Is it possible to use pipes with iPhone berkley sockets? - iphone

Right now i'm writing an iPhone app that will interact with a network, and i plan to use a non-blocking berkley sockets so i can a full control about connect(), accept() and recv() timings. The one queston i'm not sure yet is how to correctly shut down lenghly connect() and recv() opertions (that can be minutes long). In UNIX, this is done by creating a pipe and using it, alongside with sockets, in select() request. Writing something in a pipe will immediately abort select() so i can check for shutdown etc. But is it possible to use pipes on iPhone and is it possible to use them with select()? Any insight or comment is welcomed.

Yes this is totally possible. The iPhone basically runs the same OS as OS X and has most if not all the standard facilities like sockets and pipes.
If you are familiar with those, then use them.
An alternative would be the CFNetwork API, specifically CFSocket. These integrate a little better in an iOS app and also provide nice asynchronous socket operations. You can use CFTimer next to your sockets to keep an eye on timeouts and then cancel socket operations that take too long.

Related

Persistent socket in Lua in parallel with other Lua code

I am implementing sockets in Lua, and the example code I'm working from uses the following method to keep the connection alive:
while true do
-- handle socket traffic here
socket.sleep(1)
end
The loop obviously prevents the rest of the project code to be run, but if I exit the loop the socket server immediately says that the connection was closed.
So how do I keep the socket open simultaneously as the rest of my Lua code runs as normal? (Is there some sort of background job support? Can coroutines be used for this purpose?)
I used Lua Lanes to start a thread that is doing the socket i/o and running in the background as you stated.
http://kotisivu.dnainternet.net/askok/bin/lanes/
Take a look at this answer, which gives info on using Lua Lanes and sockets.
LuaLanes and LuaSockets
The Dual-Threaded Polling solution provided there is probably the most viable, but, there's information about coroutines there also.
(Your question is similar to this question (and I have appropriately flagged it as a duplicate), but here's a copy of my answer for your convenience!)
There are a various ways of handling this issue; which one you will select depends on how much work you want to do.*
But first, you should clarify (to yourself) whether you are dealing with UDP or TCP; there is no "underlying TCP stack" for UDP sockets. Also, UDP is the wrong protocol to use for sending whole data such as a text, or a photo; it is an unreliable protocol so you aren't guaranteed to receive every packet, unless you're using a managed socket library (such as ENet).
Lua51/LuaJIT + LuaSocket
Polling is the only method.
Blocking: call socket.select with no time argument and wait for the socket to be readable.
Non-blocking: call socket.select with a timeout argument of 0, and use sock:settimeout(0) on the socket you're reading from.
Then simply call these repeatedly.
I would suggest using a coroutine scheduler for the non-blocking version, to allow other parts of the program to continue executing without causing too much delay.
Lua51/LuaJIT + LuaSocket + Lua Lanes (Recommended)
Same as the above method, but the socket exists in another lane (a lightweight Lua state in another thread) made using Lua Lanes (latest source). This allows you to instantly read the data from the socket and into a buffer. Then, you use a linda to send the data to the main thread for processing.
This is probably the best solution to your problem.
I've made a simple example of this, available here. It relies on Lua Lanes 3.4.0 (GitHub repo) and a patched LuaSocket 2.0.2 (source, patch, blog post re' patch)
The results are promising, though you should definitely refactor my example code if you derive from it.
LuaJIT + OS-specific sockets
If you're a little masochistic, you can try implementing a socket library from scratch. LuaJIT's FFI library makes this possible from pure Lua. Lua Lanes would be useful for this as well.
For Windows, I suggest taking a look at William Adam's blog. He's had some very interesting adventures with LuaJIT and Windows development. As for Linux and the rest, look at tutorials for C or the source of LuaSocket and translate them to LuaJIT FFI operations.
(LuaJIT supports callbacks if the API requires it; however, there is a signficant performance cost compared to polling from Lua to C.)
LuaJIT + ENet
ENet is a great library. It provides the perfect mix between TCP and UDP: reliable when desired, unreliable otherwise. It also abstracts operating system specific details, much like LuaSocket does. You can use the Lua API to bind it, or directly access it via LuaJIT's FFI (recommended).
* Pun unintentional.
The other answers are nice, but kind of miss the most important point here:
There is rarely a need nowadays to use threads when dealing with sockets
Why? Because multiple sockets are so common, that the OSes (most notably *ix systems) implemented the "multiple poll" in the form of epoll function.
All high-performance networking libraries such as ZeroMQ keep only a few threads, and operate inside them. That lower the memory requirements, but doesn't sacrifice speed.
So my suggestion would be to hook up to OS libraries directly, which is really easy in Lua. You don't have to write the code yourself - quick google search brought me this epoll wrapper [1] You can then still use coroutines to read only from sockets that actually have some data.
You might also want to take a look at ZeroMQ library itself.
[1]Neopallium created Lua bindings for ZMQ, so I think it's legit.
You can indeed use coroutines for that purpose. This is what the popular library Copas does.
Depending on your use case you can use Copas or look at its source code to see how it does it. You may also look at lua-websockets which uses Copas.

