A simple IOCP Server/Client Class

 

A simple IOCP Server/Client Class

1.1 Requirements

  • This article expects the reader to be familiar with C++, TCP/IP, socket programming, MFC, and multithreading.
  • The source code uses Winsock 2.0 and IOCP technology, and requires:
    • Windows NT/2000 or later: requires Windows NT 3.5 or later.
    • Windows 95/98/ME: not supported.
    • Visual C++ .NET or a fully updated Visual C++ 6.0.

1.2 Abstract

When you develop different types of software, sooner or later, you will have to deal with client/server development. To write a comprehensive client/server code is a difficult task for a programmer. This documentation presents a simple but powerful client/server source code that can be extended to any type of client/server application. This source code uses the advanced IOCP technology which can efficiently serve multiple clients. IOCP presents an efficient solution to the "one-thread-per-client" bottleneck problem (among others), using only a few processing threads and asynchronous input/output send/receive. The IOCP technology is widely used for different types of high performance servers as Apache etc. The source code also provides a set of functions that are frequently used while dealing with communication and client/server software as file receiving/transferring functions and logical thread pool handling. This article focuses on the practical solutions that arise with using the IOCP programming API and also presents an overall documentation of the source code. Furthermore, a simple echo client/server which can handle multiple connections and file transfer is also presented here.

2.1 Introduction

This article presents a class which can be used in both the client and server code. The class uses IOCP (Input Output Completion Ports) and asynchronous (non-blocking) function calls which are explained later. The source code is based on many other source codes and articles: [1, 2 and 3].

With this simple source code, you can:

  • Service or connect to multiple clients and servers.
  • Send or receive files asynchronously.
  • Create and manage a logical worker thread pool to process heavier client/server requests or computations.

It is difficult to find a comprehensive but simple source code to handle client/server communications. The source codes that are found on the net are either too complex (20+ classes) or don’t provide sufficient efficiency. This source code is designed to be as simple and well documented as possible. In this article, we will briefly present the IOCP technology provided by Winsock API 2.0, and also explain the thorny problems that arise while coding and the solution to each one of them.

2.2 Introduction to asynchronous Input Output Completion Ports (IOCP)

A server application is fairly meaningless if it cannot service multiple clients at the same time, usually asynchronous I/O calls and multithreading is used for this purpose. By definition, an asynchronous I/O call returns immediately, leaving the I/O call pending. At some point of time, the result of the I/O asynchronous call must be synchronized with the main thread. This can be done in different ways. The synchronization can be performed by:

  • Using events- A signal is set as soon as the asynchronous call is finished. The disadvantage of this approach is that the thread has to check or wait for the event to be set.
  • Using the GetOverlappedResult function- The approach also has the same disadvantage as the approach above.
  • Using asynchronous procedure calls (or APC)- There are several disadvantages associated with this approach. First, the APC is always called in the context of the calling thread, and second, in order to be able to execute the APCs, the calling thread has to be suspended in the so called alterable wait state.
  • Using IOCP- The disadvantage of this approach is that there are many practical thorny programming problems that must be solved. Coding IOCP can be a bit of a hassle.

2.2.1 Why using IOCP?

By using IOCP, we can overcome the "one-thread-per-client" problem. It is commonly known that performance decreases heavily if the software does not run on a true multiprocessor machine. Threads are system resources that are neither unlimited nor cheap.

IOCP provides a way to have a few (I/O worker) threads handle multiple client input/output "fairly". The threads are suspended and don't use the CPU cycles until there is something to do.

2.3 What is IOCP?

We have already stated that IOCP is nothing but a thread synchronization object, similar to a semaphore, therefore IOCP is not a sophisticated concept. An IOCP object is associated with several I/O objects that support pending asynchronous I/O calls. A thread that has access to an IOCP can be suspended until a pending asynchronous I/O call is finished.

3 How does IOCP work?

To get more information on this part, I referred to other articles [1, 2, 3, see references].

While working with IOCP, you have to deal with three things, associating a socket to the completion port, making the asynchronous I/O call, and synchronization with the thread. To get the result from the asynchronous I/O call, and to know, for example, which client has made the call, you have to pass two parameters. The CompletionKey parameter and the OVERLAPPED structure.

