What's the 'safest' way to read from this buffer? - c

I'm trying to read and write a serial port in Linux (Ubuntu 12.04) where a microcontroller on the other end blasts 1 or 3 bytes whenever it finishes a certain task. I'm able to successfully read and write to the device, but the problem is my reads are a little 'dangerous' right now:
do
{
nbytes = read(fd, buffer, sizeof(buffer));
usleep(50000);
} while(nbytes == -1);
I.e. to simply monitor what the device is sending me, I poll the buffer every half second. If it's empty, it idles in this loop. If it receives something or errors, it kicks out. Some logic then processes the 1 or 3 packets and prints it to a terminal. A half second is usually a long enough window for something to fully appear in the buffer, but quick enough for a human who will eventually see it to not think it's slow.
'Usually' is the keyword. If I read the buffer in the middle of it blasting 3 bytes. I'll get a bad read; the buffer will have either 1 or 2 bytes in it and it'll get rejected in the packet processing (If I catch the first of a 3 byte packet, it won't be a purposefully-sent-one-byte value).
Solutions I've considered/tried:
I've thought of simply reading in one byte at a time and feeding in additional bytes if its part of a 3 byte transmission. However this creates some ugly loops (as read() only returns the number of bytes of only the most previous read) that I'd like to avoid if I can
I've tried to read 0 bytes (eg nbytes = read(fd, buffer, 0);) just to see how many bytes are currently in the buffer before I try to load it into my own buffer, but as I suspected it just returns 0.
It seems like a lot of my problems would be easily solved if I could peek into the contents of the port buffer before I load it into a buffer of my own. But read() is destructive up to the amount of bytes that you tell it to read.
How can I read from this buffer such that I don't do it in the middle of receiving a transmission, but do it fast enough to not appear slow to a user? My serial messenger is divided into a sender and receiver thread, so I don't have to worry about my program loop blocking somewhere and neglecting the other half.
Thanks for any help.

Fix your packet processing. I always end up using a state machine for instances like this, so that if I get a partial message, I remember (stateful) where I left off processing and can resume when the rest of the packet arrives.
Typically I have to verify a checksum at the end of the packet, before proceeding with other processing, so "where I left off processing" is always "waiting for checksum". But I store the partial packet, to be used when more data arrives.
Even though you can't peek into the driver buffer, you can load all those bytes into your own buffer (in C++ a deque is a good choice) and peek into that all you want.

You need to know how large the messages being sent are. There are a couple of ways to do that:
Prefix the message with the length of the message.
Have a message-terminator, a byte (or sequence of bytes) that can not be part of a message.
Use the "command" to calculate the length, i.e. when you read a command-byte you know how much data should follow, so read that amount.
The second method is best for cases when you can come out of sync, because then read until you get the message-terminator sequence and you're sure that the next bytes will be a new message.
You can of course combine these methods.

To poll a device, you should better use a multiplexing syscall like poll(2) which succeeds when some data is available for reading from that device. Notice that poll is multiplexing: you can poll several file descriptors at once, and poll will succeed as soon as one (any) file descriptor is readable with POLLIN (or writable, if so asked with POLLOUT, etc...).
Once poll succeeded for some fd which you POLLIN you can read(2) from that fd
Of course, you need to know the conventions used by the hardware device about its messages. Notice that a single read could get several messages, or only a part of one (or more). There is no way to prevent reading of partial messages (or "packets") - probably because your PC serial I/O is much faster than the serial I/O inside your microcontroller. You should bear with that, by knowing the conventions defining the messages (and if you can change the software inside the microcontroller, define an easy convention for that) and implementing the appropriate state machine and buffering, etc...
NB: There is also the older select(2) syscall for multiplexing, which has limitations related to the C10K problem. I recommend poll instead of select in new code.

