WinSock: Check if transfered file is complete - visual-c++

I'm planning to make a file transport using sockets(TCP) on Windows with C++. Hence it would be quite convenient to see if the transferred file has been received completely and correctly. What would be the best (and maybe also the easiest) way to do this?

after all of the Bytes are sent everything has been received correctly - TCP will ensure that : https://en.wikipedia.org/wiki/Transmission_Control_Protocol
Do not try to re-calculate checksums of individual packets or something, you will introduce errors. TCP is somewhat reliable, every transfer is automatically segmented, padded with checksums, reassembled and checked for a matching checksum - thats a pretty reliable transport protocol right there, it will work out-of-the-box
If you're really paranoid or simply need to create digital proof of transmission you need to choose another protocol entirely - something like SCTP, perhaps

Related

What is the best way to implement the x.224 OSI COTS protocol on Linux

I need to make an old Linux box running 2.6.12.1 kernel communicate with an older computer that is using:
ISO 8602 Datagram (connectionless service) 1987 12 15 (1st Edition)
ISO 8073 Class 4 (connection oriented service)
These are using "Inactive Network Layer" subset. (I am pretty sure this means I do not have to worry about routing. The two end points are hitting each other with their mac addresses.)
I have a kernel module that implements the connectionless part. In order to get the connection oriented service operational, what is the best approach? I have been taking the approach of adding in the struct proto_ops .connect, .accept, .listen functions to my existing connectionless driver by referring to the tcp implementation.
Maybe there is a better approach? I am spending a lot of time trying to decide what the tcp code is doing and then deciding if that is relevant to my needs. For example, the Nagle algorithm isn't needed because I don't have small bits of data being transmitted. In addition, there are probably a lot of error recovery and flow control stuff I don't need because I know the data that the two endpoints are transmitting and how frequently they transmit it. My plan is to implement this first with whatever simplistic (if any) packet retransmission, sequencing, etc.. to the point where my wireshark looks similar to the wireshark capture I have from the live system. Then try mine against the real thing and then add in whatever error recovery/retransmit stuff seems necessary. In other words, it is a pain in the rear trying to determine what is the guts of the tcp/stream implementation that I want to copy vs the extra error correction/flow control stuff that I might never need.
I found \net\core\stream.c which says:
* Generic stream handling routines. These are generic for most
* protocols. Even IP. Tonight 8-).
* This is used because TCP, LLC (others too) layer all have mostly
* identical sendmsg() and recvmsg() code.
* So we (will) share it here.
This suggested to me that maybe there might be a simpler stream thingy that I can start from. Can someone recommend a more basic streams driver that I should start from instead of tcp?
Is there any example code that provides a basic stream implementation?
I made a user level library to implement the protocol providing my own versions of open/read/write/select etc. If anyone else cares, you can find me at http://pnwsoft.com
Do not attempt to use openss7. It is a total waste of time.

Is a UDP packet guaranteed to be complete, practical sense, if delivered?

Is it a well known fact that UDP (User Datagram Protocol) is not secure, because the order of the packets sent with it may not be delivered in order, even at all. However if an UDP packet is delivered. Are the information in that packet in practical sense (99.99% and above), guaranteed to be correct?
Is a UDP packet quaranteed to be complete (not corrupted) if delivered, in practical sense (99.99% and above)?
Thanks in advance!
No for two reasons:
UDP checksums are not mandatory (with IPv4). So corrupted packets can be delivered to applications.
Internet checksums can clash much more frequently than other hashes. So even if the checksum matches, the data may be corrupted.
I am no expert but as far as I know, although there isn't any guarantee that the package reaches the destination at all in the most cases it should be correct if it reaches the destination. I think that should be the case because normally there is an error check (Frame Check Sum) on the Data Link Layer.

