Network tcp socket application retry method - c#

I'm writing a windows based client(c++) and server(c#) application which will communicate to each other via tcp packets. Here the client is sending data and server needs to acknowledge the same.
Now for this purpose I have made one single 'socket()' and 'connect()' call during the client lifetime on its startup. Some error checking and retries has been kept inside 'send()' and 'recv()' calling methods. Do note that one client will send one set (multiple packets) of data and quit at a time.
Now my questions are:
If the server is running continuously(e.g. windows service) on some PC, do I really need to consider about connection
breakdown(network failure) and creating a new socket and connect
accordingly from client?
If that be so, shall I need to consider resending the data from starting or from the point where client has failed to communicate last
time?
I want to know the general methods what people are using around the world for dealing this kind of situations for network applications.

do I really need to consider about connection breakdown and creating a new socket and connect accordingly from client?
Depends on how precious your data is. If you want to make sure it ended up at the server, and an error occurred while sending, then you can consider it "not sent".
If that be so, shall I need to consider resending the data from starting or from the point where client has failed to communicate last time?
That depends entirely on how your application logic and application protocol work. From your description we can't know how you send your data and how a server would recognize data it has already seen.

do I really need to consider about connection breakdown(network
failure) and creating a new socket and connect accordingly from
client?
You do certainly not need to create a new socket after connection shutdown; you can use the existing socket to connect anew.

Related

About handling TCP connection when packet loss or connection broken

I have TCP server and clients written in C#. Since my connection is over wifi which is not reliable, I use resending the same packet and handle packet loss.
For example a bank account platform. The user deposites money and the client send this message to the server, if the server received this message, it will reply the client the operation is successful. If the client doesnt receive the reply, it will send again after a period of time.
This looks simple but I faced a situation when the wifi stucks and the client didnt receive reply and keep sending the same message to the server. End up those messages were received by the server at the same time. As a result the server thought the user deposites money 100 times.
I would like to know usually how people handle such case for tcp server client program, especially when the application is not just a chat application, but more sensitive information like money. My first thought is adding a transaction ID in the message so the server will not handle the messages with the same transaction ID, which will prevent the above case. But not sure if there is any better solution or .Net has some internal function for this.
Thank you.
When you code in C#, you are mostly working from within the Application layer of OSI model. TCP protocol works on the Transport layer (which is below the application layer).
Reliability, that you want to achieve, is already embedded inside the TCP protocol itself. This means, it will attempt to resent the packets, if some were lost, automatically without your additional requests. This will also happen before control is returned to the application layer program. There are also other guarantees, such as ordered delivery of the packets.
This means, that the functionality you need is already implemented at the layers bellow and you don't need to worry about it.
Note, if you were to use UDP, you would need to handle reliability problems yourself.

C# Log Socket Connections

I've no idea how I would go about this but I'm assuming that it is possible in some way, shape or form.
If I have a server that allow multiple connections to it through one port, is there a way I can make some sort of log of the connections, so that I could choose a certain connection to send a message to? Also if this is possible.
Is it also possible to do the same with connections through different ports?
How would I go about this? I'm fairly new to C# so not very experienced - any help is greatly appreciated!
Basically I want 3 clients to connect to a server. The clients will all send a message to the server, and the server will wait for a message from each client before replying to them, in the order in which the messages were sent.
I hope this makes more sense now.
If you are using TCP/IP, this is very much possible - the Socket that listens for incoming connections only does that - it does not handle the communication with each individual socket. Instead, the Accept() and BeginAccept() methods return a new Socket instance for each client that connects.
So the Socket instance you get when a client connects only receives messages from that client, and sending a message on that socket sends it to only that client.
Keeping track of which connection sent what - and which came first - will be more of a challenge, but definately possible.
If you are using UDP though things are a bit different, you would need to use a custom means of identifying each client.

Synchronizing Client and Server interaction

So I am making this tcp program which simply sends and receives information between a client and a server.
My setup works as follows:
1)Server starts listening
2)Client sends "hello" command as well as a username/password
3)Server sends either "correctpass" or "wrongpass"
4)Client starts sending massive amounts of data in 50kb intervals
5)Server receives and stores this data as it comes
My question is: Is there something I should do to make sure that client doesn't send data when the server isn't listening? Forexample, should there be a command sent from server saying that it successfully got the data? I am just wondering this because I can't have the data come not in order.
I am receiving via tcp and I understand that TCP should send all the data to the server, but my problem is that the server might not be reading at the time that it is sent to it.
My other question is: Is TCP a good protocol for sending lots of small data (adding up to alot) through the internet? Is this how dropbox and other sync utilities communicate with their servers?
Edit:
I am currently using C# and networkstream to communicate
Thanks,
Rohit
First think that you need to do it's to read about data communications protocols and standarts thats already invented.
Includes OSI/ISO http://en.wikipedia.org/wiki/OSI_model
That help you to understand levels of tcp and udp, http, rest and etc.
Learn about technologies designed for interaction and communication like WCF.
But dont forget to play with your custom protocol it gives you experiences and representation how data comunications work and why and when use different protocols and technologies.
To work around data transfer collision you can use reqest/answer organization of communication.
But with WCF service you can do data transfer easyly. Without a lot of coding and misatkes.
Tcp is good to send data and be enshured from data coruption.
my problem is that the server might not be reading at the time that it
is sent to it.
The problem you are worrying about doesn't really exist. If the server doesn't have the connection open you will get a 'connection reset'. If the server isn't reading as fast as you are writing your writes will block in blocking mode, or return a retry indication in non-blocking mode.

