tcp underlying transmission mechanism/ network programming - language-agnostic

I have searched but I could not find the following:
Process1 transmits data over TCP socket. The code that does the transmission is (pseudocode)
//Section 1
write(sock,data,len);//any language.Just write data
//Section 2
Process1 after the write could continue in section 2, but this does not mean that data has been transmitted. TCP could have buffered the data for later transmission.
Now Process2 is running concurrently with Process1. Both processes try to send data concurrently. I.e. both will have code as above.
Question1: If both processes write data to TCP socket simultaneously how will the data be eventually transmitted over the wire by IP/OS?
a) All data of Process1 followed by all data of Process2 (or reverse) i.e. some FIFO order?
or
b) Data from Process1 & Process2 would be multiplexed by IP layer (or OS) over the wire and would be send "concurrently"?
Question2: If e.g. I added a delay, would I be sure that data from the 2 processes were send serially over the wire (e.g. all data of Process1 followed by all data of Process2)?
UPDATE:
Process1 and Process2 are not parent child. Also they are working on different sockets
Thanks

Hmm, are you are talking about single socket shared by two processes (like parent and child)? In such a case the data will be buffered in order of output system calls (write(2)s).
If, which is more likely, you are talking about two unrelated TCP sockets in two processes then there's no guarantee of any order in which the data will hit the wire. The reason for that is sockets might be connected to remote points that consume data with different speeds. TCP flow control then makes sure that fast sender does not overwhelm slow receiver.

Answer 1: the order is unspecified, at least on the sockets-supporting OS's that I've seen. Processes 1 & 2 should be designed to cooperate, e.g. by sharing a lock/mutex on the socket.
Answer 2: not if you mean just a fixed-time delay. Instead, have process 1 give a go-ahead signal to process 2, indicating that process 1 has done sending. Use pipes, local sockets, signals, shared memory or whatever your operating system provides in terms of interprocess communication. Only send the signal after "flushing" the socket (which isn't actually flushing).

A TCP socket is identified by a tuple that usually is at least (source IP, source port, destination IP, destination port). Different sockets have different identifying tuples.
Now, if you are using the same socket on two processes, it depends on the order of the write(2) calls. But, you should take into account that write(2) may not consume all the data you've passed to it, the send buffer may be full, causing a short write (write()'ing less than asked for, and returning the number of bytes written as return value), causing write() to block/sleep until there is some buffer space, or causing write() to return an EAGAIN/EWOULDBLOCK error (for non-blocking sockets).

write() is atomic; ditto send() and friends. Whichever one executed first would transmit all its data while the other one blocks.
The delay is unnecessary, see (1).
EDIT: but if as I now see you are talking about different sockets per process your question seems pointless. There is no way for an application to know how TCP used the network so what does it matter? TCP will transmit in packets of up to an MTU each in whatever order it sees fit.

Related

Unbuffered result set in MySQL golang driver

I have a large query and I want to process the result row-by-row using the Go MySQL driver. The query is very simple but it returns a huge number of rows.
I have seen mysql_use_result() vs mysqli_store_result() at the C-API level. Is there an equivalent way to do an unbuffered query over a TCP connection, such as is used by the Go MySQL driver?
This concept of buffered/unbuffered queries in database client libraries is a bit misleading, because actually, buffering may occur on multiple levels. In general (i.e. not Go specific, and not MySQL specific), you have different kinds of buffers.
TCP socket buffers. The kernel associates a communication buffer to each socket. By default, the size of this buffer is dynamic and controlled by kernel parameters. Some clients can change those defaults to get more control and optimize. Purpose if this buffer is to regulate the traffic in the device queues and eventually, decrease the number of packets on the network.
Communication buffers. Database oriented protocols are generally based on a framing protocol, meaning that frames are defined to separate the logical packets in the TCP stream. Socket buffers do not guarantee that a complete logical packet (a frame) is available for reading. Extra communication buffers are therefore required to make sure the frames are complete when they are processed. They can also help to reduce the number of system calls. These buffers are managed by the low-level communication mechanism of the database client library.
Rows buffers. Some database clients choose to keep all the rows read from the server in memory, and let the application code browse the corresponding data structures. For instance, the PostgreSQL C client (libpq) does it. The MySQL C client leaves the choice to the developer (by calling mysql_use_result or mysql_store_result).
Anyway, the Go driver you mention is not based on the MySQL C client (it is a pure Go driver). It uses only the two first kinds of buffers (sockets, and communication buffers). Row level buffering is not provided.
There is one communication buffer per MySQL connection. Its size is a multiple of 4 KB. It will grow dynamically if the frames are large. In the MySQL protocol, each row is sent as a separate packet (in a frame), so the size of the communication buffer is directly linked to the largest rows received/sent by the client.
The consequence is you can run a query returning a huge number of rows without saturating the memory, and still having good socket performance. With this driver, buffering is never a problem for the developer, whatever the query.

