How to measure the number of dropped UDP messages? - java

I have an assignment to measure the number of UDP messages dropped between client(s) and a server. The client and server are wrote in Java. The assignment is to measure how many packets are lost using varying sizes and numbers.
The assignment says the 'server' should count how many messages have been dropped. I don't see how that is possible because the messages are UDP-- therefore, how could the server even know a message was dropped?

a complex way : you can create application level reliability.
receiver should reply with ack. if sender doesn't get ack in a timeout value, it is considered as dropped.
(added the term : complex)

If a datagram from the client, saying how many datagrams it sent so far, would reach the server, the server could calculate it, couldn't it?

Related

UDP Packet loss when sending possible?

My professor gave me the task to realize a file transfer via UDP, which implements the protection mechanisms for reliability like as TCP (CRC check, correct packet order, ACK/NACK). I got some default classes from him (Socket & Channel) to simulate packet loss and delay on local machine. A packet loss when sending the packets is also simulated in its classes. However, this means that if an ACK is not sent correctly i can't notice it either, since an ACK from server to client is not confirmed with an ACK for an ACK from client to server.
I thought that packet loss can only happen when receiving packets.
Is it possible in real cases that an packet can be lost while sending without getting a code exception?
Greetings
Is it possible in real cases that an packet can be lost while sending without getting a code exception?
Easy. Simply send the packets from your application faster than the network interface can forward these. Of course any intermediate systems on the way (i.e. switches, routers) might also get overloaded and loose packets.
But at the end it does not actually matter how the packet is lost, i.e. if one the local system while sending, on the remote system while receiving or in between while forwarding. One simply cannot assume that a successful send will be matched by a successful recv.
IP packets contain the transport protocol (TCP, UDP, etc.) in their payload, and you lose IP packets all the time due to things like oversubscription at some point in the path. QoS, controls can also use something like RED that purposely discards packets in order to keep queues from filling and doing tail-drop. TCP can realize that TCP segments (not packets) are lost and resend them, but UDP has no mechanism to realize that its datagrams (not packets) are lost. UDP is a fire-and-forget protocol.

Significance of Message Size on RTT: Simple Java Server/Client Socket program

I have a simple Java Server/Client TCP Socket program that calculates the rtt. The way I did it was I let the client time-stamp its outgoing message, then the server adds a time-stamp when it receives the message and finally when the message is returned to the client it adds another time-stamp.
Well, the result I ended up with is kind of weird. I made a plot of the message size vs round-trip time and ended up with a straight line rather than a linear increase.
Can someone explain why that happened?
First of all, I don't think you need to timestamp the message on the server side. You just need the sending time to be added when you send the packet and then you can calculate the difference with the current time when the response get's back to the client (of course the server needs to copy the sent_time in the reply).
note: If your server takes "long" time to execute then you will need to add some kind of "time to process" information to the packet by the server.
RTT = (cur_clientTime_when_response_is_received - time_sent) - time_to_server_process
This formula has the advantage that doesn't care about time differences between the client and the server clock.
The straight line is explainable because the difference in time to send the data is not statistically relevant to overcome the randomness introduced in the network layer as it's not a real time media, and because it's shared with other application and hosts, if you are on a network switch.
Anyway, don't bother increasing the number of letters, the underlaying protocol will take a max of MTU (that usually is 1500) bytes per TCP packet: still not enough.

