fastest way of sending messages to clients from a server - tcp

I want to make an application that sends thousands of messages per second. These would be very small messages only a few characters each but also would be very rapid potentially 10-20 per second per client. The messages will be sent only from the server to different clients and coud potentially be up to 10,000 user at once so that is 200,000 messages per second.
These could be sent to clients on 3g and or wifi.
What do you think is capable of doing this? A xmpp application, udp messages with NAT traversal, or something else that I havent thought of yet?

Related

TCP connection: After a while, server cannot send packets to client. Client can though

I think it relates just to the TCP layer, but I describe my setup in the following paragraph:
On google compute engine I set up a http and websocket server (python, geventwebsocket+gevent.WSGIServer). At home I have my computer (esp8266) that connects to it using websockets.
I use websockets because I need bidirectional communication (a couple of messages a day, it goes like this: a message from server, a response from client.) The connection itself is initiated by the client, as it's behind a NAT.
The problem is that a couple of seconds from the last packet exchange, the messages from server don't arrive to the client. However, the client can send packets to the server even minutes after (and possibly much longer). And interestingly then, the probably retransmitted packets from server finally arrive.
I examined the packets are indeed sent from server with wireshark (and retrasmitted, if not ack'ed) and log every network communication on the client, so the problem probably isn't the application software. I get no exceptions in the applications. The connections are open.
I tested the time server can sent packets after the connection initiation/last delivered packet generally and it's between 6 and 20 seconds, varying between tests. In the test server sends out packets with a set, fixed, delay between them.
In a test (couple of packets) with the single set delay usually either all packets arrive, or none (yeah if one doesn't arrive, the next won't).
I suspect that might be because of the NAT. But then the one solution I see would be to periodically (every 6 seconds or less) send out keep alive packets (Pings and Pongs in websocket, or the TCP's keepalive) from the client. But that doesn't seem elegant, as there should be only a few data messages in a day.
And the similar thing happens when ssh'ing from my desktop to the server: after a couple seconds of inactivity at my and server side, the server stops sending anything (tested e.g. with watch -n20 date. Sometimes it just freezes and doesn't update until I press a key = send a packet from client. But the update is not instant in case of the ssh, it takes a couple of seconds after the keypress to see new stuff. Edit: of course that must be due to the retransmission timer algorithm)
So I studied what is the purpose of TCP keep-alive packets etc. and the thing is that routers and NAT's forget the connections or mappings or whatever in some time/keep only the newest. (So I guess in the case of client->server the mappings just recreate as the destination ip is public and is the actual server. And in the opposite direction it is not possible, so it doesn't work.)
But didn't think it can be as bad as in 6 seconds. The websockets almost reduce to polling (although with a possibly smaller lag).
It seems that the router's NAT mechanism may cause the problem. Maybe you can usee some little tools like NAT-PMP or Upnp to open a port and mapping to your local client. This will last long enough for you to do bidirectional communication.

Concurrent incoming requests at web server

I have a question about the situation which arises during the flash sale in e-commerce websites. Assume there are only 5 items in stock and if 10000 requests hit the server at same instant, how does the server handle the requests and how does it manage to order the request?
Given the cpu speeds of current computers, like it says here
1 million requests per second, would come out as 1 request per 1000
cpu cycles.
Although requests come from many ends of the world, they are received through a single channel. Which means that two requests come after one another even if they are originated at the exact same time. The time of receipt would certainly not be the same, if routing conditions for the two requests are considered. It is impossible for them to hit the server at the exact same time. Because routing wouldn't allow it in order to prevent collisions.
Therefore the order in which the requests are handled is the order they are received at the network interface. After the request packets are through the application layer, each client will have a thread dedicated for itself. But the access of shared variables like the 5 items you mentioned will be synchronized. Therefore only the first 5 threads to acquire the lock on these shared variable will win.

Can SignalR handle missed messages?

Say my network connection drops for a few seconds and I miss some SignalR server-pushed messages.
When I regain network connectivity are the messages I missed lost? or does signalR handle them and push them out when I reconnect?
If it can't handle missed messages, then what is the recommended approach for ensuring consistency?
Periodically (2-3 mins) poll to check server-data?
Somehow detect loss of network on the client side and do an ajax call to get the data on network restoration?
something else?
Here are a couple of thoughts:
If you aren't sending a lot of messages per second, consider sending no data in the messages themselves. Instead, the message is just a "ping" to the clients telling them to go get the server data when they can. Combine that with a periodic poll, as you said, and you can be assured that you won't miss messages. They just might be delayed.
If you are sending a lot of messages quickly, how about adding a sequential ID to each one? Think of a SQL Identity column. Your clients would need to keep track of the most recent ID received. After a network reconnect, the client could ask for all messages since [Last ID]. If a message is received whose ID is not contiguous with the most recently received, you know that there was a disconnect and can ask the server for the missing information.

What does concurrent requests really mean?

