java datagramchannel data loss - java

I've read some conflicting things about how UDP/Java datagram channels operate. I need to know a few things:
Does UDP have an inherit way to tell if the packet that is received whole, and in order, before .read(ByteBuffer b) is called? I've read in at least one article saying that UDP inherit'ly discards incomplete or out of order data.
Does datagramchannel treat one send(buffer.. ) as one datagram packet? what if its a partial send?
Can a .read(.. ) read more than one packet of data, resulting in data being discarded if the buffer being given as the commands argument was only designed to handle one packet of data?

Does UDP have an [inherent] way to tell if the packet that is received whole, and in order, before .read(ByteBuffer b) is called? I've read in at least one article saying that UDP inherit'ly discards incomplete or out of order data.
Neither statement is correct. It would be more accurate to say that IP has a way to tell if a datagram's fragments have all arrived, and then and only then does it even present it to UDP. Reassembly is the responsibility of the IP layer, not UDP. If the fragments don't arrive, UDP never even sees it. If they expire before reassembly is complete, IP throws them away.
Before/after read() is called is irrelevant.
Does datagramchannel treat one send(buffer.. ) as one datagram packet?
Yes.
what if it's a partial send?
There is no such thing in UDP.
Can a read(.. ) read more than one packet of data
A UDP read will return exactly and only one datagram, or fail.
resulting in data being discarded if the buffer being given as the commands argument was only designed to handle one packet of data?
Can't happen.
Re your comment below, which is about a completely different question, the usual technique for detecting truncation is to use a buffer one larger than the largest expected datagram. Then if you ever get a datagram that size, (i) it's an application protocol error, and (ii) it may have been truncated too.

Related

Dealing with UDP unreliability

I'm using DatagramPacket and DatagramSocket classes in Java to send messages with UDP. I have incomplete knowledge about networking. I know that:
when a datagram is sent, it may in fact be split into multiple pieces of data travelling independently on the network (for example, if my datagram length is greater than MTU).
UDP does not guarantee the order of messages at receiving (and does not guarantee the receiving of messages at all).
Putting this information together, I "understand" that if I send one (large) DatagramPacket, I may receive the bytes of my datagram in any order (and some parts may even be missing)! But I think I misunderstood something because if it was the case, nobody would use such a protocol.
How can I ensure that the datagram I receive (if I receive it) is equal to the datagram I have sent?
Your understanding is incorrect. If your datagram is broken into fragments by IP (below the UDP layer) at the sending side, then IP at the receiver will reassemble those fragments in the correct order before passing the entire reassembled datagram up to the receiver's UDP layer. If any fragments of the datagram are lost then the reassembly will fail, the partially-reconstructed datagram will be discarded, and nothing will be passed up to the receiver's UDP layer. So the receiving UDP -- and therefore the receiving application -- gets either a complete datagram or nothing. It will never get a partial datagram, and it will never get a datagram whose content has been scrambled because of fragmentation.
The receiving application can be given a partial (truncated) datagram if the incoming datagram is larger than the application's receive buffer, but that has nothing to do with fragmentation.
Putting this information together, I "understand" that if I send one (large) DatagramPacket, I may receive the bytes of my datagram in any order
No.
(and some parts may even be missing)!
No.
You will receive a UDP datagram intact and entire or not at all.
But I think I misunderstood something because if it was the case, nobody would use such a protocol.
Correct. It isn't the case.
How can I ensure that the datagram I receive (if I receive it) is equal to the datagram I have sent?
It always is. If it arrives. However it may arrive zero, one, or more times, and it may arrive out of order.
The generally accepted maximum practical UDP datagram size is 534 bytes of payload. You are guaranteed that IP will not fragment that, either at the sender or at any intermediate host, and non-fragmentation decreases your chance of packet loss. (If any fragment is lost the datagram is lost, as stated by #ottomeister.)
If sequence is important to you, you need sequence numbers in your datagrams. This can also help to protect you against duplicates, as you know what sequence number you're up to so you can spot a duplicate.
If arrival is important to you, you need an ACK- or NACK-based application protocol.

