How to get Acknowlegement in TCP communication in Java - java

I have written a socket program in Java. Both server and client can sent/receive data to each other. But I found that if client sends data to server using TCP then internally TCP sends acknowledgement to the client once the data is received by the server. I want to detect or handle that acknowledgement. How can I read or write data in TCP so that I can handle TCP acknowledgement. Thanks.

This is simply not possible, even if you were programming in C directly against the native OS sockets API. One of the points of the sockets API is that it abstracts this away for you.
The sending and receiving of data at the TCP layer doesn't necessarily correlate with your Java calls to send or receive data. The data you send in one Java call may be broken into several pieces which may be buffered, sent and received independently, or even received out of order.
See here for more discussion about this.

Any data sent over a TCP socket is acknowledged in both directions. Data sent from client to server is the same as data sent from server to client as far as TCP wire communications and application signaling. As #Eric mentions, there is no way to get at that signaling.
It may be that you are talking about timing out while waiting for the response from the server. That you'd like to detect if a response is taking too long. Is it possible that the client's message is larger than the server's response so the buffering is getting in the way of the response but not the initial request? Have you tried to use non-blocking sockets?
You might want to take a look at the NIO code if you have not already done so. It has a number of classes that give you more fine grained control over socket communications.

This is not possible in pure Java since Java's network API all handles socket, which hides all the TCP details.
You need a protocol that can handle IP-layer data so you can get TCP headers. DLPI is the most popular API to do this,
http://www.opengroup.org/onlinepubs/9638599/chap1.htm
Unfortunately, there is not Java implementation of such network. You have to use native code through JNI to do this.

I want to detect or handle that acknowledgement.
There is no API for receiving or detecting the ACKs at any level above the protocol stack.
Rethink your requirement. Knowing that the data has got to the server isn't any use to an application. What you want to know is that the peer application has received it, in which case you have to get the peer application to acknowledge at the application protocol level.

Related

Out of order data in TCP

I've an application that's using Apache mina library for communicating based on TCP. The apache mina library provides a callback with IOBuffer that contains data coming over the network, however often times the data is received out of order or redundantly. I skimmed through the TCP protocol and it says that the protocol always ensures delivery of the data in correct order. The company that provided the APIs for their server claim that they are using TCP/IP for sending the response back however before sending the response back their server doesn't care about confirming if the client (in this case my application/apache mina library) is connected to the server. So the server just fires off the message and moves on.
If I'm not mistaken, that's the UDP protocol's behavior. My question is, if the server is using TCP for sending the response back:
Why do I get out of order data (it's rare but happens one in a while)?
How can a machine that's using TCP protocol just fire and forget about the data without making sure the receiver device is connected to it before sending the data?
Is this really TCP or UDP or some variation of TCP protocol?
Apache Mina does asynchronous messaging over the top of various transports including TCP.
Since Mina is asynchronous, out-of-order delivery should be expected.
Why do I get out of order data (it's rare but happens one in a while)?
One possible explanation is that multiple TCP streams are being used. Data delivered using one TCP stream will be delivered in order, but if multiple streams are used, data in one stream could "overtake" data on another stream, in the TCP stacks on the sending or receiving end, on the network, or in the client side library.
How can a machine that's using TCP protocol just fire and forget about the data without making sure the receiver device is connected to it before sending the data?
Because ... reliable delivery is not a basic attribute of Mina.
If you are using Mina to talk to a service with a particular application protocol, then that protocol will determine will determine whether "sending the data before checking the receiver is connected" is allowed / will work or not. For example, it won't for an HTTP response, because an HTTP response is sent on a connection that was previously established to send the request.
Actually, it seems that there are a variety of ways to use Mina. Some involve an application protocol; e.g. see HttpClientCodec and HttpServerCodec. Others don't.
Is this really TCP or UDP or some variation of TCP protocol?
If they say that TCP is being used as transport, then it is. However, Mina is neither TCP or UDP. It is Mina. It hides the details of the transport.
Bottom line, if you want the reliability / in-order delivery properties of TCP/IP, you should probably use them directly. Mina is providing higher performance than conventional TCP/IP over a synchronous socket by relaxing the normal properties of a (single) stream-based transport.

