TcpNoDelayMod
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How to enable TCP_NODELAY option in both Server and Client?
I am implementing a communication system (tx, rx) using TCP, in windows 10. My problem is when tx sends a message to rx, the message is received with delay. When tx sends several messages, the rx starts receiving only after several messages are sent. My guess is that tx waits until its buffer gets full and then starts sending messages altogether (in my platform buffer length is 512).
As shown in the bellow picture, before receiving is started, this error appears:
ERROR receiving TCP, error #: 10014
I tried to solve this problem by enabling the TCP_NODELAY
option so that the messages are being sent immediately (which was not successful). However, my knowledge of TCP is shallow and I am not sure if I am doing it correctly.
Here are my questions:
-
Does the delayed sending (or receiving) is related to the
TCP_NODELAY
option of the TCP? -
If yes, am I enabling the
TCP_NODELAY
correctly as follows:int yes = 1;
int resultt = setsockopt(serverSocket[0], IPPROTO_TCP, TCP_NODELAY, (char*)&yes, sizeof(int)); // 1 - on, 0 - off if (resultt < 0) std::cerr << "Error: TCP_NODELAY";
-
Am I putting the
TCP_NODELAY
option in the right place in both server and client codes?
Here are my codes for client:
bool IPTunnel::client_tcp() {
// STEP 1 - Initialize Winsock
WSADATA wsData;
WORD ver = MAKEWORD(2, 2);
int wsResult = WSAStartup(ver, &wsData);
if (wsResult != 0)
{
std::cerr << "Can't start Winsock. Error code #" << wsResult << std::endl;
return false;
}
// STEP 2 - Create a socket
SOCKET s = socket(AF_INET, SOCK_STREAM, 0);
int yes = 1;
int resultt = setsockopt(clientSocket[0], IPPROTO_TCP, TCP_NODELAY, (char*)&yes,
sizeof(int));
if (resultt < 0)
std::cerr << "Error: TCP_NODELAY";
clientSocket.push_back(s);
if (clientSocket[0] == INVALID_SOCKET)
{
std::cerr << "Can't create socket, Error Code #" << WSAGetLastError() << std::endl;
WSACleanup();
return false;
}
// STEP 3 - Connect to the server
sockaddr_in hint;
hint.sin_family = AF_INET;
hint.sin_port = htons((u_short)localMachinePort);
inet_pton(AF_INET, remoteMachineIpAddress.c_str(), &hint.sin_addr);
int connResult{ -2 };
while (connResult != 0 || numberOfTrials == 0) {
connResult = connect(clientSocket[0], (sockaddr*)& hint, sizeof(hint));
if (connResult == SOCKET_ERROR)
{
std::cerr << "Can't connect to server, Err #" << WSAGetLastError() << std::endl;
std::cerr << "Waiting " << timeIntervalSeconds << " seconds." << std::endl;
Sleep(timeIntervalSeconds * 1000);
}
if (--numberOfTrials == 0) {
std::cerr << "Reached maximum number of attempts." << std::endl;
}
}
std::cerr << "Connected!\n";
return true;
}
Here are my codes for server:
bool IPTunnel::server_tcp() {
// STEP 1 - Initialize Winsock
WSADATA wsData;
WORD ver = MAKEWORD(2, 2);
int wsResult = WSAStartup(ver, &wsData);
if (wsResult != 0)
{
std::cerr << "Can't start Winsock. Error code #" << wsResult << std::endl;
return false;
}
// STEP 2 - Create a socket
SOCKET s = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
serverSocket.push_back(s);
if (serverSocket[0] == INVALID_SOCKET)
{
std::cerr << "Can't create socket, Error Code #" << WSAGetLastError() << std::endl;
WSACleanup();
return false;
}
// STEP 3 - Bind the socket
sockaddr_in hint;
hint.sin_family = AF_INET; // AF_INET=2, IPv4
inet_pton(AF_INET, localMachineIpAddress.data(), &hint.sin_addr.S_un.S_addr);
hint.sin_port = ntohs((u_short)localMachinePort);
char ipAddress[INET_ADDRSTRLEN];
inet_ntop(AF_INET, &hint.sin_addr.S_un.S_addr, ipAddress, INET_ADDRSTRLEN);
std::cerr << "The TCP server is running on IP address: " << ipAddress;
std::cerr << " Port: " << htons(hint.sin_port) << std::endl;
if (bind(serverSocket[0], (sockaddr*)& hint, sizeof(hint)) < 0) {
std::cerr << "Bind failed with error code #" << WSAGetLastError() << std::endl;
return false;
}
// STEP 4 - Listen on the socket for a client
if (listen(serverSocket[0], SOMAXCONN) == -1) {
std::cerr << "Listen error!" << std::endl;
return false;
}
// STEP 5 - Accept a connection from a client
sockaddr_in client;
int clientSize = sizeof(client);
s = accept(serverSocket[0], (sockaddr*) &client, &clientSize);
serverSocket.push_back(s);
// Provides information
char host[NI_MAXHOST];
char service[NI_MAXSERV];
ZeroMemory(host, NI_MAXHOST);
ZeroMemory(service, NI_MAXSERV);
if (getnameinfo((sockaddr*)& client, sizeof(client), host, NI_MAXHOST, service, NI_MAXSERV, 0) == 0)
{
std::cerr << host << " connected on port " << service << std::endl;
}
else
{
inet_ntop(AF_INET, &client.sin_addr, host, NI_MAXHOST);
std::cerr << host << " connected on port " << ntohs(client.sin_port) << std::endl;
}
int yes = 1;
int resultt = setsockopt(serverSocket[0], IPPROTO_TCP, TCP_NODELAY, (char*)&yes, sizeof(int)); // 1 - on, 0 - off
if (resultt < 0)
std::cerr << "Error: TCP_NODELAY_Server";
return true;
}
Here are the codes for sending the message (tx):
bool LoadFromCommandWindow::runBlock(void) {
int space = outputSignals[0]->space();
if (!space) return false;
if (flag && flag1)
{
std::getline(std::cin, plainData);
}
if (plainData.length() == 0)
{
flag = false;
return false;
}
else
{
data = plainData.substr(k, paddedDataLength);
if (data.length() != paddedDataLength) paddedData = padTo(data, paddedDataLength, '\0');
else paddedData = data;
outputSignals[0]->bufferPut((std::byte*) paddedData.c_str(), paddedDataLength); \\ This line puts the message into buffer
k += data.length();
if (k != plainData.length()) flag1 = false;
else
{
flag1 = true;
k = 0;
}
}
return flag;
}
std::string LoadFromCommandWindow::padTo(std::string str, const size_t num, const char paddingChar = '\0')
{
if (num > str.size())
str.insert(str.size(), num - str.size(), paddingChar);
return str;
}
Here are the codes for receiving the message (rx):
bool PrintData::runBlock(void) {
int ready = inputSignals[0]->ready();
int space = outputSignals[0]->space();
int process = std::min(ready, space);
if (process == 0) return false;
inputSignals[0]->bufferGet((std::byte*)decryptedData, decryptedDataLength);
decryptedDataLength = unpad(decryptedDataLength, decryptedData, '\0');
for (size_t i = 0; i < decryptedDataLength; i++)
{
std::cout << decryptedData[i];
}
std::cout << std::endl;
outputSignals[0]->bufferPut((std::byte*)decryptedData, decryptedDataLength);
decryptedDataLength = 496;
return true;
}
Thank you!
:)
by the way, is it neccessary to add this mod in singal player`s game?