Efficiently broadcasting infrequent messages to clients - networking

I’m writing a remote application, controlled by a server. The client would be some sort of daemon that’s pretty much always on. The thing is — these remote commands are unpredictable and sparse. The server could go hours or days without sending a message, or it could send several messages in an hour.
I have no experience with networking, so I’m not sure how all this works and I just need pointers for where to look.
What’s the best, most efficient (cheapest) way to do this? I’d be using AWS for all of this.
The first option I thought of, was to store in a database the IPs of all the clients associated with their user ID. When a AWS Lambda function is called, it makes a new connection to the IP associated with that user id, and sends the message, then closes the connection as the lambda function exits.
The second option was to host an EC2 instance, and actively keep alive connections to all the users. But this would require hosting the EC2 24/7 with potentially a lot of clients, and could get very expensive.
I’m not sure what best practice is here, or even what protocols to look into for that kind of thing. For example, on the first option, how would the server connect to the client? Wouldn’t it have to port forward because of firewalls or something?
Again, I don’t have any experience with network programming so I’ll take all the pointers I can get as to how this is generally accomplished.
Thanks!

Related

How do client-side web-based agents work?

I'm not sure if I'm asking the question properly. I'm referring to locally installed software, often called an "Agent" that keeps in regular communication with some host via HTTP. e.g. When you install LogMeIn, the Agent keeps in communication with the logmein.com server so that when you visit logmein.com with your web browser and connect to the agent, the server is able to initiate communication. The Agent, however, isn't a webserver, nor are any ports forwarded to the Agent. So, is the Agent constantly polling the server asking like a broken record, "Can I help you? Can I help you? Can I help you?" Or is the http connection from Agent to server somehow kept open? I know you can keep an http connection open, but A) how, and B) for how long? Does the Agent need to act like a less annoying broken record asking, "Can I help you? Yet? Yet? Yet?" with much more time in between each question? Or can the Agent ask once and wait indefinitely, asking again only once it learns that the connection has been dropped?
Bottom line is, I'd like to create a small little sample program for trying my hand at writing a client/server application that communicates via the Internet using HTTP. Either side needs to be able to initiate commands / requests. The Agent would likely communicate with the Server using some sort of API, perhaps RESTful. When I start the experiment, I'll be using Perl. It'd be fun to create a Hello World project that would have samples in many languages for many platforms how to write the agent and how to communicate with the server. The agent code would do client side things (e.g. determine public IP address) and send the data to the server. The server would act on the data (e.g. store IP address in a database). The server might also initiate a command to the Agent (e.g. Hey, Agent! What's your CPU type?) Proper authentication / authorization between Agent and Server is of course a necessity.
Are there any existing projects to model off of? Any existing documents? Perhaps I'm just missing terminology and if I just knew that everything I was asking can be summarized by the term foo, then the doors would be opened wide for what I could find in searches!
I looked into the code of Ubuntu's Landscape. It uses Python's Twister -- a web server for HTML5 Websockets. So I'd say what I was looking for in an answer is Websockets (bi-directional communication). That now has opened up a wealth of options, node.js, twister, mojolicious, and many many more as web servers. Turns out using Ajax to poll every few seconds is a very bad idea -- an overwhelming slam on web servers. Keep the connection open.