I need a TCP option (ioctl) to send data immediately

I've got an unusual situation: I'm using a Linux system in an embedded situation (Intel box, currently using a 2.6.20 kernel.) which has to communicate with an embedded system that has a partially broken TCP implementation. As near as I can tell right now they expect each message from us to come in a separate Ethernet frame! They seem to have problems when messages are split across Ethernet frames.
We are on the local network with the device, and there are no routers between us (just a switch).
We are, of course, trying to force them to fix their system, but that may not end up being feasible.
I've already set TCP_NODELAY on my sockets (I connect to them), but that only helps if I don't try to send more than one message at a time. If I have several outgoing messages in a row, those messages tend to end up in one or two Ethernet frames, which causes trouble on the other system.
I can generally avoid the problem by using a timer to avoid sending messages too close together, but that obviously limits our throughput. Further, if I turn the time down too low, I risk network congestion holding up packet transmits and ending up allowing more than one of my messages into the same packet.
Is there any way that I can tell whether the driver has data queued or not? Is there some way I can force the driver to send independent write calls in independent transport layer packets? I've had a look through the socket(7) and tcp(7) man pages and I didn't find anything. It may just be that I don't know what I'm looking for.
Obviously, UDP would be one way out, but again, I don't think we can make the other end change anything much at this point.
Any help greatly appreciated.
IIUC, setting the TCP_NODELAY option should flush all packets (i.e. tcp.c implements setting of NODELAY with a call to tcp_push_pending_frames). So if you set the socket option after each send call, you should get what you want.
You cannot work around a problem unless you're sure what the problem is.
If they've done the newbie mistake of assuming that recv() receives exactly one message then I don't see a way to solve it completely. Sending only one message per Ethernet frame is one thing, but if multiple Ethernet frames arrive before the receiver calls recv() it will still get multiple messages in one call.
Network congestion makes it practically impossible to prevent this (while maintaining decent throughput) even if they can tell you how often they call recv().
Maybe, set TCP_NODELAY and set your MTU low enough so that there would be at most 1 message per frame? Oh, and add "dont-fragment" flag on outgoing packets
Have you tried opening a new socket for each message and closing it immediately? The overhead may be nauseating,but this should delimit your messages.
In the worst case scenario you could go one level lower (raw sockets), where you have better control over the packets sent, but then you'd have to deal with all the nitty-gritty of TCP.
Maybe you could try putting the tcp stack into low-latency mode:
echo 1 > /proc/sys/net/ipv4/tcp_low_latency
That should favor emitting packets as quickly as possible over combining data. Read the man on tcp(7) for more information.

