true != true?

A co-worker was struggling with an urgent bug, and came by my office to ask an odd question.

Is it possible for true != true in C++?

Last time I checked, 1 is equal to 1. So I stopped by her cubical to see this magical event.

Is it true?

She told me that the code has been recompiled from scratch, and both debug and release build exhibit the same behavior.

Variable b is initialized to be true, and Visual Studio run-time checks didn’t catch anything strange.

Stepping through the code in Visual Studio 9, here’s what we saw.

Variable b is true, so it should pass the satisfy the first condition.

The first case failed, and went to the false case instead.

Wow, she’s right. This is quite something.

Diving in

C++ is a language well designed to shoot your foot. In the standard, bool is an integral type that may be 1 or more bytes, and can be either true, false or undefined.

Experience tells me that very likely, b is not true. Visual Studio is not displaying the truth.

To show this, just print out the value of b.

std::cout << std::hex << b << std::endl;

prints 0xcd

Ah ha, so b is an uninitialized variable, and falls under the category of “undefined” in the standard.

Code

Visual Studio does have runtime checks against accessing uninitialized variables, but it can be easily fooled.

Runtime check fails below for VC 8, 9, and 10.

<pre>#include <iostream>

struct SBool {	bool b; };
SBool GetBool()
{
	SBool s;
	return s;
}
int main()
{
	bool b = GetBool().b;
	if(true == b)
	{
		std::cout << "true"<< std::endl;
	}
	else
	{
		std::cout << "false" << std::endl;
	}
	std::cout << std::hex << b << std::endl;

	return 0;
}

IOCP Server 1.1 Released

While stressing a TCP server application, I found a nasty bug with the IOCP server library.

After handling 100,000 connections or so, the TCP server stops accepting connections. The output from TCPView shows that clients are still trying to connect to the server, but the connection was never established.

I was able to verify that all existing connections are unaffected. Therefore, the IO completion port is still functional. So I concluded that it is not a non-page pool issue, and has something to do with the handling of the accept completion status.

The Cause

The bug is simple, but it takes half a day to reproduce. Here’s the code snippet that causes the problem.

void CWorkerThread::HandleAccept( CIocpContext &acceptContext, DWORD bytesTransferred )
{
	// Update the socket option with SO_UPDATE_ACCEPT_CONTEXT so that
	// getpeername will work on the accept socket.
	if(setsockopt(
		acceptContext.m_socket,
		SOL_SOCKET,
		SO_UPDATE_ACCEPT_CONTEXT,
		(char *)&m_iocpData.m_listenSocket,
		sizeof(m_iocpData.m_listenSocket)
		) != 0)
	{
		if(m_iocpData.m_iocpHandler != NULL)
		{
			// This shouldn't happen, but if it does, report the error.
			// Since the connection has not been established, it is not
			// necessary to notify the client to remove any connections.
			m_iocpData.m_iocpHandler->OnServerError(WSAGetLastError());
		}
		return;
	}
	... // more code here
	acceptContext.m_socket = CreateOverlappedSocket();
	if(INVALID_SOCKET != acceptContext.m_socket)
	{
		PostAccept(m_iocpData);
	}
	... // more code here

See that innocent little “return” statement when setsockopt() fails, I foolishly concluded that “This shouldn’t happen”. And naturally, since it should never happen, I never thought about properly handling the error case.

Apparently in the real world, some connections comes and goes so quickly that immediately after accepting the connection, it has already been disconnected. setsockopt() would fail with error 10057, and the return statement causes the “accept chain” to break.

The fix is to remove the “return” statement and move on with life.

Others

Along with this fix, I also removed an unnecessary event per Len Holgate’s suggestion. However, I have not yet removed the mutex in ConnectionManager. This require a slight redesign, and a bit more thoughts.

I can see myself maintaining this library for awhile, so I created a Projects page to host the different versions.

Download

For latest version, please see the Projects page.

IOCP Server Library

So I wrote C++ library that provides a scalable TCP server using Windows I/O Completion Port (IOCP).

Couple weeks ago, I started studying IOCP to improve the scalability of a C++ application that may handle thousands of TCP/IP data stream.

It didn’t take long for me to realize why IOCP has the reputation of being difficult to learn. IOCP tutorial online usually fall into the category of difficult to read, overly simplified, or just plain wrong.

Worse yet, Winsock2 contains a mix of confusing APIs that perform very similar functions with subtle differences. I spent a few days just to decide whether I should use WSAAccept, accept or AcceptEx to accept a connection.

Eventually, I stumbled onto two books that helped me out a great deal – Windows Via C++ and Network Programming For Windows.

The Library

The library interface is rather simple. It follows the Proactor design pattern where user supplies a completion handler and event notifications flow through the completion handler asynchronously.

Everyone uses echo server as tutorial. So what the heck, here’s mine. 🙂

class CEchoHandler : public CIocpHandler
{
public:
	virtual void OnReceiveData(
        uint64_t clientId,
        std::vector<uint8_t> const &data)
	{
        // echo data back directly to the connected client
		std::vector<uint8_t> d(data);
		GetIocpServer().Send(clientId, d);
	}
}
void main()
{
    // create a handler that echos data back
	boost::shared_ptr h(new CEchoHandler());
    try
    {
        // bind to port 50000 with the server
        CIocpServer *echoServer = new CIocpServer(50000,h);

        char c;
        std::cin >> c; // enter a key to exit

        delete echoServer;
    }
    // RAII constructor that throws different exceptions upon failure
    catch(...)
    {
    }
}

[10/27/2010 10:34AM EST]
Update: Moved “delete echoServer;” to within the try block per co-worker’s suggestion.

