Send same info to multiple threads/sockets? - c

I am writing a server application that simply connects a local serial port to multiple network connected clients. I am using linux and C for the server application because the equipment for the program is a router with limited memory.
I have everything setup for multiple clients to connect and send data to the serial port using a fork() process for each connection.
My problem lies in getting data incoming on the serial port out to the multiple (varing number) client connections. my problem lies in designing a way for each active socket to get all of the incoming data, and to only get it once. Any help?

Sounds like you need a data queue (buffer) for each connected client. Each time data comes in on the port, you post it to the back of each client's queue. The clients then read the data from the front of their respective queues. Since all the clients will probably read at different rates/times, this will ensure all of them get a copy of the data only once, and you won't get hung up waiting for any one client while more data comes in. Of course, you'll need to allocate a certain amount of memory for each connected client's queue (I'm not sure how many clients you're expecting, and you did say your available memory is limited), and you need to consider what to do if a queue gets full before the client reads all of it.

Presumably you keep a list or some other reference of/to connected clients, why not just loop over that for each bit of information and send it to all of them?

A thread per socket design might not be the best way to solve this. An event driven asynchronous approach should be a much better fit. However, if you must do it with threads, and given that serial ports are slow anyway, building a pipe between the thread listening to the serial port and all the threads talking to the network clients is the most practical. You could do fancy things with rwlocks to move the data, but you'll still need a way for the network threads to wait on both the socket and the data from the serial port, so you need to use file descriptors for both and something like poll.
But seriously, this would likely be much easier and would perform better without the threads. Think of it as a main loop which waits on poll which is watching the network and the serial port, determines which event occurred, and distributes data accordingly. It should be easier all around once you get the idea.

Related

Minimising client processing - c socket programming

I am working on a client/server model based on Berkeley sockets and have almost finished but I'm stuck with a way to know that all of the data has been received whilst minimising the processing being executed on the client side.
The client I am working with has very little memory and battery and is to be deployed in remote conditions. This means that wherever possible I am trying to avoid processing (and therefore battery loss) on the client side. The following conditions on the client are outside of my control:
The client sends its data 1056 bytes at a time until it has ran out of data to send (I have no idea where the number 1056 came from but if you think that you know I would be very interested)
The client is very unpredictable in when it will send the data (it is attached to a wild animal and sends data determined by connection strength and battery life)
The client has an unknown amount of data to send at any given time
The data is transmitted though a GRSM enabled phone tag (Not sure that this is relevant but I'm assuming that extra information could only help)
(I am emulating the data I am expecting to receive from the client through localhost, if it seems to work I will ask the company where I am interning to invest in a static ip address to allow "real" tcp transfers, if it doesn't I won't. I don't think this is relevant but, again, I would rather provide too much information than too little)
At the moment I am using a while loop and incrementing the number of bytes received in order to "recv()" each of the 1056 byte sections. My problem is that the server needs to receive an unknown number of these. To me, the most obvious solutions are to send the number of sections to be received in an initial header from the client or to mark the last section being sent in some way. However, both of these approaches would require processing on the client side, I was wondering if there was a way to check whether the client has closed its socket from the server side? Or even whether something like closing the connection from the server after a pre-determined period of time without information from the client would be feasible? If these aren't possible then I would love to hear any other suggestions.
TLDR: What condition can I use here to minimise client-side processing?
while(!(/* Client has ran out of data to send*/)) {
receive1056Section();
}
Also, I know that it is bad practise to make a stackOverflow account and immediately ask a question, I didn't know what else to do, I'm sorry. Please don't hesitate to be mean if I've missed something very obvious.
Here is a suggestion for how to do the interaction:
The client:
Client connects to server via tcp.
Client sends chunks of data until all data has been sent. Flush the send buffer after each chunk.
When it is done the client issues a shutdown on the socket, sleeps for a couple of seconds and then closes the connection.
The client then sleeps until the next transmission. If the transmission was unsuccessful, the sleep time should be shorter to prevent unsent data to overflow the avaiable memory.
If the client is unable to connect for an extended period of time, you would have to discard data that doesn't fit in the memory.
I am assuming that sleep reduces power consumption.
The server:
The server programcan be single-threaded unless you need massive scalability. It is listening for incoming connections on the agreed port.
Whenever a client connects, a new socket is created.
Use select() to see which sockets has data (don't forget to include the listening socket!), and non-blocking reads to read from the sockets.
When you get the appropriate error (no more data to read and the other side has shutdown it's side of the connection), then you can close that socket.
This should work fine up to a couple of thousand simultaneous connections.
Example that handles many of the difficulties of implementing a server

Is threading the best way to handle 40 Clients at a time in UDP Server?