Java AsynchronousSocketChannel read operation

I'm using the java AsynchronousSocketChannel from nio2 in my project. I'm using oracle jdk 1.7.0_80 on ubuntu 14.04 too.
My project is a server that processes binary data.
The code calls the read operation recursively in the completed method of the CompletionHandler anonymous class, like this:
private final CompletionHandler<Integer,AsynchronousSocketChannel> readHandler=new CompletionHandler<Integer,AsynchronousSocketChannel>(){
#Override
public void completed(Integer result,AsynchronousSocketChannel attachment) {
if(result<0){
attachment.close();
return;
}
attachment.read(swap, attachment, this);
}
}
Where the variable swap is a ByteBuffer instance.
Apparently, everything works well. But, there is a packet whose total size is 3832 bytes, when the server receive this whole packet, without segments, there is no problem. However, sometimes this packet is divided in two or more parts (TCP segments). eg: The size of first segment is 2896 bytes and the size of second is 936 bytes.
The last segment doesn't have a header, this is breaking my algorithm.
I would like know, is there a way to do the API calls the "completed" method only after reading the whole packet?
I have increased the SO_RCVBUF to 64K, but it doesn't work.
I would like know, is there a way to do the API calls the "completed" method only after reading the whole packet?
No, there is no way to do this.
The TCP protocol can break up your stream of bytes in packets of arbitrary size. The application-level protocol that you use on top of TCP must not rely on messages always being sent completely in one TCP packet.
You must design your application-level protocol in such a way that it can deal with messages arriving broken up in packets of arbitrary size.
One common way to do this is to prefix application-level messages by a length field. For example, an application-level message consists of a field of 4 bytes that contain the length of the rest of the message. When you receive a message, you first receive the length, and then you should keep on receiving until you have received that many bytes, which you can then assemble into an application-level message.
The AsynchronousSocketChannel API cannot re-assemble application-level messages automatically for you, because it does not know anything about your application-level protocol.

UDP packets waiting and then arriving together

I have a simple Java program which acts as a server, listening for UDP packets. I then have a client which sends UDP packets over 3g.
Something I've noticed is occasionally the following appears to occur: I send one packet and seconds later it is still not received. I then send another packet and suddenly they both arrive.
I was wondering if it was possible that some sort of system is in place to wait for a certain amount of data instead of sending an undersized packet. In my application, I only send around 2-3 bytes of data per packet - although the UDP header and what not will bulk the message up a bit.
The aim of my application is to get these few bytes of data from A to B as fast as possible. Huge emphasis on speed. Is it all just coincidence? I suppose I could increase the packet size, but it just seems like the transfer time will increase, and 3g isn't exactly perfect.
Since the comments are getting rather lengthy, it might be better to turn them into an answer altogether.
If your app is not receiving data until a certain quantity is retrieved, then chances are, there is some sort of buffering going on behind the scenes. A good example (not saying this applies to you directly) is that if you or the underlying libraries are using InputStream.readLine() or InputStream.read(bytes), then it will block until it receives a newline or bytes number of bytes before returning. Judging by the fact that your program seems to retrieve all of the data when a certain threshold is reached, it sounds like this is the case.
A good way to debug this is, use Wireshark. Wireshark doesn't care about your program--its analyzing the raw packets that are sent to and from your computer, and can tell you whether or not the issue is on the sender or the receiver.
If you use Wireshark and see that the data from the first send is arriving on your physical machine well before the second, then the issue lies with your receiving end. If you're seeing that the first packet arrives at the same time as the second packet, then the issue lies with the sender. Without seeing the code, its hard to say what you're doing and what, specifically, is causing the data to only show up after receiving more than 2-3 bytes--but until then, this behavior describes exactly what you're seeing.
There are several probable causes of this:
Cellular data networks are not "always-on". Depending on the underlying technology, there can be a substantial delay between when a first packet is sent and when IP connectivity is actually established. This will be most noticeable after IP networking has been idle for some time.
Your receiver may not be correctly checking the socket for readability. Regardless of what high-level APIs you may be using, underneath there needs to be a call to select() to check whether the socket is readable. When a datagram arrives, select() should unblock and signal that the socket descriptor is readable. Alternatively, but less efficiently, you could set the socket to non-blocking and poll it with a read. Polling wastes CPU time when there is no data and delays detection of arrival for up to the polling interval, but can be useful if for some reason you can't spare a thread to wait on select().
I said above that select() should signal readability on a watched socket when data arrives, but this behavior can be modified by the socket's "Receive low-water mark". The default value is usually 1, meaning any data will signal readability. But if SO_RCVLOWAT is set higher (via setsockopt() or a higher-level equivalent), then readability will be not be signaled until more than the specified amount of data has arrived. You can check the value with getsockopt() or whatever API is equivalent in your environment.
Item 1 would cause the first datagram to actually be delayed, but only when the IP network has been idle for a while and not once it comes up active. Items 2 and 3 would only make it appear to your program that the first datagram was delayed: a packet sniffer at the receiver would show the first datagram arriving on time.