3.1 The completion key parameter

The first parameter, the CompletionKey is just a variable of type DWORD. You can pass whatever unique value you want to, that will always be associated with the object. Normally, a pointer to a structure, or a class that can contain some client specific object, is passed with this parameter. In the source code, a pointer to a structure ClientContext is passed as the CompletionKey parameter.

3.2 The OVERLAPPED parameter

This parameter is commonly used to pass the memory buffer that is used by the asynchronous I/O call. It is important to note that this data will be locked and is not paged out of the physical memory. We will discuss this later.

3.3 Associating a socket with the completion port

Once a completion port is created, the association of a socket with the completion port can be done by calling the function CreateIoCompletionPort in the following way:

BOOL IOCPS::AssociateSocketWithCompletionPort(SOCKET socket, 
               HANDLE hCompletionPort, DWORD dwCompletionKey)
{
    HANDLE h = CreateIoCompletionPort((HANDLE) socket, 
               hCompletionPort, dwCompletionKey, m_nIOWorkers);
    return h == hCompletionPort;
}

3.4 Making the asynchronous I/O call

To make the actual asynchronous call, the functions WSASend, WSARecv are called. They also need to have a parameter WSABUF, that contains a pointer to a buffer that is going to be used. A rule of thumb is that normally when the server/client wants to call an I/O operation, they are not made directly, but is posted into the completion port, and is performed by the I/O worker threads. The reason for this is, we want the CPU cycles to be partitioned fairly. The I/O calls are made by posting a status to the completion port, see below:

BOOL bSuccess = PostQueuedCompletionStatus(m_hCompletionPort, 
                       pOverlapBuff->GetUsed(), 
                       (DWORD) pContext, &pOverlapBuff->m_ol);

3.5 Synchronization with the thread

Synchronization with the I/O worker threads is done by calling the GetQueuedCompletionStatus function (see below). The function also provides the CompletionKey parameter and the OVERLAPPED parameter (see below):

BOOL GetQueuedCompletionStatus(
   HANDLE CompletionPort, // handle to completion port
   LPDWORD lpNumberOfBytes, // bytes transferred
   PULONG_PTR lpCompletionKey, // file completion key
   LPOVERLAPPED *lpOverlapped, // buffer
   DWORD dwMilliseconds // optional timeout value
   );

3.6 Four thorny IOCP coding hassles and their solutions

There are some problems that arise while using IOCP, some of them are not intuitive. In a multithreaded scenario using IOCPs, the control flow of a thread function is not straightforward, because there is no relationship between threads and communications. In this section, we will represent four different problems that can occur while developing client/server applications using IOCPs. They are:

  • The WSAENOBUFS error problem.
  • The package reordering problem.
  • The pending read problem.
  • The access violation problem.

3.6.1 The WSAENOBUFS error problem

This problem is non intuitive and difficult to detect, because at first sight, it seems to be a normal deadlock or a memory leakage "bug". Assume that you have developed your server and everything runs fine. When you stress test the server, it suddenly hangs. If you are lucky, you can find out that it has something to do with the WSAENOBUFS error.

With every overlapped send or receive operation, it is possible that the data buffer submitted will be locked. When memory is locked, it cannot be paged out of physical memory. The operating system imposes a limit on the amount of memory that can be locked. When this limit is reached, the overlapped operations will fail with the WSAENOBUFS error.

If a server posts many overlapped receives on each connection, this limit will be reached when the number of connections grow. If a server anticipates handling a very high number of concurrent clients, the server can post a single zero byte receive on each connection. Because there is no buffer associated with the receive operation, no memory needs to be locked. With this approach, the per-socket receive buffer should be left intact because once the zero-byte receive operation is completed, the server can simply perform a non-blocking receive to retrieve all the data buffered in the socket's receive buffer. There is no more data pending when the non-blocking receive fails with WSAEWOULDBLOCK. This design would be for the one that requires the maximum possible concurrent connections while sacrificing the data throughput on each connection. Of course, the more you know about how the clients interact with the server, the better. In the previous example, a non-blocking receive was performed once the zero-byte receive completes retrieving the buffered data. If the server knows that the clients send data in bursts, then once the zero-byte receive is completed, it may post one or more overlapped receives in case the client sends a substantial amount of data (greater than the per-socket receive buffer that is 8 KB by default).