I am working on a UDP server/client application.
I want my server to be able to handle 40 clients at a time. I have thought of creating 40 threads at server side, each thread handling one client. Clients are distinguished on the basis of IP addresses and there is one thread for each unique IP address.
Whenever a client sends some data to a server, the main thread extracts the IP address of the client and decides which thread will process this specific client. Is there a better way to achieve this functionality?
There are different approaches for scale able server application, one thread per client seems good if no of clients are not many, another most efficient approach to accomplish this task is to use thread pool. These threads are work as task base when ever you have any new task assign this task to free worker thread.
Take a look at this project, I think it is very helpful to start with: http://www.codeproject.com/Articles/16935/A-Chat-Application-Using-Asynchronous-UDP-sockets
With IPAddress.Any, we specify that the server should accept client
requests coming on any interface. To use any particular interface, we
can use IPAddress.Parse (“192.168.1.1”) instead of IPAddress.Any. The
Bind function then bounds the serverSocket to this IP address. The
epSender identifies the clients from where the data is coming.
With BeginReceiveFrom, we start receiving the data that will be sent
by the client. Note that we pass epSender as the last parameter of
BeginReceiveFrom, the AsyncCallback OnReceive gets this object via the
AsyncState property of IAsyncResult, and it then processes the client
requests (login, logout, and send message to the users). Please see
the code attached to understand the implementation of OnReceive.
A better way would be to use the Proactor pattern (take a look at Boost.Asio library), instead of creating thread per client. With such an approach your application would have much better scalability and performace (especially on platforms that have native async i/o)
Besides, with this technique the threading would be de-coupled from the concurrency, meaning that you don't necessarily have to mess with multi-threading with all its complications.

creating two sockets at udp server at a time, how to bind()?

I want two functionalities to be implemented on my udp server application.
Creating thread that continuously receives data coming from any client.
Creating a thread that continuously sends data on server socket after specific time period and waits for reply from client. (I implemented this to make aure that whenever any client goes down, the data is not received back from client and server comes to know that client is down.)
Now, the problem I am facing is that since two threads are sharing same connected socket, whenever both threads try to access this socket simultaneously, a deadlock is established.
One of the solution I found was to create two sockets. One that continuously receives data, and the other socket that is meant for sending data from server time to time to clients and wait for their response, but since Server can must be bind()ed and I have bind()ed my socket to INADDR_ANY once, how would I create a separate socket for sending data from server and waiting for replies from client.
Please help me with this complication.
Also do let me know if there is some other better way of its implementation.
Thanks in advance :)
You will have to use non-blocking net functions and use a mutex to ensure no two threads access the socket at once.
A single thread may, however, be enough, if you use non-blocking functions. Using many threads will probably not improve performance, but may make the code more readable.

