Measuring network performance tool in c# - c#

I am about to develop a Network measurement tool. The objective is to make a tool, which can measure the responsetime in between a client and a server machine (from the client side). It is s side-application to a main application - If the main applicaiton experiences that the responsetime from the server is above a certain threshold, the tool will be kicked alive, and performs network connectivity tests, to determine of the client server connection is stable (it might be unstable, due to the network being wireless etc.)
The tests I need to perform are not just ping operations, but also transmitting packages of different size.
I have however very little experience in communications technology.
Is ICMP protocol the way to go? and if yes, is it possible to send packages of differnet sizes (to measure if the network is able to transfer eg. 2 MB of data in a reasonable time)?
I have a second concern. What should I look out for in regards to firewalls? It would be a shame to develop an application which works fine on my local network, but as soon as it is used out in the real life, it fails misserably because the tests are blocked by a firewall.
I hope my questions aren't too noobish, but know that any help is much appreciated.
All the best
/Sagi

To keep clear of firewalls, you should do a test using the same protocol and port you use, and create inside of your application a new type of message that should be responded as soon as it is read by the server: You should program your ping measures.
Then the client would measure the times spent in travel traveled and compute your ping and relay it back to your server. This also gives a better reading when in case of some ISPs that give a ICMP protocol packets a huge advantage over other packages on their QoS server, artificially creating(faking) lower latency. And also, you would not have to worry about the firewall not allowing your ICMP packets, because you would have to be allowed to conect on the standart port you use.
Also, most games work this way (Half-Life, Age Of Empires etc.) , and not by sending standard Ping packets.

Related

Bandwidth Shaping in my C# application

I have a C# application that uses a native library that sends video to other IP over the internet using UDP. I have no traffic control over that library.
My application also calls web services of another server using WebRequest that I have control over them.
The problem is:
When I have low internet bandwidth, the video stream uses all of my bandwidth. So I fail to get responses from my web service methods during that time.
Is there any way to prioritize the WebRequest or save some bandwidth for them so that I could get responses safely?
I do not know of any method in C# that can prioritize traffic in this way.
I know this is not quite a stack overflow kind of answer but this is how I have handled streaming services not killing the bandwidth in my environments when you have no proper networking infrastructure access which is the “proper” way of doing this.
When you conclude on what method you are going to use I recommend you take a look at https://superuser.com which should be able to answer any stumbling blocks you will have in implementing the solution.
Solution One.
Split into 2 services and communicate through REST API in each service or a database poll.
Then use a network limiting program to prioritize the traffic of one of the services.
https://www.netlimiter.com/ and https://netbalancer.com/ are examples of software that can do this but there are many more.
Advantage: You will have dynamic throttling of your streaming service.
Drawbacks: You will have to have another program running on the server and its definitely not free.
Solution Two.
Use IIS, There’s a built-in throttle in IIS https://www.iis.net/configreference/system.applicationhost/weblimits and look at maxGlobalBandWidth.
Then you have 2 websites that communicate through REST or a database poll.
Advantage: Simple out of the box solution.
Drawbacks: your limits are not dynamic and are in your config file.
Note that you should not use this method if your internet networking speed varies much.
It is pretty straightforward to setup a UDP relay server for simple UDP streams, which you can then use to throttle the traffic as needed. You can put this in your application so everything is self-contained and your relay server is aware of when web requests are made. Create one UdpClient to receive traffic on 127.0.0.1 and have the video streaming library connect to that instead of your actual server. Then create another UdpClient that will relay the traffic to the actual destination that you normally connect to with the library.
You can limit bandwidth any number of ways with this method and how you do it will ultimately depend on your requirements. You can just pause forwarding of UDP frames whenever you start a web request and resume forwarding them after you get a response if pausing is acceptable. If not then you can track average UDP frames/second as you are relaying data and dynamically rate limit to 50% (or whatever) of that by inserting appropriate delays into your relay server while you have a web request pending.
You can look here for an example of a simple UDP relay server implementation for DNS requests, the basic principle would be the same:
https://social.msdn.microsoft.com/Forums/en-US/ce062e62-395f-4110-a4dd-3e9ed3c88286/udp-relay-server?forum=netfxnetcom

Safely Creating "Heart Beat" over Network (Ping?)