Winsock: Can i call send function at the same time for different socket?

Let's say, I have a server with many connected clients via TCP, i have a socket for every client and i have a sending and receiving thread for every client. Is it safe and possible to call send function at the same time as it will not call send function for same socket.
If it's safe and ok, Can i stream data to clients simultaneously without blocking send function for other clients ?
Thank you very much for answers.
Yes it is possible and thread-safe. You could have tested it, or worked out for yourself that IS, IIS, SQL Server etc. wouldn't work very well if it wasn't.
Assuming this is Windows from the tag of "Winsock".
This design (having a send/receive thread for every single connected client), overall, is not going to scale. Hopefully you are aware of that and you know that you have an extremely limited number of clients (even then, I wouldn't write it this way).
You don't need to have a thread pair for every single client.
You can serve tons of clients with a single thread using non-blocking IO and read/write ready notifications (either with select() or one of the varieties of Overlapped IO such as completion routines or completion ports). If you use completion ports you can set a pool of threads to handle socket IO and queue the work for your own worker thread or threads/threadpool.
Yes, you can send and receive to many sockets at once from different threads; but you shouldn't need those extra threads because you shouldn't be making blocking calls to send/recv at all. When you make a non-blocking call the amount that could be written immediately is written and the function returns, you then note how much was sent and ask for notification when the socket is next writable.
I think you might want to consider a different approach as this isn't simple stuff; if you're using .Net you might get by with building this with TcpListener or HttpListener (both of which use completion ports for you), though be aware that you can't easily disable Nagle's algorithm with those so if you need interactivity (think of the auto-complete on Google's search page) then you probably won't get the performance you want.

select on non-blocking sockets

I apologize if this question is duplication of some other similar question.
I am setting small servers-clients on few systems which are quite low on load (Not more than 10-15 connections at a time which will also do very low data transfer). I was wondering if I should use blocking or non-blocking sockets?
On a server side I am using select and when it returns I go and read fds. Now if I use non-blocking sockets with select then what is the advantage in "recv" which follows select. Can there be a situation where select tells you there is something available to read but actually there is nothing to read?
Thanks
I was wondering if I should use blocking or non-blocking sockets?
For such low load, I would use blocking sockets and give each socket its own dedicated thread to run in. That being said, select() works for both blocking and non-blocking sockets, if you are not comfortable with multithreaded programming.
Can there be a situation where select tells you there is something available to read but actually there is nothing to read?
Yes. On a graceful disconnect, select() reports a socket is readable, and then recv() on that socket returns 0.
I agree with #Remy.
But, I suggest you don't use threads. At least not to begin with. The reason I suggest this is because it sounds like you're kinda new to this type of thing and threads may just add more headaches for you than you need in order to get basic comms up and running.

Creating a Delay in lua

I'm making a IRC client using LUA. I'm using the the libraries that came with "Lua for Windows ". So I'm using luasocket for the comms and IUP for the UI bits.
The problem I'm having is that I'm getting stuck in a loop when I read the IO. I tried the timer in IUP but that didn't seem to work.
I'm was looking for a way to delay the IO read loop.
I set the time out for the reads to 0 and that worked.
You are probably making a blocking read on a TCP socket inside the GUI thread. That will lock up your whole application if you do not receive the expected data in a timely manner. Either perform the socket I/O in a separate thread (see Lua Lanes) or use non-blocking I/O (see settimeout).
The Kepler Project is a great resource for guidance on networking applications with Lua, but it is focused on web applications versus an IRC client. For example, the Copas library uses Lua coroutines to handle multiple TCP connections.
Now if you really just wanted to know how to create a delay in Lua, then the Sleep Function article in the lua-users wiki should provide all the information you need.

Is there any benefit to using windows winsock API functions compared to BSD-style socket functions?

Is there any benefit on Windows to use the WSA winsock functions compared to the BSD-style ones?
The most significant difference is the availability of Asynchronous Event style APIs in Winsock.
With Berkeley sockets, each time you read or write your application will "block" until the network is ready, which could make your application unresponsive (unless the network I/O is handled in a different thread).
With an async interface, you can arrange for a callback function to be called as part of the normal windows message loop each time data is received or when the transmit buffer is empty.
Only if you plan to deploy to a legacy platform like Windows 95 or there is something in the winsock API that you absolutely cannot live without and you don't want to roll yourself (<-- doubtful tho).
If you design around the BSD paradigm, your code can work on other platforms with less porting work. If you assume that your network library will support asynchronous I/O (as Alnitak mentions), you're going to have to do a lot more work if that gets pulled out from under you.
Of course, if you're sure you'll never leave the warm bosom of Microsoft, feel free to go to town.
With respect to Alnitak's answer, I agree - I'd just add that you need not use a message loop to use asynch operations on sockets. Using I/O completion ports is a very scalable way to build a high-performance networked application.