node.js tcp server, client and sent messages like merged - node.js

I've a node.js (tcp) server, i.e.
net.createServer
And I've a node.js client. I've created a module.export with a method
this.connect = function() {
var client = new net.Socket();
client.setTimeout(5000);
client.connect(settings.collectorport, settings.collectorhost, function() {
console.log('connected');
});
....
And another method, like
this.write = function(data, client) {
client.write(some-string);
}
From another node.js file, I invoke such methods from inside a loop like:
while (something) {
agent.write(data,client);
}
What happens is that sometimes the server receives, or the client send, two "some-string" all togheter.
I mean, if in the server I log what the server is receiving, I see, sometimes only one "message", sometimes two or three "messages" merged.
What can it be?
Sorry for my lexicon...

Assuming the number of messages you are sending matches the number of messages you are receiving/expecting on the other end, then I think what you're describing is basically how TCP works.
TCP is a stream and so you can't/shouldn't make any assumptions about "message boundaries." You could receive one byte or 10 kilobytes at a time, it just depends on the networking stack and some other factors, so you should be prepared to handle any amount of data that comes in (e.g. create a protocol, perhaps using a delimiter character, to sort out individual "messages").

Related

Node.js: Race condition when receiving data on tcp socket

I'm using the net library of Node.js to conect to a server that is publishing data. So I'm listening for 'data'-events on client side. When the data-event is fired, I append the received data to my rx-buffer and check if we got a complete message by reading some bytes. If I got a valid message, I remove the message from the buffer and process it. The source code looks like:
rxBuffer = ''
client.on('data', (data) => {
rxBuffer += data
// for example... 10 stores the message length...
while (rxBuffer.length > 10 && rxBuffer.length >= (10 + rxBuffer[10])) {
const msg = rxBuffer.slice(0, 10 + rxBuffer[10])
rxBuffer = rxBuffer.slice(0, msg.length) // remove message from buffer
processMsg(msg) // process message..
}
})
As far as I know that the typical way. But... what happens if the data event fired multiple times? So, imagine I'm getting a data event and while I append the data to my rx-buffer I'm getting the next data event. So the "new" data event will also append the data to the rxBuffer and starts my while-loop. So I've two handlers that are processing the same messages because they share the same rx-buffer. Is this correct?
How can I handle this? In other languages I'd say use something like a mutex to prevent multiple access to the rx-buffer... but what's the solution forjs?!?! Or maybe I'm wrong and I'm never getting multiple data-events while one event is still active? Any ideas?
JavaScript is single threaded. The second event will not run until the first one either completes or blocks, the latter of which could presumably happen in your processMsg(). If that's the case, multiple executions of processMsg() could be interleaved. If they aren't changing any global data (rxBuffer included), then you shouldn't have a problem.

Unable to send private message to target socket id

I am unable to get two users chatting to each other despite reducing the complexity and the potential code that could have caused the issue.
I am able to emit to all connected sockets so I have established it's not an issue in context of emit/on structure but rather; coming from the way i'm handling the private socket ids.
I have tried various versions of trying to send the private message to the correct socket id; I have tried older ways such as socket.to and the current way from the docs which is io.to(sockid).emit('event' message); all these variations have been unable to help me. I have consoled out the socket id I have on my Angular client side by printing console.log('THIS IS MY SOCKET '+this.socket.id) and comparing it to the value I have in Redis using redis-cli and they both match perfectly every time which doesn't give me too much to go on.
problem arises here:
if (res === 1) {
_active_users.get_client_key(recipient)
.then(socket_id => {
console.log('======='+io.sockets.name)
console.log('I am sending the message to: '+ recipient + 'and my socket id is'+ socket_id)
// socket.to(socket_id)socket.emit('incoming', "this is top secret"
io.of('/chat').to(socket_id).emit('incoming', "this is top secret")
})
.catch(error => {
console.log("COULD NOT RETRIEVE KEY: " + error)
})
Here is the link to the pastebin with more context:
https://pastebin.com/fYPJSnWW
The classes I import are essentially just setters and getters for handling the socket id you can think of them as just a worker class that handles Redis actions.
Expected: To allow two clients to communicate based on just their socket ids.
Actual:
am able to emit to all connected sockets and receive the expected results but the problem arises when trying to send to a specific socket id from a unknown reason.
Issue was coming from my front end.. I hope nobody has a headache like this! but here is what happened; when you're digging your own hole you often don't realise how deep you got yourself if you don't take the time to look around. I had two instances of the sockets. I instantiated both and used the one to connect and the other to send the message; which of course you cannnot do if you want things to work properly. So what I did was created only one instance of the socket in and and passed that ref of the socket around where I needed it which is ( sendMessage(username, socket) getMessage(socket)
ngOnInit(
this.socket = io.connect('localhost:3600',{
reconnection: true,
reconnectionDelay: 1000,
reconnectionDelayMax : 5000,
reconnectionAttempts: Infinity});