TCP vs Reliable UDP

I am writing an application where the client side will be uploading data to the server through a wireless link.
The connection should be very reliable.The link is expected to break many times and there will be many clients connected to the server.
I am confused whether to use TCP or reliable UDP.
Please share your thoughts.
Thanks.
RUDP is not, of course, a formal standard, and there's no telling if you will find existing implementations you can use. Given a choice between rolling this from scratch and just re-making TCP connections, I'd chose TCP.
To be safe, I would go with TCP just because it's a reliable, standard protocol. RUDP has the disadvantage of not being an established standard (although it's been mentioned in several IETF discussions).
Good luck with your project!
It's likely that both your TCP and RUDP links would be broken by your environment, so the fact that you're using RUDP is unlikely to help there; there will likely be times when no datagrams can get through...
What you actually need to make sure of is that a) you can handle the number of connected clients, b) your application protocol can detect reasonably quickly when you've lost connectivity with a client (or server) and c) you can handle the required reconnection and maintenance of cross connection session state for clients.
As long as you deal with b) and c) it doesn't really matter if the connection keeps being broken. Make sure you design your application protocol so that you can get things done in short batches; so if you're uploading files, make sure that you're sending small blocks and that the application protocol can resume a transfer that was broken half way through; you don't want to get 99% of the way through a 2gb transfer and lose the connection and have to start again.
For this to work your server needs some kind of client session state cache where you can keep the logical state of a client's connection beyond the life of the connection itself. Design from the start to expect a given session to include multiple separate connections. The session state should possibly have some kind of timeout so if the client goes away for along time it doesn't continue to consume resources on the server but, to be honest, it may simply be a case of saving the state off to disk after a while.
In summary, I don't think the choice of transport matters and I'd go with TCP at least to start with. What will really matter is being able to manage your client's session state on the server and deal with the fact that clients will connect and disconnect regularly.
If you aren't sure, odds are that you should use TCP. For one thing, it's certain to be part of the network stack for anything supporting IP. "Reliable UDP" is rarely supported out of the box, so you'll have some extra support work for your clients.

web service that can withstand with 1000 concurrent users with response in 25 millisecond

Our client requirement is to develop a WCF which can withstand with 1-2k concurrent website users and response should be around 25 milliseconds.
This service reads couple of columns from database and will be consumed by different vendors.
Can you suggest any architecture or any extra efforts that I need to take while developing. And how do we calculate server hardware configuration to cope up with.
Thanks in advance.
Hardly possible. You need network connection to service, service activation, business logic processing, database connection (another network connection), database query. Because of 2000 concurrent users you need several application servers = network connection is affected by load balancer. I can't imagine network and HW infrastructure which should be able to complete such operation within 25ms for 2000 concurrent users. Such requirement is not realistic.
I guess if you simply try to run the database query from your computer to remote DB you will see that even such simple task will not be completed in 25ms.
A few principles:
Test early, test often.
Successful systems get more traffic
Reliability is usually important
Caching is often a key to performance
To elaborate. Build a simple system right now. Even if the business logic is very simplified, if it's a web service and database access you can performance test it. Test with one user. What do you see? Where does the time go? As you develop the system adding in real code keep doing that test. Reasons: a). right now you know if 25ms is even achievable. b). You spot any code changes that hurt performance immediately. Now test with lots of user, what degradation patterns do you hit? This starts to give you and indication of your paltforms capabilities.
I suspect that the outcome will be that a single machine won't cut it for you. And even if it will, if you're successful you get more traffic. So plan to use more than one server.
And anyway for reliability reasons you need more than one server. And all sorts of interesting implementation details fall out when you can't assume a single server - eg. you don't have Singletons any more ;-)
Most times we get good performance using a cache. Will many users ask for the same data? Can you cache it? Are there updates to consider? in which case do you need a distributed cache system with clustered invalidation? That multi-server case emerging again.
Why do you need WCF?
Could you shift as much of that service as possible into static serving and cache lookups?
If I understand your question 1000s of users will be hitting your website and executing queries on your DB. You should definitely be looking into connection pools on your WCF connections, but your best bet will be to avoid doing DB lookups altogether and have your website returning data from cache hits.
I'd also look into why you couldn't just connect directly to the database for your lookups, do you actually need a WCF service in the way first?
Look into Memcached.

How to retain one million simultaneous TCP connections?