Related

Reading HTTP headers from socket C

My question is mainly educational so please don't tell me you shouldn't do that or you should do that. Thanks.
This is basically about how TCP works.
I'm implementing a HTTP client in C that basically just sends a HTTP GET and reads the response from ths server. Now I want to separate the headers from the body. The question is, is it possible to read from the socket byte-by-byte:
while(recv(sockfd, buffer, 1, 0))
{
// do whatever with buffer[0]
}
or is it so that: once the server wrote to the socket, say, 1000 bytes, so once the client reads even 1 bytes than all this message is "wasted" and cannot be read anymore?
Because I remember that when dealing with sockets sometime in the past that was how I understood that it is working.
Yes, in TCP that is possible. TCP does not have messages, only bytes, like a file. You can send 1000 bytes and then receive 1 byte 1000 times.
In fact that is a convenient way to start out, because if you try to receive more than 1 byte, you might not get the same number of bytes you asked for, you could get any number down to 1 byte. If you only ask to receive 1 byte, then you always get exactly 1 byte (unless the connection is closed).
It is inefficient, however, because the receive function uses a certain amount of CPU time just to process the fact that you want to receive - i.e. the function call itself costs a bit of CPU time. If you ask for, say, 100000 bytes at once, then you don't have to call the receive function 100000 times to get it. It's probably fast enough for you, just not as fast as it could be.
Although it is not good practice, it isn't "wasted". Most socket implementations on OS's do use a socket buffer, ranging from 4K till 6MB. So yes you can, as long as you read it fast engough.
But still, it is saver to just copy the stuf to your own memory-managed buffer..

Timeout event in read system call for reading serial port

I am reading the data from serial using read system call. It seems that this call is reading only one byte though it given how many bytes to read
bytes_read = read(fp, buffer, 20);
I don't know how much bytes the sender will send. If I know, then I would read that many times. I suspect that, while reading in to serial second bytes didn't arrived, so that it is coming out. Due to this I want to implement timeout. read call should wait for that much of time, read all the bytes till that timeout. I want experts to help me in this.
You can control the timeouts and line buffer characteristics via the termios(3) library call.

Get progress of socket read operation

I'd like to write little file transfer program in C (I'm working on Linux).
I'm quite new to sockets programming, but I already managed to write little server and
client programs.
My question:
If I have something like this:
int read_bytes = read(socket_id, buffer, 4096);
While reading from the socket, how can I get the progress of reading?
For example I want to display every 100ms how many bytes have been transferred
so far. I'm pretty sure I have to use threads or other async functions here.
Is there a function so I can get the number of bytes read and the number of bytes to read?
Update 1:
Accumulating read()
int total_read_bytes=0, read_bytes;
char buffer[4096];
do {
read_bytes = read(socket_id, buffer, 4096);
total_read_bytes += read_bytes;
} while(read_bytes > 0); /* Read to end or read failed */
Isn't this very, very inefficient? (For example to transfer a 1MiB file)
Thank you
If you have control to the code of both the server and the client, you can let the sender to tell the receiver the size of the file before actually sending the file. For example, using the first 8 bytes in the message. That's the number of bytes to read.
By accumulating the read_bytes in your example, you can get number of bytes read
Each recv call will block until it's read some more, but it won't (by default / sans MSG_WAITALL) wait for the supplied buffer to be full. That means there's no need to reduce the buffer size in an effort to get more frequent updates to the total bytes read information, you can trivially keep a total of recv() return values that updates as packets arrive (or as fast as your app can process them from the OS buffers).
As you observe, if that total is being updated 100 times a second, you probably don't want to issue 100 screen updates, preferring to limit them to your 100ms min interval. You could use a timer/alarm to manage that, but then you have more edge cases to see if the timer is already pending etc.. It's probably simpler just to use two threads where one checks periodically if an update is needed:
thread1:
while ((n_bytes = recv(...)) > 0)
total_bytes += n_bytes;
set screen-updater-termination flag
thread2:
last_total_bytes = -1;
while the screen-updater-termination flag's not set
sleep 100ms
if last_total_bytes != total_bytes
update screen
last_total_bytes = total_bytes
Of course you'll need to use a mutex or atomic operations to coordinate some of these actions.
Is there a function so I can get... the number of bytes to read?
Not from TCP itself - it doesn't have a notion of message sizes, and the API just ensures an app receives the bytes in the same order they were sent. If you want to be able to display a "N bytes received so far, X more expected", then at the application protocol level, the sending side should prefix the data in a logic message with the size - commonly in either a fixed width binary format (ideally using htonl or similar to send and ntohl on the recv side to avoid endian issues), or in a textual representation that's either fixed with or separated from the data by a known sentinel character (e.g. perhaps a NUL, a space or newline).