How do stock market data feeds work?

or any other type of realtime data feed from server to client... I'm talking about a bunch of realtime data from server to client. i.e., an informational update every second.
Does the server magically push the data to the client, or does the client need to continuously poll the server for updates? And under what protocol does this usually work? (http, socket communication, etc?)
In server-side financial applications used by brokers/banks etc. market data (quotes,trades etc) is transmitted over TCP via some application-level protocol which most probably won't be HTTP. Of course, there's no polling. Client is establishing TCP connection with server, server pushes data to client. One of common approaches to distribute market data is FIX.
Thomson-Reuters have bunch of cryptic proprietary protocols dating from mainframe days to distribute such data.
HTTP can be used for SOAP/RESTful to transmit/request data of not-so-large volume, like business news.
UPDATE Actually, even FIX is not enough in some cases, as it has big overhead because of it's "text" nature. Most brokers and exchanges transmit high-volume streams, such as quotes, using binary-format protocols (FAST or some proprietary).
In a simple case:
Create a server with a listening socket.
On the client, connect to the server's socket.
Have the client do a while(data = recv(socket)) (pseudocode)
When the server has something exciting to tell the client, it simply send(...)s on the socket.
You can even implement this pattern over HTTP (there is no real upper time limit to an HTTP socket). The server need not even read from the socket - it can be trying to write to the firehose only.
Usually a TCP socket is employed - messages arrive in order, and are best-effort. If latency is more important and dropped or out of order is not an issue, UDP can be used.

Bi-directional communication with 1 socket - how to deal with collisions?

I have one app. that consists of "Manager" and "Worker". Currently, the worker always initiates the connection, says something to the manager, and the manager will send the response.
Since there is a LOT of communication between the Manager and the Worker, I'm considering to have a socket open between the two and do the communication. I'm also hoping to initiate the interaction from both sides - enabling the manager to say something to the worker whenever it wants.
However, I'm a little confused as to how to deal with "collisions". Say, the manager decides to say something to the worker, and at the same time the worker decides to say something to the manager. What will happen? How should such situation be handled?
P.S. I plan to use Netty for the actual implementation.
"I'm also hoping to initiate the interaction from both sides - enabling the manager to say something to the worker whenever it wants."
Simple answer. Don't.
Learn from existing protocols: Have a client and a server. Things will work out nicely. Worker can be the server and the Manager can be a client. Manager can make numerous requests. Worker responds to the requests as they arrive.
Peer-to-peer can be complex with no real value for complexity.
I'd go for a persistent bi-directional channel between server and client.
If all you'll have is one server and one client, then there's no collision issue... If the server accepts a connection, it knows it's the client and vice versa. Both can read and write on the same socket.
Now, if you have multiple clients and your server needs to send a request specifically to client X, then you need handshaking!
When a client boots, it connects to the server. Once this connection is established, the client identifies itself as being client X (the handshake message). The server now knows it has a socket open to client X and every time it needs to send a message to client X, it reuses that socket.
Lucky you, I've just written a tutorial (sample project included) on this precise problem. Using Netty! :)
Here's the link: http://bruno.linker45.eu/2010/07/15/handshaking-tutorial-with-netty/
Notice that in this solution, the server does not attempt to connect to the client. It's always the client who connects to the server.
If you were thinking about opening a socket every time you wanted to send a message, you should reconsider persistent connections as they avoid the overhead of connection establishment, consequently speeding up the data transfer rate N-fold.
I think you need to read up on sockets....
You don't really get these kinds of problems....Other than how to responsively handle both receiving and sending, generally this is done through threading your communications... depending on the app you can take a number of approaches to this.
The correct link to the Handshake/Netty tutorial mentioned in brunodecarvalho's response is http://bruno.factor45.org/blag/2010/07/15/handshaking-tutorial-with-netty/
I would add this as a comment to his question but I don't have the minimum required reputation to do so.
If you feel like reinventing the wheel and don't want to use middleware...
Design your protocol so that the other peer's answers to your requests are always easily distinguishable from requests from the other peer. Then, choose your network I/O strategy carefully. Whatever code is responsible for reading from the socket must first determine if the incoming data is a response to data that was sent out, or if it's a new request from the peer (looking at the data's header, and whether you've issued a request recently). Also, you need to maintain proper queueing so that when you send responses to the peer's requests it is properly separated from new requests you issue.