When we talk about capacity of a web application, we often mention the concurrent requests it could handle.
As my another question discussed, Ethernet use TDM (Time Division Multiplexing) and no 2 signals could pass along the wire simultaneously. So if the web server is connected to the outside world through a Ethernet connection, there'll be literally no concurrent requests at all. All requests will come in one after another.
But if the web server is connected to the outside world through something like a wireless network card, I believe the multiple signals could arrive at the same time through the electro-magnetic wave. Only in this situation, there are real concurrent requests to talk about.
Am I right on this?
Thanks.
I imagine "concurrent requests" for a web application doesn't get down to the link level. It's more a question of the processing of a request by the application and how many requests arrive during that processing.
For example, if a request takes on average 2 seconds to fulfill (from receiving it at the web server to processing it through the application to sending back the response) then it could need to handle a lot of concurrent requests if it gets many requests per second.
The requests need to overlap and be handled concurrently, otherwise the queue of requests would just fill up indefinitely. This may seem like common sense, but for a lot of web applications it's a real concern because the flood of requests can bog down a resource for the application, such as a database. Thus, if the application has poor database interactions (overly complex procedures, poor indexing/optimization, a slow link to a database shared by many other applications, etc.) then that creates a bottleneck which limits the number of concurrent requests the application can handle, even though the application itself should be able to handle them.
.Imagining a http server listening at port 80, what happens is:
a client connects to the server to request some page; it is connecting from some origin IP address, using some origin local port.
the OS (actually the network stack) looks at the incoming request's destination IP (since the server may have more than one NIC) and destination port (80) and verifies that some application is registered to handle data on that port (the http server). The combination of 4 numbers (origin IP, origin port, destination IP, port 80) uniquely identifies a connection. If such a connection does not exists yet, a new one is added to the network stack's internal table and a connection request is passed on to the http server's listening socket. From now on the network stack just passes on data for that connection to the application.
Multiple client can be sending requests, for each one the above happens. So from the network perspective, all happens serially, since data arrives one packet at a time.
From the software perspective, the http server is listening to incoming requests. The number of requests it can have queued before the clients start getting errors is determined by the programmer based on the hardware capacity (this is the first bit of concurrency: there can be multiple requests waiting to be processed). For each one it will create a new socket (as fast as possible in order to continue emptying the request queue) and let the actual processing of the request be done by another part of the application (different threads). These processing routines will (ideally) spend most of their time waiting for data to arrive and react (ideally) quickly to it.
Since usually the processing of data is many times faster than the network I/O, the server can handle many requests while processing network traffic, even if the hardware consist of only one processor. Multiple processors increase this capability. So from the software perspective all happens concurrently.
How the actual processing of the data is implemented is where the key to performance lies (you want it to be as efficient as possible). Several possibilities exist (async socket operations as provided by the Socket class, threadpool, unique threads, the new parallel features from .NET 4).
It's true that no two packets can arrive at the exact same time (unless multiple network cards are in use per Gabe's comment). However, web request usually requires a number of packets. The arrival of these packages is interspersed when multiple requests are coming in at near the same time (whether using wired or wireless access). Also, the processing of these requests can overlap.
Add multi-threading (or multiple processors / cores) to the picture, and you can see how lengthy operations such as reading from a database (which requires a lot of waiting around for a response) can easily overlap even though the individual packets are arriving in a serial fashion.
Edit: Added note above to incorporate Gabe's feedback.

Chat Server - persistent TCP or new Connection for each poll

Whats the best practice for scalable servers which need to maintain a list of active users?
Should I open a persistent TCP Connection for each client on which the server sends update messages?
This could lead in many open connection and propably no traffic for many seconds. Is this a problem in TCP?
Or would it be better to let the Client poll updates periodically (with a new tcp connection each)?
How do Chat Servers or large Online Games handle this?
Personally I'd go for a single persistent TCP connection per client to avoid a) the additional work in creating and destroying connections and the additional latency involved in all the TCP packets involved and b) to avoid creating lots of sockets in TIME_WAIT on either the clients or the server. There's simply no good reason to create and destroy the connections.
Depending on your platform there may be various tricks to deal with the various platform specific problems that you might get when you have lots of connections open, and by lots I mean 10s of thousands. For example, on Windows, using overlapped I/O and I/O completion ports would be a good design for lots of connections and if your connections are generally idle most of the time then you might find that using the 'zero byte read' trick would allow you to handle more connections on lesser hardware; but it's something you can add once you know you have a problem due to the amount of buffer space that you have waiting for reads which only complete infrequently.
I wouldn't have the clients polling the server. It's inefficient. Have the server publish data to the clients as and when there is data available. This would allow the server to control the workload somewhat by letting it decide how often to send the data to the clients - it could either send every time new data became available for a client or send after it had batched up some data and waited a short while, etc. If the server is pushing the data then the server (the weak point, the place that might get overwhelmed by client demand) has more control over the work that it will need to do.
If you have each client polling then a) you're generating more network noise as each client sends a message to ask the server if it has anything that it should send it and b) you're generating more work for the server as it needs to respond to the polls. The server knows when there's data for the client, let it be responsible for telling the clients.

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