Darkhydro
Darkhydro

Reputation: 2082

Socket gets throttled after certain amount of time

I am creating a networking library in C# that I can use in any application, and as part of this library I have a TCP client/server setup. This setup works perfectly in almost every situation; it connects, sends/receives data, and disconnects flawlessly when under minimal and medium stress loads. However, when I send large amounts of data from the client to the server, the client socket works for a varied amount of time (sometimes short, sometimes long) and then just refuses to send data for a while. Specifically, my data rate goes from the 550-750 KBps range to 0 KBps, and sits there for again a varied amount of time. Then the socket will start sending again for a very short time, and get "throttled" again. During the throttling, i was assuming that the socket was disconnected because I couldn't send anything, but Polling returns that the socket IS connected using this code:


public bool IsConnected(Socket socket)
{
     try
     {
         return !(socket.Poll(1, SelectMode.SelectRead) && socket.Available == 0);
     }
     catch (SocketException) { return false; }
}

I just took a networking class at my college, so I started thinking about the congestion control and flow control mechanisms in TCP, but it seems to me that neither would cause this problem; congestion control only slows the data rate, and a full buffer on the receiver's side wouldn't last nearly the length of time I am getting a 0 KBps data rate. The symptom seems to point towards either some type of heavy data throttling or mass scale dropping of packets.

My question is this: does anyone have any idea what might be causing this data "throttling", for lack of a better term? Also, is it possible that the packets I send are going further than just my router even though they are addressed to a host in the same subnet?

Edit: Just so it is clear, the reason I am trying to fix this problem is because I want to send files over TCP at the highest possible data rate. I understand that UDP can be used as well, and I will also be making a solution using it, but I want TCP to work first.

Specific Information:

I am using blocking read/write operations, and the server is multi-threaded. The client runs on its own thread as well. I am testing on my local subnet, bouncing all packets through my router, which should have a throughput of 54 Mbps. The packets are 8 KB each in size, and at maximum would be sent 1000 times a second (sending thread sleeps 1 ms), but obviously are not reaching that rate. Reducing the size of the packets so the data rate is lower causes the throttling to disappear. Windows 7 machines, 1 server, 1 client. The send operation always completes, it is the receive operation that errors out.

The send operation is below:


//get a copy of all the packets currently in the queue
                    IPacket[] toSend;
                    lock (packetQueues[c])
                    {
                        if (packetQueues[c].Count > SEND_MAX)
                        {
                            toSend = packetQueues[c].GetRange(0, SEND_MAX).ToArray();
                            packetQueues[c].RemoveRange(0, SEND_MAX);
                        }
                        else
                        {
                            toSend = packetQueues[c].ToArray();
                            packetQueues[c].RemoveRange(0, toSend.Length);
                        }
                    }
                    if (toSend != null && toSend.Length > 0)
                    { //write the packets to the network stream
                        try
                        {
                            writer.Write(toSend.Length);
                        }
                        catch (Exception e)
                        {
                            Logger.Log(e);
                            if (showErrorMessages)
                                MessageBox.Show("Client " + (int)c + ": " + e, "Error", MessageBoxButtons.OK);
                        }
                        for (int i = 0; i < toSend.Length; i++)
                        {
                            try
                            {
                                toSend[i].Write(writer);
                                if (onSend != null)
                                {
                                    object[] args = new object[2];
                                    args[0] = c;
                                    args[1] = toSend[i];
                                    onSend(args);
                                }
                            }
                            catch (Exception e)
                            {
                                Logger.Log(e);
                                if (showErrorMessages)
                                    MessageBox.Show("Client " + (int)c + ": " + e, "Error", MessageBoxButtons.OK);
                            }
                        }
                    }

And this is the receive code:


try
                    { 
                        //default buffer size of a TcpClient is 8192 bytes, or 2048 characters
                        if (client.Available > 0)
                        {
                            int numPackets = reader.ReadInt32();
                            for (int i = 0; i < numPackets; i++)
                            {
                                readPacket.Clear();
                                readPacket.Read(reader);
                                if (owner != null)
                                {
                                    owner.AcceptPacket(readPacket, c); //application handles null packets itself.
                                    if (onReceive != null)
                                    {
                                        object[] args = new object[2];
                                        args[0] = c;
                                        args[1] = readPacket;
                                        onReceive(args);
                                    }
                                }
                            }
                            timestamps[c] = TimeManager.GetCurrentMilliseconds();
                        }
                        else
                        {
                            double now = TimeManager.GetCurrentMilliseconds();
                            if (now - timestamps[c] >= timeToDisconnect)
                            { //if timestamp is old enough, check for connection.
                                connected[c] = IsConnected(client.Client);
                                if (!connected[c])
                                {
                                    netStream.Close();
                                    clients[c].Close();
                                    numConnections--;
                                    if (onTimeout != null) onTimeout(c);
                                }
                                else
                                {
                                    timestamps[c] = now;
                                }
                            }
                        }

                    }
                    catch (Exception s)
                    {
                        Logger.Log(s);
                        if (showErrorMessages)
                            MessageBox.Show("Client " + (int)c + ": " + s, "Error", MessageBoxButtons.OK);
                    }

Packet send/receive:


public void Write(BinaryWriter w)
        {
            w.Write(command); //byte
            w.Write(data.Type); //short
            w.Write(data.Data.Length); //int
            w.Write(data.Data); //byte array
            w.Flush();
        }

        /// <summary>
        /// Reads a command packet from data off a network stream.
        /// </summary>
        /// <param name="r">The stream reader.</param>
        public void Read(BinaryReader r)
        {
            command = r.ReadByte();
            short dataType = r.ReadInt16();
            int dataSize = r.ReadInt32();
            byte[] bytes = r.ReadBytes(dataSize);
            data = new PortableObject(dataType, bytes);
        } 