Socket throttling because client not reading data fast enough?

I have a client/server connection over a TCP socket, with the server writing to the client as fast as it can.
Looking over my network activity, the production client receives data at around 2.5 Mb/s.
A new lightweight client that I wrote to just read and benchmark the rate, has a rate of about 5.0Mb/s (Which is probably around the max speed the server can transmit).
I was wondering what governs the rates here, since the client sends no data to the server to tell it about any rate limits.
In TCP it is the client. If server's TCP window is full - it needs to wait until more ACKs from client came. It is hidden from you inside the TCP stack, but TCP introduces guaranteed delivery, which also means that server can't send data faster than rate at which client is processing them.
TCP has flow control and it happens automatically. Read about it at http://en.wikipedia.org/wiki/Transmission_Control_Protocol#Flow_control
When the pipe fills due to flow control, the server I/O socket write operations won't complete untill the flow control is releaved.
The server is writing data at 5.0Mb/s, but if your client is the bottleneck here then server has to wait before the data in "Sent Buffer" is completely sent to client, or enough space is released to put in more data.
As you said that the light weight client was able to receive at 5.0Mb/s, then it will be the post-receiving operations in your client that you have to check. If you are receiving data and then processing it before you read more data, then this might be the bottleneck.
It is better to receive data asynchronously, and as soon as one receive is complete, ask the client sockets to start receiving data again, while you process the received data in a separate thread pool thread. This way your client is always available to receive incomming data, and server can send it at full speed.

More TCP and POSIX sockets listen() and accept() semantics

Situation: The server calls listen() (but not accept()!). The client sends a SYN to the server. The server gets the SYN, and then sends a SYN/ACK back to the client. However, the client now hangs up / dies, so it never sends an ACK back to the server. The connection is in the SYN_SENT state.
Now another client sends a SYN, gets a SYN/ACK back from the server, and sends back an ACK. This connection is now in the ESTABLISHED state.
Now the server finally calls accept(). What happens? Does accept() block on the first, faulty connection, until some kind of timeout occurs? Does it check the queue for any ESTABLISHED connections and return those, first?
Well, what you're describing here is a typical syn-flood attack ( http://en.wikipedia.org/wiki/SYN_flood ) when executed more than once.
When looking for example at: http://lkml.indiana.edu/hypermail/linux/kernel/0307.0/1258.html there are two seperate queues, one syn queue and one established queue. Apparently it the first connection will remain in the syn queue (since it's in the SYN_RCVD state), the second connection will be in the established queue where the accept() will get it from. A netstat should still show the first in the SYN_RCVD state.
Note: see also my comment, it is the client who will be in the SYN_SENT state, the server (which we are discussing) will be in the SYN_RCVD state.
You should note that in some implementations, the half open connection (the one in the SYN_RCVD state), may not even be recorded on the server. Implementations may use SYN cookies, in which they encode all of the information they need to complete establishing the connection into the sequence number of the SYN+ACK packet. When the ACK packet is returned, with the sequence number incremented, they can decrement it and get the information back. This can help protect against SYN floods by not allocating any resources on the server for these half-open connections; thus no matter how many extra SYN packets a client sends, the server will not run out of resources.
Note that SCTP implements a 4-way handshake, with cookies built into the protocol, to protect against SYN floods while allowing more information to be stored in the cookie, and thus not having to limit the protocol features supported because the size of the cookie is too small (in TCP, you only get 32 bits of sequence number to store all of the information).
So to answer your question, the user-space accept() will only ever see fully established connections, and will have no notion of the half-open connections that are purely an implementation detail of the TCP stack.
You have to remember that listen(), accept(), et al, are not under the hood protocol debugging tools. From the accept man page: "accept - accept a connection on a socket". Incomplete connections aren't reported, nor should they be. The application doesn't need to worry about setup and teardown of sockets, or retransmissions, or fragment reassembly, or ...
If you are writing a network application, covering the things that you should be concerned about is more than enough work. If you have a working application but are trying to figure out problems then use a nice network debugging tool, tools for inspecting the state of your OS, etc. Do NOT try to put this in your applications.
If you're trying to write a debugging tool, then you can't accomplish what you want by using application level TCP/IP calls. You'll need to drop down at least one level.