TCP or UDP with Java

Sorry for such the long post. I have done lots and lots of research on this topic and keep second guessing myself on which path I should take. Thank you ahead of time for your thoughts and input.
Scenario:
Create a program in Java that sends packets of data every .2-.5 seconds that contain simple "at that moment" or live data to approximately 5-7 clients. (Approximately only 10 bytes of data max per packet). The server can be connected via wifi or ethernet. The clients however are restricted to only using Wifi. The client(s) will not be sending any packets to the server as it will only display the data retrieved from the server.
My Thoughts:
I originally started out creating the server program using TCP as the transport layer. This would use the ServerSocket class within Java. I also made it multithreaded to accept multiple clients.
TCP sounded like a great idea for various reasons.
With TCP, the message will always get sent unless the connection fails.
TCP rearranges the order of packets sent.
TCP has flow control and requires more time to set up when started.
So, perfect! The flow control is crucial for this scenario (since the client wants the most concurrent information), the setup time isn't that big of a deal, and I am pretty much guaranteed that the message will be received. So, its official, I have made my decision to go with TCP....
Except, what happens when TCP gets behind due to packet loss? "The biggest problem with TCP in this scenario is its congestion control algorithm, which treats packet loss as a sign of bandwidth limitations and automatically throttles the sending of packets. On 3G or Wi-Fi networks, this can cause a significant latency."
After seeing the prominent phrase "significant latency", I realized that it would not be good for this scenario since the client needs to see the live data at that moment, not continue receiving data from .8 seconds ago. So, I went back to the drawing board.
After doing more research, I discovered another procedure that involved UDP with Multicasting. This uses a DatagramSocket on the server side and a MulticastSocket on the client side.
UDP with Multicasting also has its advantages:
UDP is connectionless, meaning that the packets are broadcasted to anyone who is listening.
UDP is fast and is great for audio/video (although mine is simple data like a string).
UDP doesn't guarantee delivery - this can be good or bad. It will not get behind and create latency, but there is no guarantee that all client(s) might receive the data at that moment.
Sends one packet that gets passed along.
Since the rate of sending the packets will be rather quick (.2-.5 sec), I am not too concerned about losing packets (unless it is consistently dropping packets and looks to be unresponsive). The main concern I have with UDP above anything is that it doesn't know the order of which the packets were sent. So, for example, lets say I wanted to send live data of the current time. The server sends packets which contain "11:59:03", "11:59:06", "11:59:08", etc. I would not want the data to be presented to the client as "11:59:08", "11:59:03", "11:59:06", etc.
After being presented with all of the information above, here are my questions:
Does TCP "catch up" with itself when having latency issues or does it always stay behind once the latency occurs when receiving packets? If so, is it rather quick to retrieving "live" data again?
How often do the packets of data get out of order with UDP?
And above all:
In your opinion, which one do you think would work best with this scenario?
Thanks for all of the help!
Does TCP "catch up" with itself when having latency issues or does it always stay behind once the latency occurs when receiving packets?
TCP backs its transmission speed off when it encounters congestion, and attempts to recover by increasing it.
If so, is it rather quick to retrieving "live" data again?
I don't know what that sentence means, but normally the full speed is eventually restored.
How often do the packets of data get out of order with UDP?
It depends entirely on the intervening network. There is no single answer to that.
NB That's a pretty ordinary link you're citing.
UDP stands for 'User Datagram Protocol', not 'Universal Datagram Protocol'.
UDP packets do have an inherent send order, but it isn't guaranteed on receive.
'UDP is faster because there is no error-checking for packets' is meaningless. 'Error-checking for packets' implies retransmission, but that only comes into play when there has been packet loss. Comparing lossy UDP speed to lossless TCP speed is meaningless.
'UDP does error checking' is inconsistent with 'UDP is faster because there is no error-checking for packets'.
'TCP requires three packets to set up a socket connection, before any user data can be sent' and 'Once the connection is established data transfer can begin' are incorrect. The client can transmit data along with the third handshake message.
The list of TCP header fields is incomplete and the order is incorrect.
For TCP, 'message is transmitted to segment boundaries' is meaningless, as there are no messages.
'The connection is terminated by closing of all established virtual circuits' is incorrect. There are no virtual circuits. It's a packet-switching network.
Under 'handshake', and several other places, he fails to mention the TCP four-way close protocol.
The sentences 'Unlike TCP, UDP is compatible with packet broadcasts (sending to all on local network) and multicasting (send to all subscribers)' and 'UDP is compatible with packet broadcast' are meaningless (and incidentally lifted from an earlier version of a Wikipedia article). The correct term here is not 'compatible' but supports.
I'm not fond of this practice of citing arbitrary Internet rubbish here and then asking questions based on it.
UDP packets will may get out of order if there are a lot of hops between the server and the client, but more likely than getting out of order is that some will get dropped (again, the more hops the more chance of that). If your main concern with UDP is the order, and if you have control over the client, then you can simply have the client discard any messages with an earlier timestamp than the last one received.