2 way server-client UDP in java

I want to write a program in java that handles two way communication between server and client using udp.Most of the sources online specify only one way,that is from client to server.I want the server to be able to send messages to the client as well.
If you cannot use TCP, you can still achieve the same behaviour with UDP.
There are three aspects to consider.
First, that you mentioned: you want to communicate both ways. You can do that by running a sender and a listener thread on both the client and the server.
Second: UDP packets are not guaranteed to arrive. You have to implement an ACK logic in your application layer.
Third: UDP packets are not guaranteed to arrive in order. You have to implement some kind of ordering in your application layer.
UDP is a connection-less protocol on top of IP. This just means that there is no established connection you receive on the other end, you just receive packets of data. To answer back, you have to send a packet "back" to the client.
For this the client needs to be reachable however. This might or might not work through firewalls. Usually firewalls get "punched through" if the client initiates the conversation, but there is no guarantee.
Note also, that UDP packets may arrive out of order, duplicated or not at all. You have to be ready for all. If you send bigger (than MTU) packets, they may have a higher chance of not arriving due to splitting.

Can websocket messages get lost or not?

I'm currently developing a Java WebSocket Client Application and I have to make sure that every message from the server is received by the client. Is it possible that I lose some messages (once they are sent from the server) due to a connection interruption? WebSocket is based on TCP so this shouldn't happen right?
It can happen. TCP guarantees the order of packets, but it does not mean that all packets sent from a server reach a client even when an unrecoverable trouble happens in an underlying network. Imagine someone pulls out your LAN cable or switches off your WiFi access point at the worst timing while your application is communicating with your server. TCP does not overcome such a trouble.
To ensure that every WebSocket message sent from your server reaches your client, you have to implement some kind of SYN/ACK in the application layer.
TCP is a guaranteed protocol - packets will be received in the correct order by the higher application levels at the far end (this is as opposed to UDP which is a send and hope protocol).
Generally speaking TCP should be be used for connections where all the data must arrive correctly at the far end. UDP is used where a missing packet can be dropped without significant issue (e.g. streaming services, NTP updates)
In my game, to counter missed web socket messages, I added an int/long ID for each message. When the client detects that something is wrong in the sequence of IDs it receives, the client will request for new data from the server to be able to recover properly.
TCP has something called Control Flow- which means it provides reliable, ordered, and error-checked delivery.
In other words TCP is a protocol that checks constantly whether the data arrived.
This protocol has different mechanisms to ensure that.
You can see the difference between TCP and UDP (which has no control flow) in the link below.
Difference between tcp and udp

Java : what is the difference between serversocket and datagramsocket?