A simple practical solution to the WSAENOBUFS error problem is in the source code provided, where we start several pending read loop calls and then submit a NULL, zero byte asynchronous WSAREAD loop. By doing this and knowing that the submitted calls in the completion port always return in order, we will always be able to unlock the overlapped memory.

3.6.2 The package reordering problem

This problem is also being discussed by [3]. Although committed operations using the IO completion port will always be completed in the order they were submitted, thread scheduling issues may mean that the actual work associated with the completion is processed in an undefined order. For example, if you have two I/O worker threads and you should receive "byte chunk 1, byte chunk 2, byte chunk 3", you may process the byte chunks in the wrong order namely "byte chunk 2, byte chunk 1, byte chunk 3". This also means that when you are sending the data by posting a send request on the I/O completion port, the data can actually be sent in a reordered way.

This can be solved by only using one worker thread and committing only one I/O call and waiting for it to finish, but if we do this we loose all the benefits of IOCP.

A simple practical solution to this problem is to add a sequence number to our buffer class and process the data in the buffer if the buffer sequence number is in order. This means that the buffers that have incorrect numbers have to be saved for later use, and because of performance reasons, we will save the buffers in a hash map object (e.g., m_SendBufferMap and m_ReadBufferMap).

To get more information about this solution, please go through the source code and take a look at the following functions in the IOCPS class:

  • GetNextSendBuffer (..) and GetNextReadBuffer(..), to get the ordered send or receive buffer.
  • IncreaseReadSequenceNumber(..) and IncreaseReadSequenceNumber(..), to increase the sequence numbers.

3.6.3 Asynchronous pending reads and byte chunk package processing problem

The most common server protocol is a packet based protocol where the first X bytes represent a header and the header contains details of the length of the complete packet. The server can read the header, work out how much more data is required, and keep reading until it has a complete packet. This works fine when the server is making one asynchronous read call at a time. But if we want to use the IOCP server's full potential, we should have several pending asynchronous reads waiting for the data to arrive. This means that several asynchronous reads complete out of order (as discussed before in section 3.6.2), and byte chunk streams returned by the pending reads will not be processed in order. Furthermore, a byte chunk stream can contain one or several packages and also partial packages as shown in figure 1.

A simple IOCP Server/Client Class

Figure 1. The figure shows how partial packages (green) and complete packages (yellow) can arrive asynchronously in different byte chunk streams (marked 1, 2 ,3).

This means that we have to process the byte stream chunks in order to successfully read a complete package, furthermore we have to handle partial packages (marked with green in figure 1). This makes the byte chunk package processing more difficult. The full solution to this problem can be found in the ProcessPackage(..) function in the IOCPS class.

3.6.4 The access violation problem

This is a minor problem and is a result of the design of the code, rather than an IOCP specific problem. Suppose that a client connection is lost and an I/O call returns with an error flag, then we know that the client is gone. In the parameter CompletionKey, we pass a pointer to a structure ClientContext that contains client specific data. What happens if we free the memory occupied by this ClientContext structure and some other I/O call performed by the same client returns with an error code, and we transform the parameter CompletionKey variable of DWORD to a pointer to ClientContext and try to access or delete it? An access violation occurs!

The solution to this problem is to add a number to the structures that contain the number of pending I/O calls (m_nNumberOfPendlingIO), and we delete the structure when we know that there are no more pending I/O calls. This is done by the EnterIoLoop(..) function and ReleaseClientContext(..).

3.7 The overview of the source code

The goal of the source code is to provide a set of simple classes that handle all the hassled code that has to do with IOCP. The source code also provides a set of functions which are frequently used while dealing with communication and client/server software as file receiving/transferring functions, logical thread pool handling, etc..

A simple IOCP Server/Client Class

Figure 2. The figure above illustrates the overview of the IOCP class source code functionality.

We have several IO worker threads that handle asynchronous I/O calls through the completion port (IOCP), these workers call some virtual functions which can put requests that need a large amount of computation in a work queue. The logical workers take the job from the queue and process it and send back the result by using some of the functions provided by the class. The Graphical User Interface (GUI) usually communicates with the main class using Windows messages (because MCF is not thread safe) and by calling functions or by using the shared variables.

A simple IOCP Server/Client Class

Figure 3.The figure above shows the class overview.

