Documentation of TCP possible errors / unpredictable behaviours - sockets

I've started some time ago to work with custom-made servers, and even though I have experience to deal with the actual message exchange / serialization, etc, of client/server communications, I've had never coded an actual server from scratch.
In this sense, I have found raw TCP socket connections to be much trickier and unpredictable than I'd like.
For example, I coded a simple client/server application that would establish a long lived TCP connection, and the clients would receive push notifications from the server. Very simple, it worked very well in my test environment, even with many computers.
When I actually published this, though, I've had got lots of errors that later I would found that it was the lack of keepalive signals, which would make the connection to be cut, without giving me (either client or server) any feedback / error at all. The messages simply wouldn't be delivered, and fail silently.
I knew that TCP could break the connection, but I thought I could at least receive an error or such so I could reconnect in case of loss of connection.
This made me very insecure about rolling my own servers, as the possible errors and scenarios seem too many and unexpected, and I really don't want to learn about the unexpected behaviours when the actual application is deployed. With my current experience with server-side programming, the best way to deal with errors would be to enumerate all possible errors, and make sure I cover all exceptional cases when writing a program.
So, is there anywhere I could find a good documentation on the possible pitfalls / exceptions I could find with sockets, with how to detect them? It's been some time since I last worked with that, so I don't have any more fresh examples, but I remember that e.g. when you receive an empty message it would mean that the connection broke.
I'd also love to hear suggestions, or maybe simple libs (preferrably in C) that cover them so I can base my work in it? My main platform is linux, but a cross-platform solution is much appreciated!
Thank you!

Related

low connectivity protocols or technologies

I'm trying to enhance a server-app-website architecture in reliability, another programmer has developed.
At the moment, android smartphones start a tcp connection to a server component to exchange data. The server takes the data, writes them into a DB and another user can have a look on the data through a website. The problem is that the smartphones very regularly are in locations where connectivity is really bad. The consequence is that the smartphones lose the tcp connection and it's hard to reconnect. Now my question is, if there are any protocols that are so lightweight or accomodating concerning bad connectivity that the data exchange could work better or more reliable.
For example, I was thinking about replacing the raw TCP interface with a RESTful API, but I don't really know how well REST works in this scenario, as I don't have any experience in this area.
Maybe useful to know for answering this question: The server component is programmed in c#. The connecting components are android smartphones.
Please understand that I dont add some code to this question, because in my opinion its just a theoretically question.
Thank you in advance !
REST runs over HTTP which runs over TCP so it would have the same issues with connectivity.
Moving up the stack to the application you could perhaps think in terms of 'interference'. I quite often have to use technical stuff in remote areas with limited reception and it reminds of trying to communicate in a storm. If you think about it, if you're trying to get someone to do something in a storm where they can hardly hear you and the words get blown away (dropped signal), you don't read them the manual on how to fix something, you shout key words such as 'handle', 'pull', 'pull', 'PULL', 'ok'. So the information reaches them in small bursts you can repeat (pull, what? pull, eh? PULL! oh righto!)
Can you redesign the communications between the android app and the server so the server can recognise key 'words' with corresponding data and build up the request over a period of time? If you consider idempotency, each burst of data would not alter the request if it has already been received (pull, PULL!) and over time the android app could send/receive smaller chunks of the request. If the signal stays up, just keep sending. If it goes down, note which parts of the request haven't been sent and retry them when the signal comes back.
So you're sending the request jigsaw-style but the server knows how to reassemble the pieces in the right order. A STOP word at the end tells the server ok this request is complete, go work on it. Until that word arrives the server can store the incomplete request or discard it if no more data comes in.
If the server respond to the first request chunk with an id, the app can use the id to get the response and keep trying until the full response comes back, at which point the server can remove the response from its jigsaw cache. A fair amount of work though.

Experimenting with high concurrent connection server

I am trying to build a server which can handle as many concurrent connections as possible. (100k at least, for a start)
Right now, when i test it through LAN, it can go up to 50k+ concurrent connections easily (did not test more yet). However when I test it from outside my LAN, it never goes beyond about 8k...
To be more precise, when going past 8k, the first sockets no longer receive any data, as if the new ones replaced them...
Does anyone have any idea what could cause this?
I have done some research, and it seems, although it isn't clear, that routers/modems may have a limited amount of supported concurrent connections, is that true?
If so, and if that's my problem, do I have to get one that can support more? Or get rid of it somehow?

Is it possible to pass one extra bit of information from Socket.Connect to Socket.Accept?