Full Server Communication Loop:


public void Communicate(object cl)
        {
            int c = (int)cl;
            timestamps[c] = TimeManager.GetCurrentMilliseconds();
            try
            {
                //Console.Out.WriteLine("Thread " + Thread.CurrentThread.ManagedThreadId + " has started up. c = " + (int)c);

                TcpClient client = clients[c];
                client.ReceiveTimeout = 100;

                NetworkStream netStream = client.GetStream();
                BinaryReader reader = new BinaryReader(netStream);
                BinaryWriter writer = new BinaryWriter(netStream);

                while (client != null && connected[c])
                {
                    #region Receive
                    try
                    { 
                        //default buffer size of a TcpClient is 8192 bytes, or 2048 characters
                        if (client.Available > 0)
                        {
                            int numPackets = reader.ReadInt32();
                            for (int i = 0; i < numPackets; i++)
                            {
                                readPacket.Clear();
                                readPacket.Read(reader);
                                if (owner != null)
                                {
                                    owner.AcceptPacket(readPacket, c); //application handles null packets itself.
                                    if (onReceive != null)
                                    {
                                        object[] args = new object[2];
                                        args[0] = c;
                                        args[1] = readPacket;
                                        onReceive(args);
                                    }
                                }
                            }
                            timestamps[c] = TimeManager.GetCurrentMilliseconds();
                        }
                        else
                        {
                            double now = TimeManager.GetCurrentMilliseconds();
                            if (now - timestamps[c] >= timeToDisconnect)
                            { //if timestamp is old enough, check for connection.
                                connected[c] = IsConnected(client.Client);
                                if (!connected[c])
                                {
                                    netStream.Close();
                                    clients[c].Close();
                                    numConnections--;
                                    if (onTimeout != null) onTimeout(c);
                                }
                                else
                                {
                                    timestamps[c] = now;
                                }
                            }
                        }

                    }
                    catch (Exception s)
                    {
                        Logger.Log(s);
                        if (showErrorMessages)
                            MessageBox.Show("Client " + (int)c + ": " + s, "Error", MessageBoxButtons.OK);
                    }
                    #endregion

                    Thread.Sleep(threadLatency);

                    #region Send
                    //get a copy of all the packets currently in the queue
                    IPacket[] toSend;
                    lock (packetQueues[c])
                    {
                        if (packetQueues[c].Count > SEND_MAX)
                        {
                            toSend = packetQueues[c].GetRange(0, SEND_MAX).ToArray();
                            packetQueues[c].RemoveRange(0, SEND_MAX);
                        }
                        else
                        {
                            toSend = packetQueues[c].ToArray();
                            packetQueues[c].RemoveRange(0, toSend.Length);
                        }
                    }
                    if (toSend != null && toSend.Length > 0)
                    { //write the packets to the network stream
                        try
                        {
                            writer.Write(toSend.Length);
                        }
                        catch (Exception e)
                        {
                            Logger.Log(e);
                            if (showErrorMessages)
                                MessageBox.Show("Client " + (int)c + ": " + e, "Error", MessageBoxButtons.OK);
                        }
                        for (int i = 0; i < toSend.Length; i++)
                        {
                            try
                            {
                                toSend[i].Write(writer);
                                if (onSend != null)
                                {
                                    object[] args = new object[2];
                                    args[0] = c;
                                    args[1] = toSend[i];
                                    onSend(args);
                                }
                            }
                            catch (Exception e)
                            {
                                Logger.Log(e);
                                if (showErrorMessages)
                                    MessageBox.Show("Client " + (int)c + ": " + e, "Error", MessageBoxButtons.OK);
                            }
                        }
                    }
                    #endregion
                }
            }
            catch (ThreadAbortException tae) 
            { 
                Logger.Log(tae); 
                MessageBox.Show("Thread " + (int)cl + " was aborted.", "Error", MessageBoxButtons.OK); 
            }
        }   

Upvotes: 1

Views: 1532

Answers (4)

snemarch
snemarch

Reputation: 5018

Didn't look closely at your code snippets, but I see you have allocation in there - have you checked what pressure you're putting on the garbage collector?

PS: (sending thread sleeps 1 ms) - keep in mind that Sleep() without timeBeginPeriod() isn't going to get your 1ms resolution - probably closer to 10-20ms depending on Windows version and hardware.

Upvotes: 1

MarcF
MarcF

Reputation: 3299

If you are trying to create a

networking library in C# that I can use in any application

were you aware of any existing open source libraries out there? networkComms.net is possibly a good start. If you can recreate the same problem with that i'd be very surprised. I've personally used it to maintain over 1000 concurrent connections each sending about 10 packets a second. Otherwise if you want to keep using your code perhaps looking at the source of networkComms.net can point out where you might be going wrong.

Upvotes: 1

Stephen Cleary
Stephen Cleary

Reputation: 456887

It is probably your code, but it's difficult for us to say as it's incomplete.

I wrote up my own set of best practices in a .NET TCP/IP FAQ - after many, many years of TCP/IP experience. I recommend you start with that.

P.S. I reserve the term "packet" for packets on-the-wire. A TCP app has no control over packets. I use the term "message" for application-protocol-level messages. I think this reduces confusion, especially for newcomers.

Upvotes: 3

kellogs
kellogs

Reputation: 2867

Don't really know about C# and this code is incomplete. If I get it right, then

readPacket.Read(reader); 

will read whatever is available, and your receiver end for loop will be knocked over. Where are you checking the read amount of bytes ?

Anyway, a good way to check on what's happening at TCP level and lower is wireshark

Upvotes: 0

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