Java NIO: How to know when SocketChannel read() is complete with non-blocking I/O

I am currently using a non-blocking SocketChannel (Java 1.6) to act as a client to a Redis server. Redis accepts plain-text commands directly over a socket, terminated by CRLF and responds in-like, a quick example:
SEND: 'PING\r\n'
RECV: '+PONG\r\n'
Redis can also return huge replies (depending on what you are asking for) with many sections of \r\n-terminated data all as part of a single response.
I am using a standard while(socket.read() > 0) {//append bytes} loop to read bytes from the socket and re-assemble them client side into a reply.
NOTE: I am not using a Selector, just multiple, client-side SocketChannels connected to the server, waiting to service send/receive commands.
What I'm confused about is the contract of the SocketChannel.read() method in non-blocking mode, specifically, how to know when the server is done sending and I have the entire message.
I have a few methods to protect against returning too fast and giving the server a chance to reply, but the one thing I'm stuck on is:
Is it ever possible for read() to return bytes, then on a subsequent call return no bytes, but on another subsequent call again return some bytes?
Basically, can I trust that the server is done responding to me if I have received at least 1 byte and eventually read() returns 0 then I know I'm done, or is it possible the server was just busy and might sputter back some more bytes if I wait and keep trying?
If it can keep sending bytes even after a read() has returned 0 bytes (after previous successful reads) then I have no idea how to tell when the server is done talking to me and in-fact am confused how java.io.* style communications would even know when the server is "done" either.
As you guys know read never returns -1 unless the connection is dead and these are standard long-lived DB connections, so I won't be closing and opening them on each request.
I know a popular response (atleast for these NIO questions) have been to look at Grizzly, MINA or Netty -- if possible I'd really like to learn how this all works in it's raw state before adopting some 3rd party dependencies.
Thank you.
Bonus Question:
I originally thought a blocking SocketChannel would be the way to go with this as I don't really want a caller to do anything until I process their command and give them back a reply anyway.
If that ends up being a better way to go, I was a bit confused seeing that SocketChannel.read() blocks as long as there aren't bytes sufficient to fill the given buffer... short of reading everything byte-by-byte I can't figure out how this default behavior is actually meant to be used... I never know the exact size of the reply coming back from the server, so my calls to SocketChannel.read() always block until a time out (at which point I finally see that the content was sitting in the buffer).
I'm not real clear on the right way to use the blocking method since it always hangs up on a read.
Look to your Redis specifications for this answer.
It's not against the rules for a call to .read() to return 0 bytes on one call and 1 or more bytes on a subsequent call. This is perfectly legal. If anything were to cause a delay in delivery, either because of network lag or slowness in the Redis server, this could happen.
The answer you seek is the same answer to the question: "If I connected manually to the Redis server and sent a command, how could I know when it was done sending the response to me so that I can send another command?"
The answer must be found in the Redis specification. If there's not a global token that the server sends when it is done executing your command, then this may be implemented on a command-by-command basis. If the Redis specifications do not allow for this, then this is a fault in the Redis specifications. They should tell you how to tell when they have sent all their data. This is why shells have command prompts. Redis should have an equivalent.
In the case that Redis does not have this in their specifications, then I would suggest putting in some sort of timer functionality. Code your thread handling the socket to signal that a command is completed after no data has been received for a designated period of time, like five seconds. Choose a period of time that is significantly longer than the longest command takes to execute on the server.
If it can keep sending bytes even after a read() has returned 0 bytes (after previous successful reads) then I have no idea how to tell when the server is done talking to me and in-fact am confused how java.io.* style communications would even know when the server is "done" either.
Read and follow the protocol:
http://redis.io/topics/protocol
The spec describes the possible types of replies and how to recognize them. Some are line terminated, while multi-line responses include a prefix count.
Replies
Redis will reply to commands with different kinds of replies. It is possible to check the kind of reply from the first byte sent by the server:
With a single line reply the first byte of the reply will be "+"
With an error message the first byte of the reply will be "-"
With an integer number the first byte of the reply will be ":"
With bulk reply the first byte of the reply will be "$"
With multi-bulk reply the first byte of the reply will be "*"
Single line reply
A single line reply is in the form of a single line string starting with "+" terminated by "\r\n". ...
...
Multi-bulk replies
Commands like LRANGE need to return multiple values (every element of the list is a value, and LRANGE needs to return more than a single element). This is accomplished using multiple bulk writes, prefixed by an initial line indicating how many bulk writes will follow.
Is it ever possible for read() to return bytes, then on a subsequent call return no bytes, but on another subsequent call again return some bytes? Basically, can I trust that the server is done responding to me if I have received at least 1 byte and eventually read() returns 0 then I know I'm done, or is it possible the server was just busy and might sputter back some more bytes if I wait and keep trying?
Yes, that's possible. Its not just due to the server being busy, but network congestion and downed routes can cause data to "pause". The data is a stream that can "pause" anywhere in the stream without relation to the application protocol.
Keep reading the stream into a buffer. Peek at the first character to determine what type of response to expect. Examine the buffer after each successful read until the buffer contains the full message according to the specification.
I originally thought a blocking SocketChannel would be the way to go with this as I don't really want a caller to do anything until I process their command and give them back a reply anyway.
I think you're right. Based on my quick-look at the spec, blocking reads wouldn't work for this protocol. Since it looks line-based, BufferedReader may help, but you still need to know how to recognize when the response is complete.
I am using a standard
while(socket.read() > 0) {//append
bytes} loop
That is not a standard technique in NIO. You must store the result of the read in a variable, and test it for:
-1, indicating EOS, meaning you should close the channel
zero, meaning there was no data to read, meaning you should return to the select() loop, and
a positive value, meaning you have read that many bytes, which you should then extract and remove from the ByteBuffer (get()/compact()) before continuing.
It's been a long time, but . . .
I am currently using a non-blocking SocketChannel
Just to be clear, SocketChannels are blocking by default; to make them non-blocking, one must explicitly invoke SocketChannel#configureBlocking(false)
I'll assume you did that
I am not using a Selector
Whoa; that's the problem; if you are going to use non-blocking Channels, then you should always use a Selector (at least for reads); otherwise, you run into the confusion you described, viz. read(ByteBuffer) == 0 doesn't mean anything (well, it means that there are no bytes in the tcp receive buffer at this moment).
It's analogous to checking your mailbox and it's empty; does it mean that the letter will never arrive? was never sent?
What I'm confused about is the contract of the SocketChannel.read() method in non-blocking mode, specifically, how to know when the server is done sending and I have the entire message.
There is a contract -> if a Selector has selected a Channel for a read operation, then the next invocation of SocketChannel#read(ByteBuffer) is guaranteed to return > 0 (assuming there's room in the ByteBuffer arg)
Which is why you use a Selector, and because it can in one select call "select" 1Ks of SocketChannels that have bytes ready to read
Now there's nothing wrong with using SocketChannels in their default blocking mode; and given your description (a client or two), there's probably no reason to as its simpler; but if you want to use non-blocking Channels, use a Selector

