Reputation: 21
I am trying to use threads to send for example 5 packets using 5 threads at the same time (Making Reliable UDP Selective repeat protocol I will later add acknowledgement and simulate loss)
I am a beginner to socket programming so I am not sure if this approach is right
All the packets gets send and I re-order then at the client side ( attached with a sequence number to order) .
-I divide the packets into bytes in a list of byte[] and add sequence number
-pass each packet to the child function in a new thread to send (MAX 5 threads then wait) when I use one thread to send file gets send successful but when I use 5 threads to send the same packets file get corrupted (data scrambled)
So what happens when two threads calls Socket.Send(data);
does it synchronize?
I Made some test and here are the results When I wait between each thread start. the problem goes way( the file is received successfully )
I tried making the send function locked so it can only gets accessed by one thread at a time, but that didn't work
all other parts of code are tested so i am sure it is a threads problem
So how do I use multiple threads to send packets using the same socket ?
code
for (i = 0; i < pck_count; i++)
{
while (EMPTY_THREADS <= 0);//wait for any thread to finish
//SIZE = windows size = is number of packets to send at one time = threads no
//then try to send SIZE (5) packets from it:
int j = 0;
for (j = 0; j < SIZE; j++)
{
if (j + i >= pck_count)
{
break;
}
//if packet not already sent , send it
if (!status[i + j].sent && (j + i < pck_count))
{
// Console.WriteLine("Sending Packet:" + (i + j) );
status[i + j].sent = true; //
status[i + j].ack = true; // TO REMOVE
try
{
makeThread(Remote, j, i, newsocket);
// Thread.Sleep(150); // this makes it work
}
catch (Exception e) {
Console.WriteLine("ERROR:" + e.Message);
}
}
}
Make Thread:
public static void makeThread(EndPoint Remote, int j,int i,Socket newsocket)
{
EMPTY_THREADS--;
thread[j] = new Thread(
() => startChild(msgs[i + j], Remote, j,newsocket));
thread[j].Start();
}
child:
static void startChild(myMessage packet, EndPoint Remote, int k,Socket newsocket )
{
Console.WriteLine("Sending PACK" + packet.data.Length +" "+ packet.seq_no);
byte[] data = new byte[1024];
newsocket.ReceiveTimeout = 1000;
int sentbytes = 0;
`//convert packet from object to data array
data = serialize(packet);
newsocket.Connect(Remote);
sentbytes = newsocket.Send(data);
//newsocket.Sendto(data,remote); //tried Sendto() with same effect
// newsocket.Close();
EMPTY_THREADS++;
}
Upvotes: 1
Views: 1838
Reputation: 21
@Micky yes you're right this fashion is wrong and corrupts the data, the solution was to use a single thread and a single socket to send packets in a normal loop, and use threading for timers and acknowledgement only
Upvotes: 1