Does UDP allow repacketization? - sockets

I know that for TCP you can have for example Nagle's Algorithm enabled. However, can you have something similar for UDP?
Practical Question(assume UDP socket):
If I call send() two times in a short period of time with 1 byte of data in each send() call. Is it possible that the transport layer decides to send only 1 UPD packet with the 1 byte + 1 byte = 2 bytes of data?
Thanks in advance!

No. UDP datagrams are delivered intact exactly as sent, or not at all.

Not according to the RFC (RFC 768). Above IP facilities themselves, UDP really only provides, as extras, port-based routing and a little bit of extra detection for corruption or misrouting.
That means there's no facility to combine datagrams. In fact, since it's meant to be transaction oriented, I would say that combining two transactions into one may well be a bad idea in terms of keeping these transaction disparate.
Otherwise, you would need a layer above UDP which could figure out how to extract these transactions from a datagram. At the moment, that's not necessary since the datagram is the transaction.
As added support (though not, of course, definitive) for this contention, see the UDP wikipedia page:
Datagrams – Packets are sent individually and are checked for integrity only if they arrive. Packets have definite boundaries which are honored upon receipt, meaning a read operation at the receiver socket will yield an entire message as it was originally sent.
However, the best support for it comes from one of its clients. UDP was specially engineered for TFTP (among other things) and that protocol breaks down if you cannot distinguish a transaction.
Specifically, one of the TFTP transaction types is the data transaction which consists of an opcode, block number and up to 512 bytes of data. Without a length indication at the start or a sentinel value at the end, there is no way to work out where the next transaction would start unless there is a one-to-one mapping between transaction and datagram.
As an aside, the other four TFTP transaction types have either a fixed length or end-of-string sentinel values but the data transaction is the decider here.

Related

Message delimitation in TCP communication

I am a newbie to networks and in particular TCP (I have been fooling a bit with UDP, but that's it).
I am developing a simple protocol based on exchanging messages between two endpoints. Those messages need to be certified, so I implemented a cryptographic layer that takes care of that. However, while UDP has a sound definition of a packet that constitutes the minimum unit that can get transferred at a time, the TCP protocol (as far as my understanding goes) is completely stream oriented.
Now, this puzzles me a bit. When exchanging messages, how can I tell where one starts and the other one ends? In principle, I can obviously communicate fixed length messages or first communicate the size of each message in some header. However, this can be subject to attacks: while of course it is going to be impossible to distort or determine the content of the communication, the above technique would make it easy to completely disrupt my communication just by adding a single byte in the middle.
Say that I need to transfer a message 1234567 bytes long. First of all, I communicate 4 bytes with an integer representing the size of the message. Okay. Then I start sending out the actual message. That message gets split in several packets, which get separately received. Now, an attacker just sends in an additional packet, faking it as if it was part of the conversation. It can just be one byte long: this completely destroys any synchronization mechanism I have implemented! The message has a spurious byte in the middle, and it doesn't successfully get decoded. Not only that, the last byte of the first message disrupts the alignment of the second message and so on: the connection is destroyed, and with a simple, simple attack! How likely and feasible is this attack anyway?
So I am wondering: what is the maximum data unit that can be transferred at once? I understand that to a call to send doesn't correspond a call to receive: the message can be split in different chunks. How can I group the packets together in some way so that I know that they get packed together? Is there a way to define an higher level message that gets reconstructed and aligned all together and triggers a single call to a receive-like function? If not, what other solutions can I find to keep my communication re-alignable even in presence of an attacker?
Basically it is difficult to control the way the OS divides the stream into TCP packets (The RFC defining TCP protocol states that TCP stack should allow the clients to force it to send buffered data by using push function, but it does not define how many packets this should generate. After all the attacker can modify any of them).
And these TCP packets can get divided even more into IP fragments during their way through the network (which can be opted-out by a 'Do not fragment' IP flag -- but this flag can cause that your packets are not delivered at all).
I think that your problem is not about introducing packets into a stream protocol, but about securing it.
IPSec could be very beneficial in your scenario, as it operates on the network layer.
It provides integrity for every packet sent, so any modification on-the-wire gets detected and the invalid packets are dropped. In case of TCP the dropped packets get re-transmitted automatically.
(Almost) everything is done automatically by the OS -- so yo do not need to worry about it (and make mistakes doing so).
The confidentiality can be assured as well (with the same advantage of not re-inventing the wheel).
IPSec should provide you a reliable transport protocol ontop of which you can use whatever framing format you like.
Another alternative is using SSL/TLS on top of TCP session which is less robust (as it does close the whole connection on integrity error).
Now, an attacker just sends in an additional packet, faking it as if it was part of the conversation. It can just be one byte long: this completely destroys any synchronization mechanism I have implemented!
Thwarting such an injection problem is dealt with by securing the stream. Create an encrypted stream and send your packets through that.
Of course the encrypted stream itself then has this problem; its messages can be corrupted. But those messages have secure integrity checks. The problem is detected, and the connection can be torn down and re-established to resynchronize it.
Also, some fixed-length synchronizing/framing bit sequence can be used between messages: some specific bit pattern. It doesn't matter if that pattern occurs inside messages by accident, because we only ever specifically look for that pattern when things go wrong (a corrupt message is received), otherwise we skip that sequence. If a corrupt message is received, we then receive bytes until we see the synchronizing pattern, and assume that whatever follows it is the start of a message (length followed by payload). If that fails, we repeat the process. When we receive a correct message, we reply to the peer, which will re-transmit anything we didn't get.
How likely and feasible is this attack anyway?
TCP connections are identified by four items: the source and destination IP, and source and destination port number. The attacker has to fake a packet which matches your stream in these four identifiers, and sneak that packet past all the routers and firewalls between that attacker and the receiving machine. The attacker also has to be in the right ballpark with regard to the TCP sequence number.
Basically, this is next to impossible for an attacker C to perpetrate against endpoints A and B which are both distant from C on the network. The fake source IP will be rejected long before C is able to reach its destination. It's more plausible as an inside job (which includes malware): C is close to A and B.