The classes that can be observed in figure 3 are:

  • CIOCPBuffer: A class used to manage the buffers used by the asynchronous I/O calls.
  • IOCPS: The main class that handles all the communication.
  • JobItem: A structure which contains the job to be performed by logical worker threads.
  • ClientContext: A structure that holds client specific information (status, data, etc.).

3.7.1 The buffer design – The CIOCPBuffer class

When using asynchronous I/O calls, we have to provide a private buffer to be used with the I/O operation. There are some considerations that are to be taken into account when we allocate buffers to use:

  • We should not allocate buffers in the memory heap, and we should use the VirtualAlloc function to allocate memory in a virtual memory page instead of the heap.
  • To allocate and free memory is expensive, therefore we should reuse buffers (memory) which have been allocated. Therefore, we save buffers in the linked list structures given below:
    // Free Buffer List.. 
       CCriticalSection m_FreeBufferListLock;
       CPtrList m_FreeBufferList;
    // OccupiedBuffer List.. (Buffers that is currently used) 
       CCriticalSection m_BufferListLock;
       CPtrList m_BufferList; 
    // Now we use the function AllocateBuffer(..) 
    // to allocate memory or reuse a buffer.
  • Sometimes, when an asynchronous I/O call is completed, we may have partial packages in the buffer, therefore the need to split the buffer to get a complete message. This is done by the SplitBuffer function in the CIOCPS class. Also, sometimes we need to copy information between the buffer, and this is done by the AddAndFlush(..) function in the IOCPS class.
  • As we know, we also need to add a sequence number and a state (IOType variable IOZeroReadCompleted, etc.) to our buffer.
  • We also need methods to convert data to byte stream and byte stream to data, some of these functions are also provided in the CIOCPBuffer class.

All the solutions to the problems we have discussed above, exist in the CIOCPBuffer class.

3.8 How to use the source code?

By inheriting your own class from IOCP (shown in figure 3) and using the virtual functions and the functionality provided by the IOCPS class (e.g., threadpool), it is possible to implement any type of server or client that can efficiently manage a huge number of connections by using only a few number of threads.

3.8.1 Starting and closing the server/client

To start the server, call the function:

BOOL Start(int nPort=999,int iMaxNumConnections=1201,
   int iMaxIOWorkers=1,int nOfWorkers=1,
   int iMaxNumberOfFreeBuffer=0,
   int iMaxNumberOfFreeContext=0,
   BOOL bOrderedSend=TRUE, 
   BOOL bOrderedRead=TRUE,
   int iNumberOfPendlingReads=4);
  • nPortt

    Is the port number that the server will listen on. (Let it be -1 for client mode.)

  • iMaxNumConnections

    Maximum number of connections allowed. (Use a big prime number.)

  • iMaxIOWorkers

    Number of input/output worker threads.

  • nOfWorkers

    Number of logical workers. (Can be changed at runtime.)

  • iMaxNumberOfFreeBuffer

    Maximum number of buffers that we save for reuse. (-1 for none, 0 = infinite.)

  • iMaxNumberOfFreeContext

    Maximum number of client information objects that are saved for reuse. (-1 for none, 0 = infinite.)

  • bOrderedRead

    Make sequential reads. (We have discussed this before in section 3.6.2.)

  • bOrderedSend

    Make sequential writes. (We have discussed this before in section 3.6.2.)

  • iNumberOfPendlingReads

    Number of pending asynchronous read loops that are waiting for data.

To connect to a remote connection (client mode nPort= -1), call the function:

 Connect(const CString &strIPAddr, int nPort)
  • strIPAddr

    The IP address of the remote server.

  • nPort

    The port.

To close, make the server call the function: ShutDown().

For example:

MyIOCP m_iocp;
if(!m_iocp.Start(-1,1210,2,1,0,0))
AfxMessageBox("Error could not start the Client");
….
m_iocp.ShutDown();

4 Source code description

For more details about the source code, please check the comments in the source code.

4.1.1 Virtual functions

  • NotifyNewConnection

    Called when a new connection has been established.

  • NotifyNewClientContext

    Called when an empty ClientContext structure is allocated.

  • NotifyDisconnectedClient

    Called when a client disconnects.