Arbitrary two-way UNIX socket communication

I've been working on a complex server-client system in C and I'm not sure how to implement the socket communication.
In a nutshell, the system is a server application which communicates with a database and uses a UNIX socket to communicate with one or more child processes created with fork(). The purpose of the children is to run game servers. The process of launching a game server is like this:
The server/"manager" identifies a game server in the database that is to be made. (Assume database communication is already sorted.)
The manager forks a child (the "game controller").
The game controller sets up two pipe pairs, then forks, replacing its child's stdin with a pipe, and it's stdout and stderr with another pipe.
The game controller's child then runs execlp() to begin running the actual game server executable.
My experience with sockets is fairly minimal. I have used select() on a server application before to 'multiplex' numerous clients, as demonstrated by the simple example in the GNU C documentation here.
I now have a new challenge, as the system must be able to do more: the manager needs to be able to arbitrarily send commands to the game controller children (that it will find by periodically checking the database) and get replies, but also expect incoming arbitrary commands/errors from them and send replies back.
So, I need a sort-of "context" system, where sockets are meaningful only between themselves. In other words, when a command is sent from the manager to the game controller, each party needs to be aware of who is asking and know what the reply is (and, therefore, which command it is a reply to).
Because select() is only useful for knowing when we have incoming data, and a thread should block on it, would I need another thread that sends data and gets the replies? Will this require each game controller, although technically a 'client', to use a listening socket and use select() as well?
I hope I've explained the system and the problem concisely; I will add more detail if required. Thanks!
Ok, I am still not really sure I understand exactly where your trouble is, so I will just spout off some things about writing a client/server app. If I am off track, just let me know.
The way that the server will know which clients corresponds to which socket is that the clients will tell the server. Essentially, you need to have a log-in protocol. When the game controller connects to the server, it will send a message that says "Hi, i am registering as controller foo1 on host xyz, port abc..." and whatever else the server needs to know about its clients. The server will keep a data structure that maps sockets to client metadata, state, etc. Whenever it gets a new message, it can easily map from the incoming host/port to its metadata. Or your protocol can require that on each incoming message, the will client send the name it registered with as a field.
Handling the request/response can be done several ways. First lets deal with the networking part of it on the server side. One way to manage this, as you mentioned, is by using select (or poll, or epoll) to multiplex the sockets. This is actually usually considered the more complicated way to do things. Another way is to spawn off a thread (or fork a process, which is less common these days) for each incoming client. Each spawned thread can read its own assigned socket, responding to messages one at a time without worrying about the fact that there are other clients besides the own it is dealing with. This simple one to one thread to socket model breaks down if there are many clients, but if that is not the case, then it is worth consideration.
Part 2 really covers only the client sending the server a message, and the server replying. What happens when the server wants to initiate communication? How does it do it and how does the client handle it? Also, how do you model the model the communication at the application level, meaning assuming we have the read/write part down, how do we know what to send? You will probably want to model things in terms of state machines. There is also a lot more to deal with like what happens when a client crashes? What about when the server crashes? Also, what if you really have your heart set of using select, perhaps because you expect many client? I will try to add more to this answer tomorrow.

Distributed Networking Multiple Clients

I'm currently working on a distributed networking project for some networking practice and the idea is to send a file from my server to a few different clients (after breaking up the file) and the clients will find the frequency of a string and return it back.
The problem I'm running into is how to identify each client and send data to each one.
The solution I've been working on to identify each client by their port. The problem arises as to how I handle multiple connections and ports. I know I have to use send() to send the data to a port once I open a connection and etc. but I have no idea how to do this across multiple connections ( I can do this with a single client and server but not with multiple clients)
Does anyone have any suggestions from a high level standpoint? I got one suggestion from a friend who said:
Open a socket
Listen for connections
When a connection request is received, spawn a new thread to handle the connection.
The main process will go back to step 2 to listen for new connections, while the new thread
will handle all data flow with the associated client.
But I'm not really sure I understand this... I've also been referencing http://shoe.bocks.com/net/#socket
Thanks
Your friend is correct. Follow first three steps (mentioned by him) and then you need to:
After spawning thread, send data (read from file) to new socket.
Once entire file is finished, you should disconnect and exit thread. On client side, you should handle disconnect and probably exit.
NOTES:
Also, you can use sendfile() instead of send() if you wish. You can use select() if you wish to handle all connections without spawning threads.
Refer http://beej.us/guide/bgnet/ for details.
EDIT:
how to identify each client? Ans: This is classical port discovery problem but in your case its simple. Server should be listening on well known port (say 12345) and all the clients will connect to it. Once they are connected, server has all sockfds. You need to use these sockfds to send data and identify them.
If you check out networkComms.net, an open source network communication library, once you have created a connection with a client you can keep track of that specific client by looking at it's NetworkIdentifier tag, a guid unique to each client.
If you will be sending large files to all of your clients also check out the included DistributedFileSystem which is specifically designed for that purpose.

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