I created extended TCP server and TCP client classes (in C#) for communication over network for my project use.
And as far as I understand, a client cannot really know if a server is down unless it requests for something which expects a reply but does not get it.
In our application, time and availability (of the server) are critical factors as it involve heavy machines for automation. Hence, according to the discussion on the design, the server is supposed to send its "Heart Beat" periodically such that in case a client does not receive anything from server after a period of time, it will:
Start to attempt its own recovery actions and if it still fails,
It will raise alarm to the service officer in the control room
I am supposed to implement the "heart beat" part in the server. And I have simple implementation of creating "Heart Beat".
public void SendHeartBeatToAllClients(byte[] hbdata) {
foreach (Socket socket in clientNoSocketList.Select(x => x.Value).ToList())
socket.Send(hbdata);
}
So far it works fine, but one thing that worries me is that the heart beat data (hbdata) is short (only few pre-arranged bytes, to save time to talk over many machines) and self-defined and since the server also sends some other data besides the hbdata, and considering the possible latency or other unexpected case, there is always a possibility for this hbdata to be mixed up. Also, in my "heart beat" implementation, the client does not need reply anything to the server.
So here are my questions:
Is my worry not well-grounded (as it is fine so far)? Is there any flaw?
Is Ping a better or a common way to have such heart beat functionality over TCP? Why or why not?
If Ping is to be implemented, considering that Ping has reply, is there a way to implement replyless Ping?
Any suggestion to make the heart beat robust enough yet in the shortest amount of data possible?
This is probably the hardest question to answer. Can you provide a little more detail? Why do you think that your server can't handle sending more than a few bytes? Are we talking thousands of machines here? Is everything on a local LAN, or does this go across multiple networks, or the internet?
Ping is an ICMP echo request - ping is very commonly used by networking monitor software, etc to ensure that clients are online. Typically you do not need to implement your own, if you are just pinging for network access (see: https://msdn.microsoft.com/en-us/library/system.net.networkinformation.ping(v=vs.110).aspx).
Also note that ping is not over TCP at all, but rather ICMP, a somewhat different protocol, used for network diagnostics among other things. But that brings me to number 3...
Ping without a reply is kind of pointless. For what you have in mind, I think the protocol you want is UDP - you can broadcast an arbitrary datagram, with no need for any kind of handshake or reply (TCP by definition involves establishing a session with a handshake) - it just sends. These would be Sockets with SocketType.Dgram instead of SocketType.Stream, and ProtocolType.Udp instead of Tcp or ICMP. If you want to get a little more involved, you can use Broadcast to send to same thing to the entire LAN, or Multicast to send to a specific group of clients.
Again, are you sure you need to be that concerned about limiting traffic, etc here?
Personally, I would flip it around, and have the clients "Check In" at a set interval, reporting a status code to the server. If the server notices a client hasn't checked in for a while, it should send a message to the client and expect a reply.
If you really are having issues scaling that up, I would have the server send the "Heart beats" via UDP at a set interval, and if the client thinks it's missing them, have a mechanism for it to hit the server and ask for a reply - and then if it doesn't get a response, raise the alarm.
Edit: just saw Prabhu's answer - he's right, ping will only tell you if the computer is up, you definitely want something inside the actual application to report back, not just the status of the network connection.
in my "heart beat" implementation, the client does not need reply anything to the server.
Application level keep-alives need to be two-way is'n't? What the above enables is that clients can be sure that server is alive and healthy on receiving the heart beat. If the client does not respond, server will not know the true status of the client. If client becomes unreachable,heart beats pile up in the servers send buffer. Server application will be oblivious to the fact.
Is my worry not well-grounded (as it is fine so far)? Is there any flaw?
Small sized bytes shouldn't be a problem. Its better the heart beats are small.
Is Ping a better or a common way to have such heart beat functionality over TCP? Why or why not?
Ping will be positive even if the client application is down but the system is healthy.

TCP server- connection handling

I have an application in C# that is a TCP server listening to a port. GPS devices connect to this port. The application is accepting the TCP client and creating a new thread for each client. The client ID in maintained in a hash table that is updated when a client is connected. this was all working fine until around 400 units. Once the number of units increased, the server was unable to handle all connections. The connections are being continuously dropped and once in awhile leads eating up the server CPU and memory and brings it down. Work around was to open another instance of the TCP server listening to a different port and diverted some units to that port. Currently some 1800 units are somehow running in 8 different ports. The server is extremely unstable and units are still unable to stay connected. Facing too many issues on a daily basis. Also using remoting to send settings via the remoting port - this is working only sometimes.
Please help by giving a solution for TCP socket/threading/thread pooling etc. that is both scalable and robust and can in a single port.
This TCP server is running in Windows server 2008 R2 Enterprise with IIS7 and SQL server 2008.
Processor: Intel Xenon CPU E3-1270 V2 #3.50GHz
RAM: 32GB
System: 64-bit operating system
Thanks
Jonathan
Basically, don't use a thread per socket; use one of the async APIs (BeginReceive / ReceiveAsync), or some kind of socket polling (Socket.Select for example, although note that this is implemented in a very awkward way; when I use this, I actually use P/Invoke to get to the raw underlying API). Right at this moment, I have > 30k sockets per process talking to our web-sockets server (which is implemented via via Socket). Note that for OS reasons we do split that over a few different ports - mainly due to limitations of our load-balancer:
One thread per connection is not a really good idea specially when you have to handle 100s of client concurrently.Asynchronous is the way to go with some buffer pooling/managing. If you are looking for something to start with asynchronous sockets have a look at this basic implementation if you are looking for something complete Take a look at this(explanation: Here)
If you are willing check this out too.
In C# you can go with classical BeginXXX/EndXXX methods. Microsoft also have a High Performance Socket API which can be leveraged using XXXAsync methods. A few articles which explain the High Performance Socket API Here and Here