  • ProcessJob

    Called when logical workers want to process a job.

  • NotifyReceivedPackage

    Notifies that a new package has arrived.

  • NotifyFileCompleted

    Notifies that a file transfer has finished.

4.1.2 Important variables

Notice that all the variables have to be exclusively locked by the function that uses the shared variables, this is important to avoid access violations and overlapping writes. All the variables with name XXX, that are needed to be locked, must have a XXXLock variable.

  • m_ContextMapLock;

    Holds all the client data (socket, client data, etc.).

  • ContextMap m_ContextMap;
  • m_NumberOfActiveConnections

    Holds the number of connected connections.

4.1.3 Important functions

  • GetNumberOfConnections()

    Returns the number of connections.

  • CString GetHostAdress(ClientContext* p)

    Returns the host address, given a client context.

  • BOOL ASendToAll(CIOCPBuffer *pBuff);

    Sends the content of the buffer to all the connected clients.

  • DisconnectClient(CString sID)

    Disconnects a client, given the unique identification number.

  • CString GetHostIP()

    Returns the local IP number.

  • JobItem* GetJob()

    Removes a JobItem from the queue, returns NULL if there are no Jobs.

  • BOOL AddJob(JobItem *pJob)

    Adds a Job to the queue.

  • BOOL SetWorkers(int nThreads)

    Sets the number of logical workers that can be called anytime.

  • DisconnectAll();

    Disconnects all the clients.

  • ARead(…)

    Makes an asynchronous read.

  • ASend(…)

    Makes an asynchronous send. Sends data to a client.

  • ClientContext* FindClient(CString strClient)

    Finds a client given a string ID. OBS! Not thread safe!

  • DisconnectClient(ClientContext* pContext, BOOL bGraceful=FALSE);

    Disconnects a client.

  • DisconnectAll()

    Disconnects all the connected clients.

  • StartSendFile(ClientContext *pContext)

    Sends a file specified in the ClientContext structure, using the optimized transmitfile(..) function.

  • PrepareReceiveFile(..)

    Prepares the connection for receiving a file. When you call this function, all incoming byte streams are written to a file.

  • PrepareSendFile(..)

    Opens a file and sends a package containing information about the file to the remote connection. The function also disables the ASend(..) function until the file is transmitted or aborted.

  • DisableSendFile(..)

    Disables the send file mode.

  • DisableRecevideFile(..)

    Disables the receive file mode.

5 File transfer

The file transfer is done by using the Winsock 2.0 TransmitFile function. The TransmitFile function transmits file data over a connected socket handle. This function uses the operating system's cache manager to retrieve the file data, and provides high-performance file data transfer over sockets. These are some important aspects of asynchronous file transferring:

  • Unless the TransmitFile function is returned, no other sends or writes to the socket should be performed because this will corrupt the file. Therefore, all the calls to ASend will be disabled after the PrepareSendFile(..) function.
  • Since the operating system reads the file data sequentially, you can improve caching performance by opening the file handle with FILE_FLAG_SEQUENTIAL_SCAN.
  • We are using the e kernel asynchronous procedure calls while sending the file (TF_USE_KERNEL_APC). The use of TF_USE_KERNEL_APC can deliver significant performance benefits. It is possible (though unlikely), however, that the thread in which the context TransmitFile is initiated is being used for heavy computations; this situation may prevent APCs from launching.

The transfer file is made in this order. The sever initializes the file transfer by calling the PrepareSendFile(..) function. When the client receives the information about the file, it prepares for it by calling the PrepareReceiveFile(..), and sends a package to the sever to start the file transfer. When the package arrives at the server side, the server calls the StartSendFile(..) function that uses the high performance TransmitFile function to transmit the specified file.

6 The source code example

The provided source code example, is an echo client/server that also supports file transmission (figure 4). In the source code, a class MyIOCP inherited from IOCP handles the communication between the client and the server by using the virtual functions mentioned in section 4.1.1.