Reliability of small UDP packet on localhost communication

One of the reason that UDP is not a good choice even for localhost communication is due to out of ordering, but if I can limit the size of datagram that fragmentation would not occur,
e.g. limit to 1KB of data, so can I assume that the reliability of UDP is the same as TCP?
[1] Why do I get UDP datagrams out of order even with processes runnning locally?
No, it's not the same.
Getting in-sequence packets is not the only thing that comes into picture when you talk about reliability, there's more to it.
From RFC 768 (User Datagram Protocol):
This protocol provides a procedure for application programs to
send messages to other programs with a minimum of protocol
mechanism. The protocol is transaction oriented, and delivery and
duplicate protection are not guaranteed. Applications requiring
ordered reliable delivery of streams of data should use the
Transmission Control Protocol (TCP) [2].
So, by keeping small size for datagrams, you may ensure that the out-of-order delivery never happens but still you can't ensure the data is correctly received at the other end. This still holds good even if you are sending data on a local host. A bit-error can occur for any unknown reason, that's why you have check-sum in the header. If the check-sum at the receiving end doesn't match then the packet is discarded without the sender knowing about it. This doesn't happen in TCP since the receiver sends an ACK to the sender on receiving the correct data.

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.

Sending And Receiving Sockets (TCP/IP)

I know that it is possible that multiple packets would be stacked to the buffer to be read from and that a long packet might require a loop of multiple send attempts to be fully sent. But I have a question about packaging in these cases:
If I call recv (or any alternative (low-level) function) when there are multiple packets awaiting to be read, would it return them all stacked into my buffer or only one of them (or part of the first one if my buffer is insufficient)?
If I send a long packet which requires multiple iterations to be sent fully, does it count as a single packet or multiple packets? It's basically a question whether it marks that the package sent is not full?
These questions came to my mind when I thought about web sockets packaging. Special characters are used to mark the beginning and end of a packet which sorta leads to a conclusion that it's not possible to separate multiple packages.
P.S. All the questions are about TCP/IP but you are welcomed to share information (answers) about UDP as well.
TCP sockets are stream based. The order is guaranteed but the number of bytes you receive with each recv/read could be any chunk of the pending bytes from the sender. You can layer a message based transport on top of TCP by adding framing information to indicate the way that the payload should be chunked into messages. This is what WebSockets does. Each WebSocket message/frame starts with at least 2 bytes of header information which contains the length of the payload to follow. This allows the receiver to wait for and re-assemble complete messages.
For example, libraries/interfaces that implement the standard Websocket API or a similar API (such as a browser), the onmessage event will fire once for each message received and the data attribute of the event will contain the entire message.
Note that in the older Hixie version of WebSockets, each frame was started with '\x00' and terminated with '\xff'. The current standardized IETF 6455 (HyBi) version of the protocol uses the header information that contains the length which allows much easier processing of the frames (but note that both the old and new are still message based and have basically the same API).
TCP connection provides for stream of bytes, so treat it as such. No application message boundaries are preserved - one send can correspond to multiple receives and the other way around. You need loops on both sides.
UDP, on the other hand, is datagram (i.e. message) based. Here one read will always dequeue single datagram (unless you mess with low-level flags on the socket). Event if your application buffer is smaller then the pending datagram and you read only a part of it, the rest of it is lost. The way around it is to limit the size of datagrams you send to something bellow the normal MTU of 1500 (less IP and UDP headers, so actually 1472).

