byte message be assembled in the memory of my machine, or would each item in the vector be sent, acked, and forgotten on the server separately, such that the complete message is only assembled on the other end of the socket?
Would the full, 64-byte message be assembled in the memory of my machine, or would each item in the vector be sent, acked, and forgotten on the server separately, such that the complete message is only assembled on the other end of the socket?
writev() collects the data from the vector and copies it to the socket send buffer. If you're in blocking mode it blocks while the socket send buffer is full. Once in the socket send buffer, the data is sent any way that TCP likes. It might well be in one TCP segment, or it could be as bad as one byte at a time. There is no necessary correlation whatever with the elements of the original vector.

TCP connection for real time

I want to use a real time TCP connection, I have a streaming of data from server , and I receive it by a client, but this client is too slow to receive as fast as the sender is, so the server buffer the data until it's reach the destination, for example if I "produce" data at time t, and suppose that the client are 10 time slower, then the data produced at time t, will arrive at time 10t.
I want to make the server "drop" the data that can't reach the client at the present time, and send the new data which is expected to arrive at the time?
B.S : I know that UDP protocol do this, but I want to do this by TCP.
I've done this sort of thing in the past, and got reasonably good results. Here's how I did it:
1) On the sending side, use setsockopt(SOL_SOCKET, SO_SNDBUF) to make the server's TCP socket's send buffer as small as you can get away with (since you can't drop data once it's already in the socket's send buffer, you want to keep as little data there as possible)
2) On the sending side, never proactively send() any outgoing data into the socket at all. Instead, write a function (we'll call it DumpCurrentStateToBuffer()) that writes the "current state" bytes (that you want to send to the client) into an in-memory buffer.
3) When the client's socket select()'s (or poll()'s, or whatever mechanism you use) as ready-for-write, call DumpCurrentStateToBuffer() to create a memory-buffer of bytes that are to be sent to the client. Now send that data to the client (if you're using blocking I/O you can do it synchronously, at the cost of potentially stalling your server until the data can be sent; OTOH if you're using non-blocking I/O, you may need to keep the memory-buffer and your current sent-bytes index into the buffer around as state variables, so you can keep sending more sub-chunks of the memory buffer over time, whenever the socket indicates that it can receive more bytes)
4) Once the memory-buffer's contents have been fully sent, you can free the memory buffer, and then wait for the socket to select as ready-for-write again; when it does, goto (3).
This technique doesn't solve all of TCP's non-real-time issues; for example, a dropped TCP packet will still have to be resent to the client. What it does do is guarantee that the client-to-server data backlog will never be more than one or two "states" long, because you never generate any new data unless/until there is at least some room in the socket's output buffer.

what happens when I write data to a blocking socket, faster than the other side reads?

suppose I write data really fast [I have all the data in memory] to a blocking socket.
further suppose the other side will read data very slow [like sleep 1 second between each read].
what is the expected behavior on the writing side in this case?
would the write operation block until the other side reads enough data, or will the write return an error like connection reset?
For a blocking socket, the send() call will block until all the data has been copied into the networking stack's buffer for that connection. It does not have to be received by the other side. The size of this buffer is implementation dependent.
Data is cleared from the buffer when the remote side acknowledges it. This is an OS thing and is not dependent upon the remote application actually reading the data. The size of this buffer is also implementation dependent.
When the remote buffer is full, it tells your local stack to stop sending. When data is cleared from the remote buffer (by being read by the remote application) then the remote system will inform the local system to send more data.
In both cases, small systems (like embedded systems) may have buffers of a few KB or smaller and modern servers may have buffers of a few MB or larger.
Once space is available in the local buffer, more data from your send() call will be copied. Once all of that data has been copied, your call will return.
You won't get a "connection reset" error (from the OS -- libraries may do anything) unless the connection actually does get reset.
So... It really doesn't matter how quickly the remote application is reading data until you've sent as much data as both local & remote buffer sizes combined. After that, you'll only be able to send() as quickly as the remote side will recv().
Output (send) buffer gets filled until it gets full and send() block until the buffer get freed enough to enqueue the packet.
As send manual page says:
When the message does not fit into the send buffer of the socket,
send() normally blocks, unless the socket has been placed in non-
blocking I/O mode.
Look at this: http://manpages.ubuntu.com/manpages/lucid/man2/send.2.html