The most important part of the client or server code is the virtual function NotifyReceivedPackage, as described below:

void MyIOCP::NotifyReceivedPackage(CIOCPBuffer *pOverlapBuff,
                           int nSize,ClientContext *pContext)
   {
       BYTE PackageType=pOverlapBuff->GetPackageType();
       switch (PackageType)
       {
         case Job_SendText2Client :
             Packagetext(pOverlapBuff,nSize,pContext);
             break;
         case Job_SendFileInfo :
             PackageFileTransfer(pOverlapBuff,nSize,pContext);
             break; 
         case Job_StartFileTransfer: 
             PackageStartFileTransfer(pOverlapBuff,nSize,pContext);
             break;
         case Job_AbortFileTransfer:
             DisableSendFile(pContext);
             break;};
   }

The function handles an incoming message and performs the request sent by the remote connection. In this case, it is only a matter of a simple echo or file transfer. The source code is divided into two projects, IOCP and IOCPClient, which are the server and the client side of the connection.

6.1 Compiler issues

When compiling with VC++ 6.0 or .NET, you may get some strange errors dealing with the CFile class as:

“if (pContext->m_File.m_hFile != 
INVALID_HANDLE_VALUE) <-error C2446: '!=' : no conversion "
"from 'void *' to 'unsigned int'”

This problems can be solved if you update the header files (*.h) or your VC++ 6.0 version, or just change the type conversion error. After some modifications, the client/server source code can be used without MFC.

7 Special considerations & rules of thumb

When you are using this code in other types of applications, there are some programming traps related to this source code that can be avoided. Nondeterministic errors are errors that occur stochastically “Randomly”, and it is hard to reproduce these nondeterministic errors by performing the same sequence of tasks that created the error. These types of errors are the worst types of error that exist, and usually, they occur because of errors in the core design implementation of the source code. When the server is running multiple IO working threads serving clients that are connected, nondeterministic errors as access violation can occur if the programmer has not thought about the source code to be for a multithreaded environment.

Rule of thumb #1:

Never read/write to the client context (e.g., ClientContext) without locking it using the ContextLock, see example below. The notification function (e.g., Notify*(ClientContext *pContext)) is already “thread safe”, and you can access the members of ClientContext without locking and unlocking the context.

//Do not do it in this way
// … 
If(pContext->m_bSomeData)
pContext->m_iSomeData=0;
// …


// Do it in this way. 
//….
pContext->m_ContextLock.Lock(); 
If(pContext->m_bSomeData) 
pContext->m_iSomeData=0; 
pContext->m_ContextLock.Unlock(); 
//…

Be also aware of that when you are locking a context, other threads or GUI are waiting for it.

Rule of thumb #2:

Avoid or "use with special care" code that has complicated "context locks" or other types of locks inside a “context lock”, because this may lead to a “deadlock” (e.g. A waiting for B that are waiting for C that are waiting for A => deadlock).

pContext-> m_ContextLock.Lock();
//… code code .. 
pContext2-> m_ContextLock.Lock(); 
// code code.. 
pContext2-> m_ContextLock.Unlock(); 
// code code.. 
pContext-> m_ContextLock.Unlock();

The code above may cause a deadlock.

Rule of thumb #3:

Never access a client context outside the notification functions (e.g., Notify*(ClientContext *pContext)), if you do, you have to enclose it with m_ContextMapLock.Lock();m_ContextMapLock.Unlock();, see the source code below.

ClientContext* pContext=NULL ; 
m_ContextMapLock.Lock(); 
pContext = FindClient(ClientID); 
// safe to access pContext, if it is not NULL and are Locked (Rule of thumbs#1:) 
//code .. code.. 
m_ContextMapLock.Unlock(); 
// Here pContext can suddenly disappear because of disconnect. 
// do not access pContext members here.

8 Future work

In future, the source code will be updated, to use the AcceptEx(..) function to accept new connections.

9 F.A.Q

Q1: The amount of memory used (server program) is rising steadily with client connections. When looking in 'Windows Task Manager', even if clients disconnect, the amount of memory used has not decreased. What's the problem?

A1: The code tries to reuse the allocated buffers instead of releasing and reallocating it. You can change this by altering the parameters: iMaxNumberOfFreeBuffer and iMaxNumberOfFreeContext, please review section 3.8.1.

Q2: I get compilation errors under .NET "error C2446: '!=' : no conversion from 'unsigned int' to 'HANDLE'" etc.. What is the problem ?

A2: This is because of the different header versions of the SDK. Just change the conversion to HANDLE so the compiler gets happy. You can also just remove the line #define TRANSFERFILEFUNCTIONALITY and try to compile.

