How much to read from socket when using select - sockets

I'm using select() to listen for data on multiple sockets. When I'm notified that there is data available, how much should I read()?
I could loop over read() until there is no more data, process the data, and then return back to the select-loop. However, I can imagine that the socket recieves so much data so fast that it temporarily 'starves' the other sockets. Especially since I am thinking of using select also for inter-thread communication (message-passing style), I'd like to keep latency low. Is this an issue in reality?
The alternative would be to always read a fixed size of bytes, and then return to the loop. The downside here would be added overhead when there is more data available than fits into my buffer.
What's the best practice here?

Not sure how this is implemented on other platforms, but on Windows the ioctlsocket(FIONREAD) call tells you how many bytes can be read by a single call to recv(). More bytes could be in the socket's queue by the time you actually call recv(). The next call to select() will report the socket is still readable, though.

The too-common approach here is to read everything that's pending on a given socket, especially if one moves to platform-specific advanced polling APIs like kqueue(2) and epoll(7) enabling edge-triggered events. But, you certainly don't have to! Flip a bit associated with that socket somewhere once you think you got enough data (but not everything), and do more recv(2)'s later, say at the very end of the file-descriptor checking loop, without calling select(2) again.
Then the question is too general. What are your goals? Low latency? Hight throughput? Scalability? There's no single answer to everything (well, except for 42 :)

Related

Can a server handle multiple sockets in a single thread?

I'm writing a test program that needs to emulate several connections between virtual machines, and it seems like the best way to do that is to use Unix domain sockets, for various reasons. It doesn't really matter whether I use SOCK_STREAM or SOCK_DGRAM, but it seems like SOCK_STREAM is easier/simpler for my usage.
My problem seems to be a little backwards from the typical scenario. I want to have a single client communicating with the server over 4 distinct sockets. (I could have 4 clients with one socket each, but that distinction shouldn't matter.) Now, the thing I'm emulating doesn't have multiple threads and gets an interrupt whenever a data packet is received over one of the "sockets". Is there some easy way to emulate this with Unix sockets?
I believe that I have to do the socket(), bind(), and listen() for all 4 sockets first, then do an accept() for all 4, and do fcntl( fd, F_SETFF, FNDELAY ) for each one to make them nonblocking, so that I can check each one for data with read() in a round-robin fashion. Is there any way to make it interrupt-driven or event-driven, so that my main loop only checks for data in the socket if there's data there? Or is it better to poll them all like this?
Yes. Handling multiple connections is almost synonymous with "server", and they are often single threaded -- but please not this way:
check each one for data with read() in a round-robin fashion
That would require, as you mention, non-blocking sockets and some kind of delay to prevent your "round-robin" from becoming a system killing busy loop.
A major problem with that is the granularity of the delay. You can't make it too small, or the loop will still hog too much CPU time when nothing is happening. But what about when something is happening, and that something is data incoming simultaneously on multiple connections? Now your delay can produce a snowballing backlog of tish leading to refused connections, etc.
It just is not feasible, and no one writes a server that way, although I am sure anyone would give it serious thought if they were unaware of the library functions intended to tackle the problem. Note that networking is a platform specific issue, so these are not actually part of the C standard (which does not deal with sockets at all).
The functions are select(), poll(), and epoll(); the last one is linux specific and the other two are POSIX. The basic idea is that the call blocks, waiting until one or more of any number of active connections is ready to read or write. Waiting for a socket to be ready to write only meaningfully applies to NON_BLOCK sockets. You don't have to use NON_BLOCK, however, and the select() call blocks regardless. Using NON_BLOCK on the individual sockets makes the implementation more complex, but increases performance potential in a single threaded server -- this is the idea behind asynchronous servers (such as nginx), a paradigm which contrasts with the more traditional threaded synchronous model.
However, I would recommend that you not use NON_BLOCK initially because of the added complexity. When/if it ends up being called for, you'll know. You still do not need threads.
There are many, many, many examples and tutorials around about how to use select() in particular.

Rely on socket setReceiveBufferSize or use a BlockingQueue?