Real time communication

I have the same dilemma as the one who posted this topic, Real-time communication with WCF
except that my problem is not about games programming. I would like to know what's the best method to use to be able to have a real time communication in between two windows applications (server-client). I am using visual c++/c# to date and i would like to be able to display all the Feeds that are being received by my server to the client in real time.
I have started trying to use .NET remoting but in my continuous research, it appears that it will use SOAP-http, and might affect the speed of the communication. My server and client will communicate using the internet and .NET remoting does not permit the use of TCP Channel when communicating in between a firewall or the internet.
Your inputs will be greatly appreciated.
I guess it depends on your escenario, if you want "real-time" and you are willing to lose some packages in the process you are better with UDP, take a video conferencing tool for example, by the time you recover your slow packages you will have to move and display the next frame in the video or audio; that is a good example for the use of UDP. This is the reason why UDP is much faster than TCP.
If however, you are not willing to lose a single bit of your message, then TCP was made for you because if you lost a package the protocol will request it again to have your complete message as complete as possible.
Additionally it depends on the way the communication is being sustained, is the information flowing from one to many?, from many to many?, one to tone?
Take NetNamedPipeBinding for instance, this will be much faster process, but is only deployed in a single machine but accross processes. Whereas NetMsmqBinding will help you to build queues and it will be amazingly reliable and scalable for scenarios where your load will be a massive number of connections.
In the end, it all boils down to your concrete escenario and your business goals.
Hope it helps
If you are willing to do your own message parsing, you can use standard TCP sockets with the TcpClient and TcpListener classes. If your data is already a serializable object, you could serialize it into a text stream and just send it over the socket, deserializing it on the client side.
To get it to work over the internet, the server needs to have the port forwarded on your router, the client would just attach to the server's public IP. You would obviously need to add an exception in your firewall for this port as well.
The biggest problem with WCF and large data is setting up the streaming, by default WCF sends everything at once, which isn't practical for large files.

Whats the best way to send an event to all workstations

I hope someone can guide me as I'm stuck... I need to write an emergency broadcast system that notifies workstations of an emergency and pops up a little message at the bottom of the user's screen. This seems simple enough but there are about 4000 workstations over multiple subnets. The system needs to be almost realtime, lightweight and easy to deploy as a windows service.
The problem started when I discovered that the routers do not forward UDP broadcast packets x.x.x.255. Later I made a simple test hook in VB6 to catch net send messages but even those didn't pass the routers. I also wrote a simple packet sniffer to filter packets only to find that the network packets never reached the intended destination.
Then I took a look and explored using MSMQ over HTTP, but this required IIS to be installed on the target workstation. Since there are so many workstations it would be a major security concern.
Right now I've finished a web service with asynchronous callback that sends an event to subscribers. It works perfectly on a small scale but once there are more than 15 subscribers performance degrades considerably. Polling a server isn't really an option because of the load it will generate on the server (plus I've tried it too)
I need your help to guide me as to what technology to use. has anyone used the comet way with so many clients or should I look at WCF?
I'm using Visual C# 2005. Please help me out of this predicament.
Thanks
Consider using WCF callbacks mechanism and events. There is good introduction by Juval Lowy.
Another pattern is to implement blocking web-service calls. This is how GMail chat works, for example. However, you will have to deal with sessions and timeouts here. It works when clients are behind NATs and Firewalls and not reachable directly. But it may be too complicated for simple alert within intranet.
This is exactly what Multicast was designed for.
A normal network broadcast (by definition) stays on the local subnet, and will not be forwarded through routers.
Multicast transmissions on the other hand can have various scopes, ranging from subnet local, through site local, even to global. All you need is for the various routers connecting your subnets together to be multicast aware.
This problem i think is best solved with socket.
Open a connection to the server, and keep it open.
Could you have a slave server in each subnet that was responsible for distributing the messages to all the clients in the subnet?
Then you could have just the slaves attached to the central server where the messages are initiated.
I think some of you are vastly overthinking this. There is already a service built into every version of Windows that provides this exact functionality! It is called the Messenger service. All you have to do is ensure that this service is enabled and running on all clients.
(Although you didn't specify in the question, I'm assuming from your choices of technology that the client population of this network is all Windows).
You can send messages using this facility from the command line using something like this:
NET SEND computername "This is a test message"
The NET SEND command also has options to send by Windows domain, or to specific users by name regardless of where they are logged in, or to every system that is connected to a particular Windows server. Those options should let you easily avoid the subnet issue, particularly if you use domain-based security on your network. (You may need the "Alerter" service enabled on certain servers if you are sending messages through the server and not directly to the clients).
The programmatic version of this is an API called NetMessageBufferSend() which is pretty straightforward. A quick scan of P/Invoke.net finds a page for this API that supplies not only the definitions you need to call out to the API, but also a C# sample program!
You shouldn't need to write any client-side code at all. Probably the most involved thing will be figuring out the best set of calls to this API that will get complete coverage of the network in your configuration.
ETA: I just noticed that the Messenger service and this API are completely gone in Windows Vista. Very odd of Microsoft to completely remove functionality like this. It appears that this vendor has a compatible replacement for Vista.

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