Receive message of undefined size in UART in C

I'm writing my own drivers for LPC2148 and a question came to mind.
How do I receive a message of unspecified size in UART?
The only 2 things that come to mind are: 1 - Configure a watchdog and end the receiving when the time runs out. 2- make it so that whenever a meswsage is sent to it there must be an end of message character.
The first choice seems better in my opinion, but I'd like to know if anybody has a better answer, and I know there must be.
Thank you very much
Just give the caller whatever bytes you have received so far. The UART driver shouldn't try to implement the application protocol, the application should do that.
It looks like a wrong use for a watchdog. I ended up with three solutions for this problem:
Use fixed-size packets and DMA; so, you receive one packet per transaction. Apparently, it is not possible in your case.
Receive message char-by-char until the end-of-message character is received. Kind of error-prone, since the EOM char may appear in the data, probably.
Use a fixed-size header before every packet. In the header, store payload size and/or message type ID.
The third approach is probably the best one. You may combine it with the first one, i.e. use DMA to receive header and then data (in the second transaction, after the data size is known from the header). It is also one of the most flexible approaches.
One more thing to worry about is to keep bytestream in sync. There may be rubbish laying in the UART input buffers, which may get read as data, or you can get only a part of a packet after your MCU is powered (i.e. the beginning of the packet had already been sent by that time). To avoid that, you can add magic bytes in your packet header, and probably CRC.
EDIT
OK, one more option :) Just store everything you receive in a growing buffer for later use. That is basically what PC drivers do.
Real embedded uart drivers usually use a ring buffer. Bytes are stored in order and the clients promise to read from the buffer before it's full.
A state machine can then process the message in multiple passes with no need for a watchdog to tell it reception is over
better to go for option 2) append end of transmission character to the transmission string.
but i suggest to add start of transmission also to validate that you are receiving actual transmission.
Watchdog timer is used to reset system when there is a unexpected behavior of device. I think it is better to use a buffer which can store size of data that your application requires.

How long does a UDP packet stay at a socket?

If data is sent to the client but the client is busy executing something else, how long will the data be available to read using recvfrom()?
Also, what happens if a second packet is sent before the first one is read, is the first one lost and the next one sitting there wating to be read?
(windows - udp)
If data is sent to the client but the client is busy executing something else, how long will the data be available to read using recvfrom()?
Forever, or not at all, or until you close the socket or read as much as a single byte.
The reason for that is:
UDP delivers datagrams, or it doesn't. This sounds like nonsense, but it is exactly what it is.
A single UDP datagram relates to either exactly one or several "fragments", which are IP packets (further encapsulated in some "on the wire" protocol, but that doesn't matter). The network stack collects all fragments for a datagram. If the checksum on any of the fragments is not good, or any other thing that makes the network stack unhappy, the complete datagram is discarded, and you get nothing, not even an error. You simply don't know anything happened.
If all goes well, a complete datagram is placed into the receive buffer. Never anything less, and never anything more. If you try to recvfrom later, that is what you'll get.
The receive buffer is obviously necessarily large enough to hold at least one max-size datagram (65535 bytes), but since usually datagrams will not be maximum size, but rather something below 1280 bytes (or 1500 if you will), it can usually hold quite a few of them (on most platforms, the buffer defaults to something around 128-256k, and is configurable).
If there is not enough room left in the buffer, the datagram is discarded, and you get nothing (well, you do still get the ones that are already in the buffer). Again, you don't even know something happened.
Each time you call recvfrom, a complete datagram is removed from the buffer (important detail!), and you get up to the number of bytes that you requested. Which means if you naively try read a few bytes and then a few bytes again, it just won't work. The first read will discard the rest of the datagram, and the subsequent ones read the first bytes of some future datagrams (and possibly block)!
This is very different from how TCP works. Here you can actually read a few bytes and a few bytes again, and it will just work, because the network layer simulates a data stream. You give a crap how it works, because the network stack makes sure it works.
Also, what happens if a second packet is sent before the first one is read, is the first one lost and the next one sitting there waiting to be read?
You probably meant to say "received" rather than "sent". Send and receive have different buffers, so that would not matter at all. About receiving another packet while one is still in the buffer, see the above explanation. If the buffer can hold the second datagram, it will store it, otherwise it silently goes * poof *.
This does not affect any datagrams already in the buffer.
Normally, the data will be buffered until it's read. I suppose if you wait long enough that the driver completely runs out of space, it'll have to do something, but assuming your code works halfway reasonably, that shouldn't be a problem.
A typical network driver will be able to buffer a number of packets without losing any.
If data is sent to the client but the client is busy executing something else, how long will the data be available to read using recvfrom()?
This depends on the OS, in windows, I believe the default for each UDP socket is 8012, this can be raised with setsockopt() Winsock Documentation So, as long as the buffer isn't full, the data will stay there until the socket is closed or it is read.
Also, what happens if a second packet is sent before the first one is read, is the first one lost and the next one sitting there wating to be read?
If the buffer has room, they are both stored, if not, one of them gets discarded. I believe its the newest one but I'm not 100% Sure.

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