UDP Datagrams in gaming, what happens when they get lost?

Let's say you want to make a real-time game, perhaps a 2D topdown game.
Things you would do in the game to keep it simple are:
Connect to the server
Move the player with the keys
Possibly press space bar to attack
Send a chat message
But what would happen if a datagram from any of these situations get lost?
What would you do?
1) Connecting to the server
If you send a UDP datagram to the server, the server would take your IP and port and then create a player
based on an ID it gives you, this it how it identifies you every time it receives a datagram from you.
But what if upon "connection" (not actually a connection, just a udp datagram that says 'make me a part of your server'), this initial datagram gets lost. Is it right to say that you would just resend it if after a certain period of time you did not receive a reply back from the server?
2) Moving the player/attacking
If at any time we move the player/press a movement key/attack key, we would send a keystroke
to the server telling it what key we pressed/released.
The server would then relay this to all the other clients.
But what if this keystroke datagram gets lost? Either upon client->server or server->clients.
Because keystrokes are happening all the time, is it efficient to just resend it all the time?
Or would we just ignore the fact that it got lost along the way because there's a chance that if you press a key again it will most likely make it the next time?
3) Sending a chat message
This would be something that MUST reach the server.
If it got lost along the way, after a certain period of time if we did not receive a reply from the other side/receiving end, do we re-send it?
TL;DR
Is it okay to just keep resending datagrams if we know after a certain period of time it did not reach?
And also, what about confirming if a datagram got successfully sent?
If client sends a chat message to the server, and the server receives it, should the server send a reply back to the client to confirm that it received it? What would happen if that reply got lost, what then?
Typically games using UDP have an application level protocol on-top so they can send some messages reliably and others not. If they wanted to send everything reliably they would be better off using TCP. However fast-paced games can not afford the delay TCP introduces and if the packet does get lost it's often too late to re-send it!
One way to implement reliable messages is, like you suppose, to send an ACKnowledgment reply that this particular packet was received - but what if that gets dropped you ask? The sender of the reliable packet typically re-sends a certain number of times (e.g. 3 times) and if no ACK is still received the sender then assumes the peer has dropped.
An excellent place for articles and game networking including how to minimise data sent is Shawn Hargreaves blog. (This is focused at C# XNA but the same logic applies irrespective of language/framework/platform).
Lastly:
Game network programming for fast paces games is hard. If your game is slow and/or turn based consider TCP and a lock-step approach which makes things considerably easier.
Don't re-invent the wheel, there are libraries that do things such as implementing reliability on top of UDP for when you need it, e.g. FalconUDP. Though this is a .NET one - I would like to see a Java port :)
If a datagram gets lost there is nothing the receiver can do, because he doesn't know about it. It's up to the sender to re-send, and it's up to you to design an ACK-based or NACK-based protocol so that the receiver knows when to do that.
Whether it is okay to just keep resending UDP datagrams depends on how the server treats the data in the datagrams. For example, if you resend a chat message, and the server receives both the original message and the resent message, does the server display the message twice? Note that you might end up resending even if the original message was received, because the reply to the original message might have gotten lost or delayed.
The best bet is to use TCP instead of UDP, since TCP has already solved all these problems for you. World of Warcraft, for example, started with TCP for chat and UDP for gameplay, and eventually converted to TCP for everything.