TCP handshake with SOCK_RAW socket

Ok, I realize this situation is somewhat unusual, but I need to establish a TCP connection (the 3-way handshake) using only raw sockets (in C, in linux) -- i.e. I need to construct the IP headers and TCP headers myself. I'm writing a server (so I have to first respond to the incoming SYN packet), and for whatever reason I can't seem to get it right. Yes, I realize that a SOCK_STREAM will handle this for me, but for reasons I don't want to go into that isn't an option.
The tutorials I've found online on using raw sockets all describe how to build a SYN flooder, but this is somewhat easier than actually establishing a TCP connection, since you don't have to construct a response based on the original packet. I've gotten the SYN flooder examples working, and I can read the incoming SYN packet just fine from the raw socket, but I'm still having trouble creating a valid SYN/ACK response to an incoming SYN from the client.
So, does anyone know a good tutorial on using raw sockets that goes beyond creating a SYN flooder, or does anyone have some code that could do this (using SOCK_RAW, and not SOCK_STREAM)? I would be very grateful.
MarkR is absolutely right -- the problem is that the kernel is sending reset packets in response to the initial packet because it thinks the port is closed. The kernel is beating me to the response and the connection dies. I was using tcpdump to monitor the connection already -- I should have been more observant and noticed that there were TWO replies one of which was a reset that was screwing things up, as well as the response my program created. D'OH!
The solution that seems to work best is to use an iptables rule, as suggested by MarkR, to block the outbound packets. However, there's an easier way to do it than using the mark option, as suggested. I just match whether the reset TCP flag is set. During the course of a normal connection this is unlikely to be needed, and it doesn't really matter to my application if I block all outbound reset packets from the port being used. This effectively blocks the kernel's unwanted response, but not my own packets. If the port my program is listening on is 9999 then the iptables rule looks like this:
iptables -t filter -I OUTPUT -p tcp --sport 9999 --tcp-flags RST RST -j DROP
You want to implement part of a TCP stack in userspace... this is ok, some other apps do this.
One problem you will come across is that the kernel will be sending out (generally negative, unhelpful) replies to incoming packets. This is going to screw up any communication you attempt to initiate.
One way to avoid this is to use an IP address and interface that the kernel does not have its own IP stack using- which is fine but you will need to deal with link-layer stuff (specifically, arp) yourself. That would require a socket lower than IPPROTO_IP, SOCK_RAW - you need a packet socket (I think).
It may also be possible to block the kernel's responses using an iptables rule- but I rather suspect that the rules will apply to your own packets as well somehow, unless you can manage to get them treated differently (perhaps applying a netfilter "mark" to your own packets?)
Read the man pages
socket(7)
ip(7)
packet(7)
Which explain about various options and ioctls which apply to types of sockets.
Of course you'll need a tool like Wireshark to inspect what's going on. You will need several machines to test this, I recommend using vmware (or similar) to reduce the amount of hardware required.
Sorry I can't recommend a specific tutorial.
Good luck.
I realise that this is an old thread, but here's a tutorial that goes beyond the normal SYN flooders: http://www.enderunix.org/docs/en/rawipspoof/
Hope it might be of help to someone.
I can't help you out on any tutorials.
But I can give you some advice on the tools that you could use to assist in debugging.
First off, as bmdhacks has suggested, get yourself a copy of wireshark (or tcpdump - but wireshark is easier to use). Capture a good handshake. Make sure that you save this.
Capture one of your handshakes that fails. Wireshark has quite good packet parsing and error checking, so if there's a straightforward error it will probably tell you.
Next, get yourself a copy of tcpreplay. This should also include a tool called "tcprewrite".
tcprewrite will allow you to split your previously saved capture files into two - one for each side of the handshake.
You can then use tcpreplay to play back one side of the handshake so you have a consistent set of packets to play with.
Then you use wireshark (again) to check your responses.
I don't have a tutorial, but I recently used Wireshark to good effect to debug some raw sockets programming I was doing. If you capture the packets you're sending, wireshark will do a good job of showing you if they're malformed or not. It's useful for comparing to a normal connection too.
There are structures for IP and TCP headers declared in netinet/ip.h & netinet/tcp.h respectively. You may want to look at the other headers in this directory for extra macros & stuff that may be of use.
You send a packet with the SYN flag set and a random sequence number (x). You should receive a SYN+ACK from the other side. This packet will have an acknowledgement number (y) that indicates the next sequence number the other side is expecting to receive as well as another sequence number (z). You send back an ACK packet that has sequence number x+1 and ack number z+1 to complete the connection.
You also need to make sure you calculate appropriate TCP/IP checksums & fill out the remainder of the header for the packets you send. Also, don't forget about things like host & network byte order.
TCP is defined in RFC 793, available here: http://www.faqs.org/rfcs/rfc793.html
Depending on what you're trying to do it may be easier to get existing software to handle the TCP handshaking for you.
One open source IP stack is lwIP (http://savannah.nongnu.org/projects/lwip/) which provides a full tcp/ip stack. It is very possible to get it running in user mode using either SOCK_RAW or pcap.
if you are using raw sockets, if you send using different source mac address to the actual one, linux will ignore the response packet and not send an rst.

Probability of finding TCP packets with the same payload?

I had a discussion with a developer earlier today re identifying TCP packets going out on a particular interface with the same payload. He told me that the probability of finding a TCP packet that has an equal payload (even if the same data is sent out several times) is very low due to the way TCP packets are constructed at system level. I was aware this may be the case due to the system's MTU settings (usually 1500 bytes) etc., but what sort of probability stats am I really looking at? Are there any specific protocols that would make it easier identifying matching payloads?
It is the protocol running over tcp that defines the uniqueness of the payload, not the tcp protocol itself.
For example, you might naively think that HTTP requests would all be identical when asking for a server's home page, but the referrer and user agent strings make the payloads different.
Similarly, if the response is dynamically generated, it may have a date header:
Date: Fri, 12 Sep 2008 10:44:27 GMT
So that will render the response payloads different. However, subsequent payloads may be identical, if the content is static.
Keep in mind that the actual packets will be different because of differing sequence numbers, which are supposed to be incrementing and pseudorandom.
Chris is right. More specifically, two or three pieces of information in the packet header should be different:
the sequence number (which is
intended to be unpredictable) which
is increases with the number of
bytes transmitted and received.
the timestamp, a field containing two
timestamps (although this field is optional).
the checksum, since both the payload and header are checksummed, including the changing sequence number.
EDIT: Sorry, my original idea was ridiculous.
You got me interested so I googled a little bit and found this. If you wanted to write your own tool you would probably have to inspect each payload, the easiest way would probably be some sort of hash/checksum to check for identical payloads. Just make sure you are checking the payload, not the whole packet.
As for the statistics I will have to defer to someone with greater knowledge on the workings of TCP.
Sending the same PAYLOAD is probably fairly common (particularly if you're running some sort of network service). If you mean sending out the same tcp segment (header and all) or the whole network packet (ip and up), then the probability is substantially reduced.

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