I am to design a server that needs to serve millions of clients that are simultaneously connected with the server via TCP.
The data traffic between the server and the clients will be sparse, so bandwidth issues can be ignored.
One important requirement is that whenever the server needs to send data to any client it should use the existing TCP connection instead of opening a new connection toward the client (because the client may be behind a firewall).
Does anybody know how to do this, and what hardware/software is needed (at the least cost)?
What operating systems are you considering for this?
If using a Windows OS and using something later than Vista then you shouldn't have a problem with many thousands of connections on a single machine. I've run tests (here: http://www.lenholgate.com/blog/2005/11/windows-tcpip-server-performance.html) with a low spec Windows Server 2003 machine and easily achieved more than 70,000 active TCP connections. Some of the resource limits that affect the number of connections possible have been lifted considerably on Vista (see here: http://www.lenholgate.com/blog/2005/11/windows-tcpip-server-performance.html) and so you could probably achieve your goal with a small cluster of machines. I don't know what you'd need in front of those to route the connections.
Windows provides a facility called I/O Completion Ports (see: http://msdn.microsoft.com/en-us/magazine/cc302334.aspx) which allow you to service many thousands of concurrent connections with very few threads (I was running tests yesterday with 5000 connections saturating a link to a server with 2 threads to process the I/O...). Thus the basic architecture is very scalable.
If you want to run some tests then I have some freely available tools on my blog that allow you to thrash a simple echo server using many thousands of connections (1) and (2) and some free code which you could use to get you started (3)
The second part of your question, from your comments, is more tricky. If the client's IP address keeps changing and there's nothing between you and them that is providing NAT to give you a consistent IP address then their connections will, no doubt, be terminated and need to be re-established. If the clients detect this connection tear down when their IP address changes then they can reconnect to the server, if they can't then I would suggest that the clients need to poll the server every so often so that they can detect the connection loss and reconnect. There's nothing the server can do here as it can't predict the new IP address and it will discover that the old connection has failed when it tries to send data.
And remember, your problems are only just beginning once you get your system to scale to this level...
This problem is related to the so-called C10K problem. The C10K page lists a large number of good resources for addressing the problems you will encounter when you try to allow thousands of clients to connect to the same server.
I've come across the APE Project
a while back. It seems like a dream come true. They can support up to 100k concurrent clients on a single node. Spread them across 10 or 20 nodes, and you can serve millions. Perfect for RESTful applications. Might want to look deeper for any shared namespace. One drawback is that this is a standalone server, as in supplementary to a web server. This server is of course Open Source, so any cost is hardware/ISP related.
You cannot use UDP. If the client sends a request and you don't reply immediately, a router is going to forget the reverse route in 30 seconds or less, so your server will never be able to reply to the client.
TCP is the only option, and it, too, will give you headaches. Most routers are going to forget the route and/or drop the connection after a few minutes, so your client/server code is going to have to send "keep alives" fairly often.
I recommend setting up a "sniffer", to see how the phone companies are staying in touch with your smartphone for their "push" technology. Copy whatever they're doing, because that stuff works!
As Greg mentioned, the problem you are describing is C10K (or rather "C1M" in your case )
I recently made a simple TCP echo server on linux that scales very well with the number of sessions (only tested up to 200.000 though), by using the epoll queue. On BSD, you have something similar called kqueue.
You can check out the code if you want to. Hope this helps and good luck!
EDIT: As noted in the comments below, my original assertion that there is a 64K limit based on the number of ports is incorrect, however there is a 32K limit on the number of socket handles, so my suggested design is valid.
With a typical TCP/IP server design, you're limited in the number of simultaneous open connections you can have. The server has one listening port, and when a client connects to it the server makes an accept call, and that creates a new socket on a random port for the rest of the connection.
To handle more than 64K simultaneous connections I think you need to use UDP instead. You only need one port for the server to listen on, and you need to manage the connections using a 32-bit client ID in the packet data instead of having a separate port for each client. The 32-bit client ID could be the client's IP address, and the client can listen on a known UDP port for messages coming back from the server. That port would be the only one that needs to be open on the firewall.
With this approach, your only limitation is how quickly you can handle and respond to UDP messages. With millions of clients, even sparse traffic could give you large spikes, and if you don't read the packets fast enough your input queue will fill up and you'll start dropping packets. The C10K page Greg points to will give you strategies for that.