In a client - server type system, it would simplify my server code somewhat if the client could indicate if it was trying to make a new connection or was attempting to reconnect after a connection failure.
I realize that in reality a new connection is a new connection, period. But by passing this one extra bit of information it would simplify my server's handling of the situation - which threads and data areas can be reused and which threads should be killed, etc. By not having this one extra bit the server is forced to assume reconnection when possible, and then reassess that assumption when the first message arrives, where the client indicates whether it is attempting to revive the previous conversation or wishes to start a completely new relationship.
I'm guessing the answer is no, but any suggestions are welcome.
By the way, the client is an Android program and the server is .Net Windows.
I'm guessing the answer is no
The answer is no.
but any suggestions are welcome.
Either (a) it should be obvious from your application protocol whether the client is connecting or reconnecting, or (b) it shouldn't make any difference which it is. Much more usually, (b).

Faulty-connection Proof File Transfer Protocol?

I frequently do website development live over an FTP connection. That is to say, I use a code editor with a built in FTP window and push/pull files to work on them, upload the changes, etc. This is mostly because it's unreasonable to try to create a local development server, and I use too many computers for that to be practical anyway without a lot of work.
My trouble is, the internet connection at our home is not exactly... stable. It's fast and mostly reliable, but it has a tendancy to glitch far more frequently than any other connection I've worked on (it's wireless DSL) and as a result, dropped connections are far too frequent. (It's about as reliable as AT&T is with phone calls in that regard.) When working with FTP, I find that if it drops the connection mid-file transfer, it can be difficult to recover. First of all, when the connection is dropped, it saves a blank file to the server (how is this helpful?) breaking the page I was working on completely, and the icing on the cake is that depending on the timing, vsftpd will get itself stuck in a timeout and I have to SSH in and restart it before I can access that file again.
This process alone has only been beneficial because it's taught me to build up some data protection techniques clientside, to prevent the server from eating my recent changes if the dropped connection happens to hang or crash my client. Overall though, it's a pretty failed situation, and I'm surprised I get any work done at all.
Long, long context, I know, but my question is this: Is there a file transfer protocol that is designed to handle "flakey" connections like mine? I'd imagine that, for example, trying to transfer files over a 3G tethered connection would yield the same results, especially while traveling. It seems like FTP and SFTP both rely on a persistant connection, and can deal with dropped packets but not the loss of the entire socket through a reconnect. It seems to me like a file transfer daemon should be able to store the state of the user interacting with it, and thus detect failed transfers and be ready to "resume" if the user reconnects in a reasonable amount of time.
Thanks if anyone knows anything. I'm seriously considering trying to write such a protocol myself (I've had a lot of success coding the ajax on my page to handle faulty connections, for example) but I don't want to dive in if there's already a solution available.
You want rsync. If the connection drops, you just repeat the command and it picks up right where it left off. Built in error checking and everything. Works over SSH, Windows client exists. Somebody's probably written a GUI front end.
BitTorrent works well with flakey connections. I hear that it is fast, too!