Change Socket for another user

I'm trying to develop an API for multiplayer online using socket programming in node js
I have some basic questions:
1. How to know which connection is related to a user?
2. How to create a socket object related to another person?
3. When it's opponent turn, how to make an event?
4. There is a limited time for move, how to handle the time to create an event and change turn?
As it is obvious I don't know how to handle users and for example list online users
If you can suggest some articles or answering these questions would be greate
Thanks
Keep some sort of data structure in memory where you are saving your sockets to. You may want to wrap the node.js socket in your own object which contains an id property. Then you can save these objects into a data structure saved in memory.
class User {
constructor(socket) {
this.socket = socket;
this.id = //some random id or even counter?
}
}
Then save this object in memory when you get a new socket.
const sockets = {}
server = net.createServer((socket) => {
const user = new User(socket);
sockets[user.id] = user
})
I am unsure what you mean by that, but maybe the above point helps out
This depends on when you define a new turn starts. Does the new turn start by something that is triggered by another user? If so use your solution to point 2 to relay that message to the related user and write something back to that socket.
Use a timeout. Maybe give your User class an additional property timeout whenver you want to start a new timeout do timeout = setTimeout(timeouthandler,howlong) If the timeouthandler is triggered the user is out of time, so write to the socket. Don't forget to cancel your timeouts if you need to.
Also, as a side note, if you are doing this with pure node.js tcp sockets you need to come up with some ad-hoc protocol. Here is why:
socket.on("data", (data) => {
//this could be triggered multiple times for a single socket.write() due to the streaming nature of tcp
})
You could do something like
class User {
constructor(socket) {
this.socket = socket;
this.id = //some random id or even counter?
socket.on("data", (data) => {
//on each message you get, find out the type of message
//which could be anything you define. Is it a login?
// End of turn?
// logout?
})
}
}
EDIT: This is not something that scales well. This is just to give you an idea on what can be done. Imagine for some reason you decide to have one node.js server instance running for hundreds of users. All those users socket instances would be stored in the servers memory

How can I simulate latency in Socket.io?

Currently, I'm testing my Node.js, Socket.io server on localhost and on devices connected to my router.
For testing purposes, I would like to simulate a delay in sending messages, so I know what it'll be like for users around the world.
Is there any effective way of doing this?
If it's the messages you send from the server that you want to delay, you can override the .emit() method on each new connection with one that adds a short delay. Here's one way of doing that on the server:
io.on('connection', function(socket) {
console.log("socket connected: ", socket.id);
// override the .emit() method
const emitFn = socket.emit
socket.emit = (...args) => setTimeout(() => {
emitFn.apply(socket, args)
}, 1000)
// rest of your connection handler here
});
Note, there is one caveat with this. If you pass an object or an array as the data for socket.emit(), you will see that this code does not make a copy of that data so the data will not be actually used until the data is sent (1 second from now). So, if the code doing the sending actually modifies that data before it is sent one second from now, that would likely create a problem. This could be fixed by making a copy of the incoming data, but I did not add that complexity here as it would not always be needed since it depends upon how the caller's code works.
An old but still popular question. :)
You can use either "iptables" or "tc" to simulate delays/dropped-packets. See the man page for "iptables" and look for 'statistic'. I suggest you make sure to specify the port or your ssh session will get affected.
Here are some good examples for "tc":
http://www.linuxfoundation.org/collaborate/workgroups/networking/netem

Pushing changes to all clients with Node.js and Socket.io

I have a working server that's using sockets. My server-side code looks like this:
io.sockets.on('connection', function(socket) {
socket.emit('status', { counter: count });
});
In this example, I'm simply incrementing a counter by 1 every minute. When the counter updates, I'd like to send the current count to all clients. My index.html file looks like this:
<script>
var socket = io.connect('http://localhost');
socket.on('status', function (data) {
console.log(data);
});
</script>
When I start up my server, I can see the first data send to the client {'counter': 0}, however when the value of the counter increments, I don't see the new value being updated on the client. Why isn't new data being sent to my clients?
You emit the information only upon connection. For instance, if you just want to broadcast the information every minute - just change your code to:
io.sockets.on('connection', function(socket) {
setInterval(function() {
socket.emit('status', { counter: count });
}, 60 * 1000);
});
This will create an interval upon connection, and then emit the message every minute.
If you want something more advanced, such as listening to the change in count you need to subscribe to changes from it using a more advanced mechanism.
Update
Another way to achieve this is to emit on counter change (using the same function that updates it).
Yet another way is to use the experimental observe feature on a javascript object.
This question was already answered.
See: Update all clients using Socket.io?
The basic info is: you need to emit the message form the global socket io not the individual socket.
The socket.emit() only emits to one socket. Where as io.socket.emit() will emit the message to all sockets (broadcast message).

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