What's the difference between streams and datagrams in network programming?

What's the difference between sockets (stream) vs sockets (datagrams)? Why use one over the other?
A long time ago I read a great analogy for explaining the difference between the two. I don't remember where I read it so unfortunately I can't credit the author for the idea, but I've also added a lot of my own knowledge to the core analogy anyway. So here goes:
A stream socket is like a phone call -- one side places the call, the other answers, you say hello to each other (SYN/ACK in TCP), and then you exchange information. Once you are done, you say goodbye (FIN/ACK in TCP). If one side doesn't hear a goodbye, they will usually call the other back since this is an unexpected event; usually the client will reconnect to the server. There is a guarantee that data will not arrive in a different order than you sent it, and there is a reasonable guarantee that data will not be damaged.
A datagram socket is like passing a note in class. Consider the case where you are not directly next to the person you are passing the note to; the note will travel from person to person. It may not reach its destination, and it may be modified by the time it gets there. If you pass two notes to the same person, they may arrive in an order you didn't intend, since the route the notes take through the classroom may not be the same, one person might not pass a note as fast as another, etc.
So you use a stream socket when having information in order and intact is important. File transfer protocols are a good example here. You don't want to download some file with its contents randomly shuffled around and damaged!
You'd use a datagram socket when order is less important than timely delivery (think VoIP or game protocols), when you don't want the higher overhead of a stream (this is why DNS is primarily a datagram protocol, so that servers can respond to many, many requests at once very quickly), or when you don't care too much if the data ever reaches its destination.
To expand on the VoIP/game case, such protocols include their own data-ordering mechanism. But if one packet is damaged or lost, you don't want to wait on the stream protocol (usually TCP) to issue a re-send request -- you need to recover quickly. TCP can take up to some number of minutes to recover, and for realtime protocols like gaming or VoIP even three seconds may be unacceptable! Using a datagram protocol like UDP allows the software to recover from such an event extremely quickly, by simply ignoring the lost data or re-requesting it sooner than TCP would.
VoIP is a good candidate for simply ignoring the lost data -- one party would just hear a short gap, similar to what happens when talking to someone on a cell phone when they have poor reception. Gaming protocols are often a little more complex, but the actions taken will usually be to either ignore the missing data (if subsequently-received data supercedes the data that was lost), re-request the missing data, or request a complete state update to ensure that the client's state is in sync with the server's.
Stream Socket:
Dedicated & end-to-end channel between server and client.
Use TCP protocol for data transmission.
Reliable and Lossless.
Data sent/received in the similar order.
Long time for recovering lost/mistaken data
Datagram Socket:
Not dedicated & end-to-end channel between server and client.
Use UDP for data transmission.
Not 100% reliable and may lose data.
Data sent/received order might not be the same.
Don't care or rapid recovering lost/mistaken data.
If it is the network programming I think starting from sockets would be a good start.
socket = ip + port
there are three types of sockets
stream (TCP, order and delivery guaranteed,no duplication,no length or char boundaries for data,connection-oriented,reliable, concurrency)
datagram(UDP,packet-based, connectionless, datagram size limit, data can be lost or duplicated, order not guaranteed,not reliable)
raw (direct access to lower layer protocols IP,ICMP)
I do not see any strict rule for transport protocol type as to what socket has to use what transport protocol and reliability should not be mistaken because UDP is realiable in case both ends are active.
Reliability refers to more like reliability of delivery since there are sequence number checks by using TCP as transport protocol which do not exist in UDP.It is better using network protocol analyzer like wireshark tcpdump etc to see what your software is exactly doing; kind of verification or merging theory on the paper with your work in action.