Q3: Can the source code be used without MFC? Pure Win32 and in a service?

A3: The code was developed to be used with a GUI for an short time (not days or years). I developed this client/server solution for use with GUIs in an MFC environment. Of course, you can use it for normal server solutions. Many people have. Just remove the MFC specific stuff as CString, CPtrList etc.. and replace it with Win32 classes. I don’t like MFC either, so send me a copy when you change the code. Thanks.

Q4: Excellent work! Thank you for this. When will you implement AcceptEx(..) instead of a connection listener thread?

A4: As soon as the code is stable, it is quite stable right now but I know that the combination of several I/O workers and several pending reads may cause some problems. I enjoy that you like my code. Please vote!.

Q5: Why start several I/O workers? Is this necessary, if you don’t have a true multiprocessor computer?

A5: No, it is not necessary to have several I/O workers. Just one thread can handle all the connections. On common home computers, one I/O worker gives the best performance. You do not need to worry about possible access violation threats either. But computers are getting more powerful each day (e.g. hyper-threading, dual core, etc.), so why not have the possibility to have several threads? :=)

10 References

11 Revision History

  • Version 1.0 - 2005-05-10
    • Initial public release.
  • Version 1.1 - 2005-06-13
    • Fixed some memory leakage (e.g. ~CIOCPBuffer()).
    • TransmitFile is now optional in the source code (by using #define TRANSFERFILEFUNCTIONALITY).
    • Some extra functions are added (by using #define SIMPLESECURITY).
  • Version 1.11 - 2005-06-18
    • Changes in IOCPS::ProcessPackage(…) to avoid access violation.
    • Error in CIOCPBuffer::Flush(..) fixed.
    • Changes in IOCPS::Connect(..) to release socket when an error occurs.
  • Version 1.12 - 2005-11-29
    • Changes in IOCPS::OnWrite(….), to avoid entering an infinite loop.
    • Changes in OnRead(…) and OnZeroByteRead (…) to avoid access violation if memory is full and AllocateBuffer fails.
    • Changes in OnReadCompleted(…) to avoid access violation.
    • Changes in AcceptIncomingClient(..) to better handle new connections when the maximum number of connections is reached.
  • Version 1.13 - 2005-12-29
    • ReleaseBuffer(…) added to ARead(..), ASend(..), AZeroByteRead(..) to avoid memory leakage.
    • Changes in DisconnectClient(…) and ReleaseClientContext(…) to avoid “duplicate key” error when clients rapidly connect and disconnect.
    • Changes in IOWorkerThreadProc(…), OnWrite(ClientContext *pContext,…), etc. to avoid buffer leakage.
    • Changes in DisconnectClient( unsigned int iID) to avoid access violation.
    • Added EnterIOLoop(..)/ExitIPLoop(..) to StartSendFile(..) and OnTransmitFileCompleted(..) to avoid access violation.
    • Some unessential error messages removed from release mode and additional debug information (e.g. TRACE(..)) added to the source code in debug mode.
    • The function AcceptIncomingClients(..) changed and replaced with AssociateIncomingClientWithContext(..).
    • The Connect(..) function is now using AssociateIncomingClientWithContext(..).
    • Transfer file functions are now completely optional by making #define TRANSFERFILEFUNCTIONALITY.
    • Changes in DisableSendFile(..) and other file transfer functions to avoid access violation.
    • Some unnecessary functions and comments removed from source code. Appropriate functions are now made private, protected, or public.
    • Several functions are now “inlined” to avoid the overhead of calling a function and for gaining performance.
    • Removed and replaced EnterIOLoop(..) and other codes in OnWrite(ClientContext *pContext,…) to avoid access violations. Information is in the source code.
    • Added "random disconnect" to demo server and "auto reconnect" to demo client and additional cleanup in demo project, and I now follow my own advices. :=)

About spinoza

A simple IOCP Server/Client Class
Amin Gholiha.
Education:
- Master of Science in Information Technology.
- Degree of Master of Education.
Knowledge/interest: programming (.NET,Visual C++), neural network, mathematical modeling, signal processing, sequence analysis, pattern recognition,robot technology, system design, security and business management systems. For business proposal email Gholiha@rocketmail.com, all other emails will be ignored.

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