Deciphering MMORPG Protocol Encoding

I plan on writing an automated bot for a game.
The tricky part is figuring out how they encoded their protocol... To make the bot run around is easy, simply make the character run and record what it does in wireshark. However, interpreting the environment is more difficult... It recieves about 5 packets each second if you are idle, hence lots of garbarge.
My plan: Because the game runs under TCP, I will use freecap (http://www.freecap.ru/eng) to force the game to connect to a proxy running on my machine. I will need this proxy to be capable of packet injection, or perhaps a server that is capable of resending captured packets. This way I can recreate and tinker around with what the server sends, and understand their protocol encoding.
Does anyone know where I can get a proxy that allows packet injection or where I can perform packet injection (not via hardware, as is the case with wireless or anything!)
Where of if I can find a server/proxy that resends captured packets (ie: replays a connection).
Any better tools or methodologies for pattern matching? Something which can highlight patterns from mutliple messages would be GREAT.
OR, is there a better way to decipher this here? Possibly a dissasembly strategy (via hooking a winsock function and starting the dissassembly from there) ? I have not done this before so I am not sure. OR , any other ideas?
Network traffic interception and protocol analysis is generally a less favored method to accomplish your goal here. For most modern games, encryption is a serious factor, and there are serious headaches associated with the protocol analysis for any but trivial factors of the most common gameplay scenarios.
Most modern implementations* of what you are trying to do rely on reading and manipulating the memory space and process of a running client. The client will have already done all the hard parts for you, including decrypting the traffic and sorting it into far more easy to read data structures. For interacting with the server you can call functions built into the client instead of crafting entire series of packets from scratch. The plus to this approach is that you have to do far less work to interpret the data and produce activity. The minus is that there is often some data in the network traffic that would be useful to a bot but is discarded by the client, or that you may want to send traffic to the server that the client cannot produce (which, in my own well-developed hierarchy for such, is a few steps farther down the "cheating" slope).
*...I say this having seen the evolution of the majority of MMORPG botting/hacking communities from network protocol analyzers like ShowEQ and Odin's Eye / Excalibur to memory-based applications like MacroQuest and InnerSpace. On that note, InnerSpace provides an excellent extensible framework for the memory/process-based variant of what you are attempting, and you should look into it as a basis for your project if you abandon the network analysis approach.
As I've done a few game bots in the past (for fun, not profit or griefing of course - writing game bots is a lot of fun), I recommend the following:
If you can code and there isn't cheat protection preventing you from doing it, I highly recommend writing an injected DLL for the following reasons:
Your DLL will be able to access the game's memory space directly, and once you reverse-engineer the data structures (either by poking around memory or by code disassembly), you'll have access to lots of data. This will also allow you to bypass any network encryption the game may have. The downside of accessing process memory directly is that offsets and data structures change between versions - however, data structures don't change very often with a stable game, and you can compensate offset changes by searching for code patterns instead of using fixed offsets.
Either way, you'll still be able to hook WinSock functions using API hooks (check out Microsoft Detours and the excellent but now-commercial madCodeHook).
otherwise, I can only advise that you give live/interactive packet editors like WPE Pro a try.
In most scenarios, the coolest methods (code reverse-engineering and direct memory access) tend to be the least productive. They require a lot of skill (to understand the code) and time, both initially (to go through all the code and develop code to interact with the data structure) and for maintainance (in case the game is being updated). (Of course, they sometimes do allow doing cool stuff which is impossible to do with the official client, but most of the time this is obvious as blatant cheating, and likely to attract the GMs quickly). Most of the time bots are made by replacing game graphics/textures with solid colours, and creating simple "pixel" bots which search for certain colours on the screen and react accordingly (e.g. click them).
Hope this helps, and remember - cheating is only fun when it doesn't make the game less fun for everyone else ;)
There are probably a few reasonable assumptions you can make that should simplify your task enormously. However, to make the best use of them you will probably need greater comfort with sleeves-rolled-up programming than it sounds like you have.
First, it's a safe bet that the encryption they are using falls into one of three categories:
None
Cheesy
Far better than you are likely to crack
With the odds of the middle case being very low.
Next, it's a safe bet that the packets are encrypted / decrypted close to the edge of the program (right as they come in, right before they go out) and that the body of the game deals with them in decrypted form.
Finally, the protocol they are using most likely consists of either
ascii with data blocks
binary goo
So do a little packet sniffing with a card set in promiscuous mode for unencrypted ascii. If you see some, great, you're ahead of the game. But if you don't give up the whole tapping-the-line idea and instead start following the code as it returns from the sending data out by breakpointing and stepping with a debugger. Figure the outermost layer or three will be standard network stuff, then will come the encryption layer, and beyond that the huge mass of stuff that deals with the protocol unencrypted.
You should be able to get this far in an hour if you're hot, a weekend if you're reasonably skilled, motivated, and diligent, and never if you are hopeless. But it is possible in principle (and doubtlessly far easier in practice) to do it this way.
Once you get to where something that looks like unencrypted goo comes in, gets mungled, and the mungled form goes out, then start worrying about what it means.
-- MarkusQ
A) I play a MMO and do not support bots, voting down...
B) Download Backtrack v.3, run an arpspoof on your default gateway and your host. There is an application that will spoof the remote host's SSL cert sslmitm (I believe is the name) which will then allow you to create a full connection through your host. Then fireup tcpdump/ethereal/wireshark (choose your pcap poison) and move around do random stuff to find out what packet is doing what. That will be your biggest challenge; but proxying with a Man in the Middle attack on yourself is the way to go.
C) I do not condone this activity, this information is only being provided as free information.
Sounds like there is not encryption going on, so you could do a network approach.
A great place to start would be to find the packet ID's - most of the time, something near the front of the packet is going to be an ID of the type of the packet. For example move could be 1, shoot fired could be "2", chat could be "4".
You can write your own proxy that listens on one port for your game to connect, and then connects to the server. You can make keypresses to your proxy fire off commands, or you can make your proxy write out debugging info to help you go further.
(I've written a bot for an online in game in PHP - of all things.)