How to split received with boost asio udp sockets united datagrams

I've made my UDP server and client with boost::asio udp sockets. Everything looked good before I started sending more datagrams. They come correctly from client to server. But, they are united in my buffer into one message.
I use
udp::socket::async_receive with std::array<char, 1 << 18 > buffer
for making async request. And receive data through callback
void on_receive(const error_code& code, size_t bytes_transferred)
If I send data too often (every 10 milliseconds) I receive several datagrams simultaneously into my buffer with callback above. The question is - how to separate them? Note: my UDP datagrams have variable length. I don't want to use addition header with size, cause it'll make my code useless for third-party datagrams.
I believe this is a limitation in the way boost::asio handles stateless data streams. I noticed exactly the same behavior when using boost::asio for a serial interface. When I was sending packets with relatively large gaps between them I was receiving each one in a separate callback. As the packet size grew and the gap between the packets therefore decreased, it reached a stage when it would execute the callback only when the buffer was full, not after receipt of a single packet.
If you know exactly the size of the expected datagrams, then your solution of limiting the input buffer size is a perfectly sensible one, as you know a-priori exactly how large the buffer needs to be.
If your congestion is coming from having multiple different packet types being transmitted, so you can't pre-allocate the correct size buffer, then you could potentially create different sockets on different ports for each type of transaction. It's a little more "hacky" but given the virtually unlimited nature of ephemeral port availability, as long as you're not using 20,000 different packet types that would probably help you out as-well.

TCP Socket Transfer

A while back i had a question about why my socket sometimes received only 653 octets ( for example ) when i sent 1024 octets and thanks to Rakis i understood: The OS allows reception to occur in arbitrarily sized chunks.
This time i need a confirmation :)
On any OS ( Well GNU/Linux and Windows at least ), In any Language ( I'm using Python here ), if i send a packet of a random number of bytes, can be 2 bytes, can be 12000 bytes, let's say X, when i write socket.send(X), am i absolutely guaranteed that X will be FULLY received ( regardless of any chunks the receiving OS divides it into ) on the other end of the socket BEFORE i do another socket.send(any string) ?
Or in other words if i have the code :
socket.send(X)
socket.send(Y)
Even if X > MTU so it will be obliged to send multiple packets, does it wait until every packet is sent and acknowledged by the endpoint of the socket before sending Y ? Well writing that makes me believe that the answer is yes it is guaranteed and that this is exactly the purpose of setting a socket in blocking mode but i want to be sure :D
Thanks in advance,
Nolhian
You are guaranteed that X will be received (at the application level) before Y, if it's a stream socket. If it's a datagram socket, no guarantees.
Depending on the networking implementation, it's possible that at a lower level, X will be sent, lost in transmission, then Y will be sent, then X will be re-sent because no acknowledgement was received.
Even in blocking mode, the socket.send(Y) can execute before X even makes it "onto the wire", because the OS will buffer network traffic.
No, you can't.
All you know is that the client will receive the data in order, assuming it does receive it all. There's no way of knowing (at the application level) whether the client has received all the data without having some sort of "ACK" at the application level protocol.
am i absolutely guaranteed that X will be FULLY received ( regardless of any chunks the receiving OS divides it into ) on the other end of the socket BEFORE i do another socket.send(any string) ?
No. In general, more data may be sent without waiting for the receiving side, within certain limits:
on the sending side, you will have a maximum amount of data you can enqueue for transmission until the client has acknowledged some receipt (but typically the client's OS will acknowledge and buffer quite a lot before it refuses further data until the application has processed some), after which the sending socket may start blocking
forces the application design to consider how to enqueue and buffer excessive amounts of data, rather than having naively written applications utilise excessive amounts of Operating System-provided buffer memory
reduces retransmission rates when the receiving side is flooded with data too fast to process it
avoids sending huge amounts of data despite the network connection having been lost
So, strictly speaking and for large transmissions, the sender should be designed to handle sockets blocked from further sends (either knowing it is ok to block in the attempt (perhaps due to a dedicated sending thread) or waiting until it is possible to send more via non-blocking sockets or select/poll).
Whatever retransmission and buffering may be required, what you CAN be sure of is that the receiving side will have to read all of "X" before it starts being given the subsequently sent data "Y" (unless it specifically asks to have it otherwise, e.g. Out Of Band data).
Depending on the type of Sockets that you use, you can, in some cases, have a guarantee that data will be received, but not a feedback or a confirmation when it actually was.
Back to your question:
does it wait until every packet is sent and acknowledged by the endpoint of the socket before sending Y
So, you could say:
YES it does wait until it is sent, and
NO it does not wait for acknowledgment
A suggestion:
Since there are no auto-magic/built-in confirmations that your data was received, you could fairly easily implement your own logic for ACKnowledging the package was received, which would basically come down to your custom communication protocol.