Basically I am new to server and client programming in java , I google all the necessary resources to learn from this particular topic however I did not understand the difference between them.
What I Understand so far for these two is that Both of them can Handle Client Request, but I need to further know the benefits of each Class and what particular scenario or specific case where when can I used it efficiently.
Like for instance , I have a Server Client Program which is a subset of team-viewer in which The client program must send Screenshot to the server in every millisecond while the server is going to publish it from another connected client. The code is working but I found out ServerSocket consumes so much Heap although it delivers successfully to the servers and client as well. I also read a blog (The link is missing) that is related to my problem suggested that DatagramSocket is the solution because it does not execute Handshakes.
I am really concern of the Benefits and Disadvantage of these classes.
A ServerSocket is for accepting incoming network connections on some stream protocol; e.g. TCP/IP.
A DatagramSocket is for sending and receiving datagrams on some connectionless datagram / message protocol; e.g. UDP/IP
Supplementary questions:
Basically what is a datagram
A datagram is bunch of information sent in a single logical packet. For example, a UDP packet.
and does this mean datagram = lightweight packets ?
It depends on your definition of lightweight!
UDP datagrams are sent as IP packets. If a UDP datagram is too big for an IP packet, it is broken into multiple IP packets by the sender and reassembled by the receiver.
and what does connectionless [mean],
It means that no logical connection exists between the 2 parties. If a component IP packet of a UDP datagram is lost, the UDP datagram is lost. The receiver never knows (at the application level). There is no reporting of data loss and no retrying in UDP. This is typical "connectionless" behavior.
does it mean Data might get lost during transmission?
Basically, yes. If you want reliable / lossless data transmissin the event that a datagram or on you should use ServerSocket and Socket; e.g. TCP/IP streams.
However, be aware that even with a (bare) TCP/IP stream, data delivery is not guaranteed:
If there is a network failure, or if either the sender or receiver has a failure, then a connection can be broken while data is in transit. That will result in data loss ... for that connection. (Sockets do not support reconnecting.) If the sender and/or receiver are still alive they will typically be informed that the connection has been broken, but they won't know why, or how much data was lost in transit.
It is possible for data to be corrupted in transit in ways that TCP/IP's error detection cannot spot. The receiver won't know this has happened.
Both of these issues can be addressed at the application protocol level; e.g. using message queues for the first and strong encryption and strong checksumming for the second.
Concerning your attempt to use ServerSocket.
The code is working but I found out ServerSocket consumes so much Heap although it delivers successfully to the servers and client as well.
You are doing something wrong. If you use the API appropriately the memory overheads should be insignificant.
My guess is that you are doing one or more of the following:
Opening a new connection for each client / server interaction
On the server side, creating a new thread for each connection
Not closing the connections.
I also read a blog (The link is missing) that is related to my problem suggested that DatagramSocket is the solution because it does not execute Handshakes.
Handshakes won't cause significant memory consumption.
TCP/IP stacks don't typically do handshakes by default anyway.
You say you have looked on google, but there are several pages on google that address your question directly. There are several that have the same title as your question. You have even indicated that you understand some of the difference between them by using the [tcp] and [udp] tags on your question.
The difference is one uses TCP communication protocol and one uses the UDP communication protocol. Perhaps your question is not one about Java but about how the internet, computer networking, and the communication protocols work?
TCP is a connection oriented reliable delivery protocol.
UDP is a connectionless unreliable delivery protocol.
What this means is you have to decide which is important, speed or reliability.
Is the data such that it must not be corrupted in transit? If it is then you must use TCP or a serversocket.
If the data must arrive by the fastest method, even at risk of getting lost, then you must use UDP or a datagramsocket.
If you need more explanation to understand you should take a course on computer networking.

Server-push or client-request? TCP or UDP?

I'd like to implement a function of realtime message such as chatting in facebook but several questions confuse me:
1. To reduce overhead of server and make it really 'realtime', I should use a full-duplex way of communication like socket instead of Ajax, is that right?
2. If I use socket, which protocol should I choose, TCP or UDP?
3. Assuming that I am using TCP, will server keep trying to resend the lost packages so that it would take much overhead?
4. What if the network failed in a communication between server and a client? Will the socket close it self or I should handle with several kinds of network conditions?
Can anyone help?
You can use WebSockets. XMLHttpRequest is probably obsolete now for anything real-time (because it's not real-time), though you could fall back to using it for people who use a browser that doesn't support WebSockets
Use UDP if the information you are sending is only valid for the time it is sent, for example in games that would be the position of the players (you don't care to receive the position they were in 5 seconds ago). Besides, you can't use UDP with WebSockets
For anything other than that, use TCP (unless you do hole punching to achieve p2p), because loss of data is probably bad for you, and TCP handles that.
You would have to check for and resend lost data manually with UDP anyway, unless failure in communication is acceptable by you
You will get an IOException. If the connection was closed improperly the exception will be thrown after a timeout of unresponsiveness that you are able to change according to your needs. This is assuming you use TCP, otherwise you should figure out yourself when you consider clients connected or disconnected according to the responses/data you receive (or not receive).

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