P2P network games/apps: Good choice for a "battle.net"-like matching server

I'm making a network game (1v1) where in-game its p2p - no need for a game server.
However, for players to be able to "find each other", without the need to coordinate in another medium and enter IP addresses (similar to the modem days of network games), I need to have a coordination/matching server.
I can't use regular web hosting because:
The clients will communicate in UDP.
Therefore I'll need to do UDP Hole Punching to be able to go through the NAT
That would require the server to talk in UDP and know the client's IP and port
afaik with regular web hosting (php/etc) I can only get the client's IP address and can only communicate in TCP (HTTP).
Options I am currently considering:
Use a hosting solution where my program can accept UDP connection. (any recommendations?)
UDPonNAT seems to do this but uses GTalk and requires each client to have a GTalk account for this (which probably makes it an unsuitable solution)
Any ideas? Thanks :)
First, let me say that this is well out of my realm of expertise, but I found myself very interested, so I've been doing some searching and reading.
It seems that the most commonly prescribed solution for UDP NAT traversal is to use a STUN server. I did some quick searches to see if there are any companies that will just straight-up provide you with a STUN hosting solution, but if there even were any, they were buried in piles of ads for simple web hosting.
Fortunately, it seems there are several STUN servers that are already up and running and free for public use. There is a list of public STUN servers at voip-info.org.
In addition, there is plenty more information to be had if you explore SO questions tagged "nat".
I don't see any other choice than to have a dedicated server running your code. The other solutions you propose are, shall we say, less than optimal.
If you start small, virtual hosting will be fine. Costs are pretty minimal.
Rather than a full-blown dedicated server, you could just get a cheap shared hosting service and have the application interface with a PHP page, which in turn interfaces with a MySQL database backend.
For example, Lunarpages has a $3/month starter package that includes 5gb of space and 50gb of bandwidth. For something this simple, that's all you should need.
Then you just have your application poll the web page for the list of games, and submit a POST request in order to add their own game to the list.
Of course, this method requires learning PHP and MySQL if you don't already know them. And if you do it right, you can have the PHP page enter a sort of infinite loop to keep the connection open and just feed updates to the client, rather than polling the page every few seconds and wasting a lot of bandwidth. That's way outside the scope of this answer though.
Oh, and if you're looking for something absolutely free, search for a free PHP host. Those exist too! Even with an ad-supported host, your app could just grab the page and ignore the ads when you parse the list of games. I know that T35 used to be one of my favorites because their free plan doesn't track space or bandwidth (it limits the per-file size, to eliminate their service being used as a media share, but it shouldn't be a problem for PHP files). But of course, I think in the long run you'll be better off going with a paid host.
Edit: T35 also says "Free hosting allows 1 domain to be hosted, while paid offers unlimited domain hosting." So you can even just pay for a domain name and link it to them! I think in the short term, that's your best (cheapest) bet. Of course, this is all assuming you either know or are willing to learn PHP in order to make this happen. :)
There's nothing that every net connection will support. STUN is probably good, UPnP can work for this.
However, it's rumored that most firewalls can be enticed to pass almost anything through UDP port 53 (DNS). You might have to argue with the OS about your access to that port though.
Also, check out SIP, it's another protocol designed for this sort of thing. With the popularity of VOIP, there may be decent built-in support for this in more firewalls.
If you're really committed to UDP, you might also consider tunneling it over HTTP.
how about you break the problem into two parts - make a game matcher client (that is distinct from the game), which can communicate via http to your cheap/shared webhost. All gamers who wants to use the game matching function use this. THe game matcher client then launches the actual game with the correct parameters (IP, etc etc) after obtaining the info from your server.
The game will then use the standard way to UDP punch thru NAT, etc etc, as per your network code. The game dont actually need to know anything about the matcher client or matcher server - in the true sense of p2p (like torrents, once you can obtain your peer's IPs, you can even disconnect from the tracker).
That way, your problems become smaller.
An intermediate solution between hosting your own dedicated server and a strictly P2P networking environment is the gnutella model. In that model, there are superpeers that act like local servers, having known IP addresses and being connected to (and thus having knowledge of) more clients than a typical peer. This still requires you to run at least one superpeer yourself, but it gives you the option to let other people run their own superpeers.

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