"Lost" UDP packets (JBoss + DatagramSocket)

I develop part of some JBoss+EJB based enterprise application. My module needs to process huge amount of incoming UDP packets. I've done some load testing and it looks that in case of sending packets with 11ms interval everything is fine, but in case of 10ms interval some packets are lost. It's rather strange in my opinion, but I done 10/11ms interval load tests comparison several times and it is always the same result (10 ms - some "lost" packets, 11ms - everything's fine).
If it was something wrong with synchronization, I'd expect that it will also be visible in case of 11ms tests (at least one packet lost, or at least one wrong counter value).
So if it is not because of synchronization, then maybe DatagramSocket through which I receive packets doesn't work as expected.
I found that receive buffer size (SO_RCVBUF) has default 57344 value (probably it's underlying IO network buffers dependent). I suspect, that maybe when this buffer goes full, then new incoming UDP datagrams are rejected. I tried set this value to some higher, but I noticed that if I exaggerate, buffer returns to its default size. If it's underlying layer dependent how can I find out maximum buffer size for certain OS/network card from JBoss level?
Is it possible that it is caused by receive buffer size, or maybe 57344 value is big enough to handle most cases? Do you have any experience with such issues?
There is no timeout set on my DatagramSocket. My UDP datagrams contains about 70 bytes of data (value without datagram header included).
[Edited]
I have to use UDP because I receive Cisco Netflow data - it is protocol used by network devices to send some traffic statistics. Also, I have no influence on sent bytes format (e.g. I cannot add counters for packets and so on). It is not expected that all packets will be processed (some datagrams may be lost), but I'd expect that I will process most of packets. During 10ms interval tests, about 30% of packets were lost.
It is not very possible that slow processing causes this issue. Currently singleton component holds reference to DatagramSocket calling receive method in a loop. When packet is received, it is passed to the queue, and processed by picked from pool stateless component. "Facade" Singleton is only responsible for receiving packets and passing it on to the processing (it does not wait for processing complete event).
Thanks in advance,
Piotr
UDP does not guarantee delivery, so you can tweak parameters, but you can't guarantee that the message will get delivered, especially in the case of very large data transfers.
If you need to guarantee delivery, you should use TCP instead.
If you need (or want) to use UDP, you can encode each packet with a number, and also send the number of packets expected. For example, if you sent 10 large packets, you could include the information: packet 1/10, packet 2/10, etc. This way you can at least tell if you have not received all of the packets. If you have not received them, you could send a request to resend those missing packets.
UDP is inherently unreliable.
Datagrams can be thrown away at any point between sender and receiver, even within the receiver at a level below your code. Setting the recv buffer to a larger size is likely to help the networking code within your machine buffer more datagrams but you should expect that some datagrams will be lost anyway.
If your recv logic takes too long (i.e. longer than it takes for a new datagram to arrive) then you'll always be behind and you'll always miss datagrams eventually. All you can do is make sure that your recv code runs as fast as possible, perhaps move the inbound datagram to a queue and process it 'later' or on another thread but then that will just move your problem to being one where you have a queue that keeps growing.
[Re your edit...] And what's processing your queue and how does the locking work between the producer and the consumers? Change your code so that the recv logic simply increments a count and discards the data and loops back around and see if you're losing fewer datagrams; either way, UDP is unreliable, you WILL have datagrams that are discarded and you should just expect that and deal with it. Worrying about it means you're focusing on the wrong problem; make use of the data you DO get and assume that you wont get much of it and then your program will work even if the network gets congested and MOST of your datagrams get discarded.
In summary, that's just how is it with UDP.
It appears in your tests that only up to two packets can be in the buffer so if each packet is less than 28KB this should be fine.
As you know UDP is lossy, but you should be able to send more than one packet per 10 ms. I suggest you write a simple receiver which just listens to packets just to determine if its your application or something at the network/OS level. (I suspect the later)
I don't know Java but ... does the API allow you to invoke an asynch listen/receive for a datagram:
Use O/S API to do a receive (passing your application-level buffer as a paremeter)
(Wait while there's nothing to receive...)
(O/S receives something from the network...)
O/S puts the received packet into the buffer and completes/returns your API call
If that's true then I suggest that you do several concurrent instances of the API call, so that there are several concurrent application-level buffers into which multiple packets can be received.

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