C# order of bytes sent and received by socket - c#

I was wondering about the order of sent and received bytes by/from TCP socket.
I got implemented socket, it's up and working, so that's good.
I have also something called "a message" - it's a byte array that contains string (serialized to bytes) and two integers (converted to bytes). It has to be like that - project specifications :/
Anyway, I was wondering about how it is working on bytes:
In byte array, we have order of bytes - 0,1,2,... Length-1. They sit in memory.
How are they sent? Is last one the first to send? Or is it the first? Receiving, I think, is quite easy - first byte to appear gets on first free place in buffer.
I think a little image I made nicely shows what I mean.

They are sent in the same order they are present in memory. Doing otherwise would be more complex... How would you do if you had a continuous stream of bytes? Wait that the last one has been sent and then reverse all? Or this inversion should work "packet by packet"? So each block of 2k bytes (or whatever is the size of the TCP packets) is internally reversed but the order of the packets is "correct"?
Receiving, I think, is quite easy - first byte to appear gets on first free place in buffer.
Why on the earth the sender should reverse the bytes but the receiver shouldn't? If you build a symmetric system, both do an action or none does it!
Note that the real problem is normally the one of endianness. The memory layout of an int on your computer could be different than the layout of an int of another computer. So one of the two computers could have to reverse the 4 bytes of the int. But endianness is something that is resolved "primitive type" by "primitive type". Many internet protocols, for historical reason, are Big Endian, while Intel CPUs are Little Endians. Even internal fields of TCP are Big Endian (see Big endian or Little endian on net?), but here we are speaking of fields of TCP, not of the data moved by the TCP protocol.

Related

Is it better to download byte per byte in Sockets

I'm building a File Sharing Program, and I would like to know if it's better, while using Sockets, to receive and send byte per byte, or a fixed amount. I'm sending messages of Login, Actual file size list, etc, of 512 bytes, and 65536, when sending and receiving files.
it is depend on your usage and goal:
for High Performance when in non-faulty environment:
choose 1500 bytes
for bad and faulty environment:
choose lower sizes but not byte per byte
It's always better to use reasonably sized blocks for efficiency reasons. Typical network packets are around 1500 bytes in size (Ethernet) and every packet carries a bunch of necessary overhead (such as protocol, destination address and port etc.).
Single bytes is the worst (in terms of efficiency) that you can do.
Handling 1500 or so bytes at a time will be much more efficient than one byte at a time. That is about the size of a typical Ethernet frame.
Keep in mind that you are using a stream of bytes: any concept of message or record is up to you to implement.

Recognize BREAK in protocol reliable (RS232)

i have an EMS bus on RS232 with a protocol where all blocks are seperated with a BREAK(0x00).
The Data is send continuously from the device.
My problem is, that I'm not able to seperated this blocks reliable.
In a block is sometimes a 0x00 (but this is no break).
I know that every block starts with 0x01,0x02 or 0x03 and ends with a CRC+BREAK.
Is there a good way to split the blocks in C#?
Thanks.
Do you mean an RS232 break, our just a zero byte being transmitted?
It sounds like you are talking about a zero byte, in which case you need to tell the difference between a data byte and a terminator byte.
In this case, you need to look at identifying features of the data packets. If the packets are always the same length, then you can easily tell if the zero is a terminator. otherwise you'll need to parse the data in the packets to work it out. Do they contain any kind of length information? Or perhaps you have to read the data byte by byte and parse it to work out what each byte means, and thus where the packet ends.
If you can't do this then you don't have a protocol, you have random unpredictable data. Any protocol must allow some way for you to detect and split the packets.

How much data to feed NetworkStream.Write() at a time?

I'm encrypting data on the fly and writing it to a network stream.
Should I write to the stream as soon as each 16-byte encrypted block data becomes available or should I buffer it? Is there a performance penalty to sending bunches of 16 byte writes rather than a single 20 kilobyte or 1 megabyte write?
Feed it as much as you have, It will let you know if it can't take any more. TCP will handle the buffering for you.
Also, the more you feed - the better, it will likely result in less traffic as packets will not be fragmented much.
By default Socket uses Nagle algorithm, which is designed to reduce network traffic by causing the socket to buffer small packets and then combine and send them in one packet under certain circumstances. A TCP packet consists of 40 bytes of header plus the data being sent. When small packets of data are sent with TCP, the overhead resulting from the TCP header can become a significant part of the network traffic. On heavily loaded networks, the congestion resulting from this overhead can result in lost datagrams and retransmissions, as well as excessive propagation time caused by congestion. The Nagle algorithm inhibits the sending of new TCP segments when new outgoing data arrives from the user if any previously transmitted data on the connection remains unacknowledged.
You can turn off Nagle algorithm, but this will likely result in more fragmentation and traffic.

Fastest form of downloading using sockets

Hi
I have TCP/IP client server application. i want to send large serialized object around 1MB through sockets.
Is it possible to get better performance by splitting byte array to for example 10 chunks of arrays and open a socket for each and send them Async compared to opening one socket and send all large data through it ?
Thanks
Splitting the data to less than the MTU will introduce more overhead as there will be more packets - this will actually slow things down. What you are proposing is already being done as part of the protocol i.e. splitting and re-assembling. I would experiment with sending less data e.g. compression.
No, this doesn't speed up the transfer under normal conditions, it only adds overhead. It would only help if you have a slow network segment which is quite busy otherwise and the traffic is shaped per TCP connection.
Make sure that your sockets code is efficient, because wrong buffer and therefore packet sizes, synchroneous operation and other stuff may slow the transfer down.

Create TCP Packet in C#

I'm sending data to an extremely old system via TCP. I need to send 2000 bytes in one packet, and I need it not to be split up (what happens when I write out 2000 bytes via a socket).
While, yes, I shouldn't have to care about this at an application level -- I in fact do care about this, because I have no other options on the older system, everything MUST be received in a single packet.
Is there something less terrible than calling netcat?
Unless you are on a link with jumbo frames the usual MTU on the ethernet is 1500. Subtract IP (20 bytes) and TCP headers (at least 20 bytes). So no luck with 2000 bytes in a single packet.

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