I am doing an application that will imply reading a lot of data sent to my socket.
The problem I have is whether if should I rely on the socket setReceiveBufferSize, put a big value there to hope that it will gather all the data that I have until I am able to process it, or use a BlockingQueue to put everything there and then process it from another thread that keeps pooling and processing data?
Also is it a bad design if I let the queue with the max number of elements? ( so I'm just telling it, "yeah receive as many element as you'd like"), I'm referring to the memory consumption if I will receive a really big number of elements?
Regards,
Aurelian
A large socket receive buffer is always a good idea, but for TCP windowing/throughput reasons, not because you may be slow reading. You should be aiming to read the input as fast as possible, certainly as fast as it arrives. The proposed BlockingQueue is a complete waste of time and space. If the socket receive buffer fills up, the sender will stall. That's all you need.

What is the benefit of using non-blocking sockets with the "select" function?

I'm writing a server in Linux that will have to support simultaneous read/write operations from multiple clients. I want to use the select function to manage read/write availability.
What I don't understand is this: Suppose I want to wait until a socket has data available to be read. The documentation for select states that it blocks until there is data available to read, and that the read function will not block.
So if I'm using select and I know that the read function will not block, why would I need to set my sockets to non-blocking?
There might be cases when a socket is reported as ready but by the time you get to check it, it changes its state.
One of the good examples is accepting connections. When a new connection arrives, a listening socket is reported as ready for read. By the time you get to call accept, the connection might be closed by the other side before ever sending anything and before we called accept. Of course, the handling of this case is OS-dependent, but it's possible that accept will simply block until a new connection is established, which will cause our application to wait for indefinite amount of time preventing processing of other sockets. If your listening socket is in a non-blocking mode, this won't happen and you'll get EWOULDBLOCK or some other error, but accept will not block anyway.
Some kernels used to have (I hope it's fixed now) an interesting bug with UDP and select. When a datagram arrives select wakes up with the socket with datagram being marked as ready for read. The datagram checksum validation is postponed until a user code calls recvfrom (or some other API capable of receiving UDP datagrams). When the code calls recvfrom and the validating code detects a checksum mismatch, a datagram is simply dropped and recvfrom ends up being blocked until a next datagram arrives. One of the patches fixing this problem (along with the problem description) can be found here.
Other than the kernel bugs mentioned by others, a different reason for choosing non-blocking sockets, even with a polling loop, is that it allows for greater performance with fast-arriving data. Think what happens when a blocking socket is marked as "readable". You have no idea how much data has arrived, so you can safely read it only once. Then you have to get back to the event loop to have your poller check whether the socket is still readable. This means that for every single read from or write to the socket you have to do at least two system calls: the select to tell you it's safe to read, and the reading/writing call itself.
With non-blocking sockets you can skip the unnecessary calls to select after the first one. When a socket is flagged as readable by select, you have the option of reading from it as long as it returns data, which allows faster processing of quick bursts of data.
This going to sound snarky but it isn't. The best reason to make them non-blocking is so you don't block.
Think about it. select() tells you there is something to read but you don't know how much. Could be 2 bytes, could be 2,000. In most cases it more efficient to drain whatever data is there before going back to select. So you enter a while loop to read
while (1)
{
n = read(sock, buffer, 200);
//check return code, etc
}
What happens on the last read when there is nothing left to read? If the socket isn't non-blocking you will block, thereby defeating (at least partially) the point of the select().
One of the benefits, is that it will catch any programming errors you make, because if you try to read a socket that would normally block you, you'll get EWOULDBLOCK instead. For objects other than sockets, the exact api behaviour may change, see http://www.scottklement.com/rpg/socktut/nonblocking.html.