Multithreaded server, send data independently?

I'm trying to build a simple multithreaded tcp server. The client connects and sends data to server, the server responds and waits for data again. The problem is I need the server to listen for incoming data in separate thread and be able to send command to client any time (for example to notify about new update). As far as I understood, when ever client sends data to server, if server doesn't respond with any data, client app doesn't let me send more data, server simply doesn't receive them. If I send data ether way around, does the data need to be 'acknowledged' for tcpclient?
Here's the source for the server: http://csharp.net-informations.com/communications/files/print/csharp-multi-threaded-server-socket_print.htm
How can I make the server send command to a client in separate thread outside the "DoChat" functions loop? or do I have to handle everything in that thread? Do I have to respond to each request client sends me? Thanks!
The problem is I need the server to listen for incoming data in separate thread
No, there is an async API. You can polll a list of threads to see which ahve new data waiting, obcviously to be done froa worker thread.
As far as I understood, when ever client sends data to server, if server doesn't respond with any
data, client app doesn't let me send more data, server simply doesn't receive them.
That is a lot more crap programming than the way sockets work. Sockets are totally ok with streaming ata in sending and receiving direction att the same time.
How can I make the server send command to a client in separate thread outside the "DoChat"
functions
Wel, me diong your job costs money.
BUT: The example is retarded. As in- totally anti pattern. One thread per client? You will run into memroy problems and perforamnce problems once 1000+ clients connect. You get tons of context switches.
Second, the client is not async because it is not written so. Mayy I suggest giong to the documentation, reading up on sockts an trying to build that yourself? THEN come back with questions that show more than "i just try to copy paste".
With proper programming this is totally normal. I have a similar application in development, sending data lall the time to the client and getting commands from the client to modify the data stream. Works liek a charm.
If I send data ether way around, does the data need to be 'acknowledged' for tcpclient?
Yes and no. No, not for TCP - TCP does it'Äs wn handshake under the hoods. Yes, if your protocol decides it has to, which is a programmer level design decision. It may or may not be necesssary, depending on the content of the data. Sometimes the acknowledgement provides more information (timestamp server side, tracking numer) and is not pure ly there for "I got it".

Asynchronous multi-direction server-client communication over the same open socket?

I have a client-server app where the client is on a Windows Mobile 6 device, written in C++ and the server is on full Windows and written in C#.
Originally, I only needed it to send messages from the client to the server, with the server only ever sending back an acknowledgement that it received the message. Now, I would like to update it so that the server can actually send a message to the client to request data. As I currently have it set up so the client is only in receive mode after it sends data to the server, this doesn't allow for the server to send a request at any time. I would have to wait for client data. My first thought would be to create another thread on the client with a separate open socket, listening for server requests...just like the server already has in respect the client. Is there a way, within the same thread and using the same socket, to all the server to send requests at any time?
Can you use something to the effect of WaitForMultipleObjects() and pass it a receive buffer and an event that tells it there is data to be sent?
When I needed to write an application with a client-server model where the clients could leave and enter whenever they want, (I assume that's also the case for your application as you use mobile devices) I made sure that the clients send an online message to the server, indicating they were connected and ready to do whatever they needed doing.
at that time the server could send messages back to the client trough the same open connection.
Also, but I don't know if that is applicable for you, I had some sort of heartbeat the clients sent to the server, letting it know it was still online. That way the server knows when a client was forcibly disconnected from the network and it could mark that client back as offline.
Using asynchronous communication is totally possible in single thread!
There is a common design pattern in network software development called the reactor pattern (look at this book). Some well known network library provides an implementation of this pattern (look at ACE).
Briefly, the reactor is an object, you register all your sockets inside, and you wait for something. If something happened (new data arrived, connection close...) the reactor will notify you. And of course, you can use only one socket to send and received data asynchronously.
I'm not clear on whether or not you're wanting to add the asynchronous bits to the server in C# or the client in C++.
If you're talking about doing this in C++, desktop Windows platforms can do socket I/O asynchronously through the API's that use overlapped I/O. For sockets, WSASend, WSARecv both allow async I/O (read the documentation on their LPOVERLAPPED parameters, which you can populate with events that get set when the I/O completes).
I don't know if Windows Mobile platforms support these functions, so you might have to do some additional digging.
Check out asio. It is a cross compatable c++ library for asyncronous IO. I am not sure if this would be useful for the server ( I have never tried to link a standard c++ DLL to a c# project) but for the client it would be useful.
We use it with our application, and it solved most of our IO concurrency problems.

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