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How to check if socket is closed in Boost.Asio?
Is there an established way to determine whether the other end of a TCP connection is closed in the asio framework without sending any data?
Using Boost.asio for a server process, if the client times out or otherwise disconnects before the server has responded to a request, the server doesn't find this out until it has finished the request and generated a response to send, when the send immediately generates a connection-aborted error.
For some long-running requests, this can lead to clients canceling and retrying over and over, piling up many instances of the same request running in parallel, making them take even longer and "snowballing" into an avalanche that makes the server unusable. Essentially hitting F5 over and over is a denial-of-service attack.
Unfortunately I can't start sending a response until the request is complete, so "streaming" the result out is not an option, I need to be able to check at key points during the request processing and stop that processing if the client has given up.
The key to this problem is to avoid doing request processing in the receive handler. Previously, I was doing something like this:
async_receive(..., recv_handler)
void recv_handler(error) {
if (!error) {
parse input
process input
async_send(response, ...)
Instead, the appropriate pattern is more like this:
async_receive(..., recv_handler)
void async_recv(error) {
if (error) {
canceled_flag = true;
} else {
// start a processing event
if (request_in_progress) {
capture input from input buffer
io_service.post(process_input)
}
// post another read request
async_receive(..., recv_handler)
}
}
void process_input() {
while (!done && !canceled_flag) {
process input
}
async_send(response, ...)
}
Obviously I have left out lots of detail, but the important part is to post the processing as a separate "event" in the io_service thread pool so that an additional receive can be run concurrently. This allows the "connection aborted" message to be received while processing is in progress. Be aware, however, that this means two threads must necessarily communicate with each other requiring some kind of synchronization and the input that's being processed must be kept separately from the input buffer into which the receive call is being placed, since more data may arrive due to the additional read call.
edit:
I should also note that, should you receive more data while the processing is happening, you probably do not want to start another asynchronous processing call. It's possible that this later processing could finish first, and the results could be sent to the client out-of-order. Unless you're using UDP, that's likely a serious error.
Here's some pseudo-code:
async_read (=> read_complete)
read_complete
store new data in queue
if not currently processing
if a full request is in the queue
async_process (=> process_complete)
else ignore data for now
async_read (=> read_complete)
async_process (=> process_complete)
process data
process_complete
async_write_result (=> write_complete)
write_complete
if a full request is in the queue
async_process (=> process_complete)
So, if data is received while a request is in process, it's queued up but not processed. Once processing completes and the result is sent, then we may start processing again with the data that was received earlier.
This can be optimized a bit more by allowing processing to occur while the result of the previous request is being written, but that requires even more care to ensure that the results are written in the same order as the requests were received.
Just check for boost::asio::error::eof
error in your async_receive
handler. It means the connection has been closed.
If the connection has went through an orderly shutdown, i.e. the client called close
or shutdown
on the socket, then you can do a non-blocking one byte read from the socket to determine if it's still connected:
int ret = recv(sockfd, buf, 1, MSG_DONTWAIT | MSG_PEEK);
- If it's connected but there's no data in the buffer you'll get a return of -1 with
errno == EAGAIN
- If it's connected and there's data you'll get back 1, and the
MSG_PEEK
flag will leave the data in the socket buffer.
- otherwise
ret
will equal 0 indicating a graceful shutdown of the connection.
Now this technique isn't full proof, but it's work a significant portion of the time, as long as the FIN
packet from the client has arrived.
You should be able to adapt this for use with Boost.Asio as long as it lets you pass socket flags to it's recv
function.