Implement a good performing "to-send" queue with TCP

In order not to flood the remote endpoint my server app will have to implement a "to-send" queue of packets I wish to send.
I use Windows Winsock, I/O Completion Ports.
So, I know that when my code calls "socket->send(.....)" my custom "send()" function will check to see if a data is already "on the wire" (towards that socket).
If a data is indeed on the wire it will simply queue the data to be sent later.
If no data is on the wire it will call WSASend() to really send the data.
So far everything is nice.
Now, the size of the data I'm going to send is unpredictable, so I break it into smaller chunks (say 64 bytes) in order not to waste memory for small packets, and queue/send these small chunks.
When a "write-done" completion status is given by IOCP regarding the packet I've sent, I send the next packet in the queue.
That's the problem; The speed is awfully low.
I'm actually getting, and it's on a local connection (127.0.0.1) speeds like 200kb/s.
So, I know I'll have to call WSASend() with seveal chunks (array of WSABUF objects), and that will give much better performance, but, how much will I send at once?
Is there a recommended size of bytes? I'm sure the answer is specific to my needs, yet I'm also sure there is some "general" point to start with.
Is there any other, better, way to do this?
Of course you only need to resort to providing your own queue if you are trying to send data faster than the peer can process it (either due to link speed or the speed that the peer can read and process the data). Then you only need to resort to your own data queue if you want to control the amount of system resources being used. If you only have a few connections then it is likely that this is all unnecessary, if you have 1000s then it's something that you need to be concerned about. The main thing to realise here is that if you use ANY of the asynchronous network send APIs on Windows, managed or unmanaged, then you are handing control over the lifetime of your send buffers to the receiving application and the network. See here for more details.
And once you have decided that you DO need to bother with this you then don't always need to bother, if the peer can process the data faster than you can produce it then there's no need to slow things down by queuing on the sender. You'll see that you need to queue data because your write completions will begin to take longer as the overlapped writes that you issue cannot complete due to the TCP stack being unable to send any more data due to flow control issues (see http://www.tcpipguide.com/free/t_TCPWindowSizeAdjustmentandFlowControl.htm). At this point you are potentially using an unconstrained amount of limited system resources (both non-paged pool memory and the number of memory pages that can be locked are limited and (as far as I know) both are used by pending socket writes)...
Anyway, enough of that... I assume you already have achieved good throughput before you added your send queue? To achieve maximum performance you probably need to set the TCP window size to something larger than the default (see http://msdn.microsoft.com/en-us/library/ms819736.aspx) and post multiple overlapped writes on the connection.
Assuming you already HAVE good throughput then you need to allow a number of pending overlapped writes before you start queuing, this maximises the amount of data that is ready to be sent. Once you have your magic number of pending writes outstanding you can start to queue the data and then send it based on subsequent completions. Of course, as soon as you have ANY data queued all further data must be queued. Make the number configurable and profile to see what works best as a trade off between speed and resources used (i.e. number of concurrent connections that you can maintain).
I tend to queue the whole data buffer that is due to be sent as a single entry in a queue of data buffers, since you're using IOCP it's likely that these data buffers are already reference counted to make it easy to release then when the completions occur and not before and so the queuing process is made simpler as you simply hold a reference to the send buffer whilst the data is in the queue and release it once you've issued a send.
Personally I wouldn't optimise by using scatter/gather writes with multiple WSABUFs until you have the base working and you know that doing so actually improves performance, I doubt that it will if you have enough data already pending; but as always, measure and you will know.
64 bytes is too small.
You may have already seen this but I wrote about the subject here: http://www.lenholgate.com/blog/2008/03/bug-in-timer-queue-code.html though it's possibly too vague for you.

Why don't I get all the data when with my non-blocking Perl socket?

I'm using Perl sockets in AIX 5.3, Perl version 5.8.2
I have a server written in Perl sockets. There is a option called "Blocking", which can be set to 0 or 1. When I use Blocking => 0 and run the server and client send data (5000 bytes), I am able to recieve only 2902 bytes in one call. When I use Blocking => 1, I am able to recieve all the bytes in one call.
Is this how sockets work or is it a bug?
This is a fundamental part of sockets - or rather, TCP, which is stream-oriented. (UDP is packet-oriented.)
You should never assume that you'll get back as much data as you ask for, nor that there isn't more data available. Basically more data can come at any time while the connection is open. (The read/recv/whatever call will probably return a specific value to mean "the other end closed the connection.)
This means you have to design your protocol to handle this - if you're effectively trying to pass discrete messages from A to B, two common ways of doing this are:
Prefix each message with a length. The reader first reads the length, then keeps reading the data until it's read as much as it needs.
Have some sort of message terminator/delimiter. This is trickier, as depending on what you're doing you may need to be aware of the possibility of reading the start of the next message while you're reading the first one. It also means "understanding" the data itself in the "reading" code, rather than just reading bytes arbitrarily. However, it does mean that the sender doesn't need to know how long the message is before starting to send.
(The other alternative is to have just one message for the whole connection - i.e. you read until the the connection is closed.)
Blocking means that the socket waits till there is data there before returning from a recieve function. It's entirely possible there's a tiny wait on the end as well to try to fill the buffer before returning, or it could just be a timing issue. It's also entirely possible that the non-blocking implementation returns one packet at a time, no matter if there's more than one or not. In short, no it's not a bug, but the specific 'why' of it is the old cop-out "it's implementation specific".