Java NIO SocketChannel writing problem

I am using Java NIO's SocketChannel to write : int n = socketChannel.write(byteBuffer); Most of the times the data is sent in one or two parts; i.e. if the data could not be sent in one attemmpt, remaining data is retried.
The issue here is, sometimes, the data is not being sent completely in one attempt, rest of the data when tried to send multiple times, it occurs that even after trying several times, not a single character is being written to channel, finally after some time the remaning data is sent. This data may not be large, could be approx 2000 characters.
What could be the cause of such behaviour? Could external factors such as RAM, OS, etc cause the hindarance?
Please help me solve this issue. If any other information is required please let me know.
Thanks
EDIT:
Is there a way in NIO SocketChannel, to check, if the channel could be provided with data to write before actual writing. The intention here is, after attempting to write complete data, if some data hasn't been written on channel, before writing the remaining data can we check if the SocketChannel can take any more data; so instead of attempting multiple times fruitlessly, the thread responsible for writing this data could wait or do something else.
TCP/IP is a streaming protocol. There is no guarantee anywhere at any level that the data you send won't be broken up into single-byte segments, or anything in between that and a single segment as you wrote it.
Your expectations are misplaced.
Re your EDIT, write() will return zero when the socket send buffer fills. When you get that, register the channel for OP_WRITE and stop the write loop. When you get OP_WRITE, deregister it (very important) and continue writing. If write() returns zero again, repeat.
While using TCP, we can write over sender side socket channel only until the socket buffers are filled up and not after that. So, in case the receiver is slow in consuming the data, sender side socket buffers fill up and as you mentioned, write() might return zero.
In any case, when there is some data to be sent on the sender side, we should register the SocketChannel with the selector with OP_WRITE as the interested operation and when selector returns the SelectionKey, check key.isWritable() and try writing on that channel. As mentioned by Nilesh above, don't forget to unregister the OP_WRITE bit with the selector after writing the complete data.

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