Focus

Of course, there are more to the IOCP server than the code snippet above.

Here are my area of focus when designing the library.

  1. Scalability – By ensuring that there are minimum number of critical section in the library.
  2. TCP Graceful shutdown – Allow user to perform TCP graceful shutdown and simplify the TCP half-closed state.
  3. RAII – A WYSIWYG constructor and a lenient destructor that allows you to do ungraceful shutdown.

Here is a screenshot of the CPU utilization of the echo server at 300 concurrent loopback file transfer.

IOCP Server scalability upon Intel I5-750 (quad-core)

 

License

IOCPServer is released under the Boost Software License 1.0.

Download

For latest version, please see the Projects page.

IOCPServer is tested under the following configurations.

OS: Window XP, Window 7.

Compiler: Visual Studio 2009 with Boost 1.40

Build Type: ANSI, Unicode.

Enforce Alignment to Avoid False Sharing

I have been working on a C++ TCP server that utilizes Windows IO Completion Ports. So far, the toughest challenge has been maintaining the scalability of the server. Among all the concurrency problems, the one I absolutely try to avoid is false sharing, where one CPU modifies a piece of data that invalidates another CPU’s cache line.

The symptom of false sharing is extremely difficult to detect. As preventive measure, I grouped all shared data carefully into a single object so I can easily visualize the potential contentions. And I add padding accordingly if I think contention exists.

Then I came across a chapter in Windows Via C/C++, it provided a cleaner solution.

Just align them to different cache line

My TCP server follows the proactor pattern, so I have a I/O thread pool to handle send and receive requests and dispatch events. Naturally, the threads have some piece of data that they share in read, write or both.

Here’s just a dummy example.

class CSharedData
{
public:
	CSharedData() : data1(0), data2(0), data3(0) {}
	unsigned int data1; // read write
	unsigned int data2; // read write
	unsigned int data3; // read write
};

Since my processor’s cache line is 64 bytes, the data structure above is definitely going to cause contention,  say data1 is updated by one thread, and data2 is read by another. To solve this, just simply force every read write data member to be in different cache line through __declspec(align(#)).

class __declspec(align(64)) CSharedData
{
public:
	CSharedData() : data1(0), data2(0), data3(0) {}
	__declspec(align(64))
		unsigned int data1;
	__declspec(align(64))
		unsigned int data2;
	__declspec(align(64))
		unsigned int data3;
};

Thoughts

With __declspec(align(#)), you can even specify the alignment of the data structure itself. This is very useful for putting shared objects in containers like std::vector. See Okef’s std::vector of Aligned Elements for why this is a bad idea.

It would be nice if the alignment can be changed at runtime base on processor spec. I know it doesn’t make sense technically, but it is on my wishlist. 🙂

Shallow Constness

Once awhile, I see programmers who are new to C++ frustrated by the use of the const qualifiers on member functions. These frustrations usually reduce to the following example.

struct X { int i; };
class Y
{
public:
	Y() { m2 = &m1; } // m2 points to m1
	X *M1() const { return &m1; } // This won't compile.
	X *M2() const { return m2; }  // This does.
private:
	X m1;
	X *m2;
};

When it comes to this, there are two camps of programmers.

  1. C++ is so inconsistent! M2() is fine, but why won’t M1() compile? I am clearly not modifying m1.
  2. C++ is so inconsistent! M1() is fine, but why would M2() compile? This is clearly a constness loophole because people can modify the content of m2.

Believe it or not, C++ is actually very consistent. It is just not very intuitive.

The “this” Pointer

The behavior can be traced back to the this pointer, and the side effects of the const qualifier on the member function.

In the C++ standard section 9.3.2.1

… If a member function is declared const, the type of this is T const*, if the member function is declared volatile, the type of this is T volatile *, and if the member function is declared const volatile, the type of this is  T const volatile *.

So in the example, the this pointer has type Y const *, which reads pointer to a const Y object.

Expand for Details

Now that we know the type of the this pointer, we can expand M1() and M2().

Let’s start with M1(). Since the this pointer is of type Y const *, this->m1 will inherit the const qualifier, and is of type X const.

X *M1() const
{
   // this has type Y const * ;
   X const tmp = this->m1; // this->m1 has type X const;
   X const *tmpAddr = &tmp;// &this->m1 has type X const *;
   X *tmp2 = tmpAddr;      // Can't compile! Can't copy X const * to X *.
   return &tmp2;
}

In line 6, the compiler fails to copy X const * to X *. In other words, the compiler can’t convert a “pointer to a const X” to a “pointer to X”. This is consistent with the definition of the const qualifier. Hence, M1 fails to compile.

For M2(), we can expand the function in a similar way.

X *M2() const
{
   // this has type Y const * ;
   X *tmp = this->m2; // this->m2 has type X * const;
   return tmp;
}

Unlike M1, it is perfectly legal to convert X * const to X*.  In other words, the compiler can copy a “const pointer to X” to a “pointer to X”. This is also consistent with the definition of the const qualifier.

But That’s Not The Point

Unfortunately, the answer above rarely satisfies the frustrated programmers. They are trying to follow the guidelines of const-correctness, and this behavior, although consistent, is ambiguous and makes no sense.

So here’s my recommendation – program defensively.

If you are going to return a member variable pointer (including smart ptr) or reference in a member function, never apply the const qualifier to the member function. Since C++ constness is shallow, the const qualifier only provides a false sense of security.  By assuming the worst, it will always be consistent and intuitive.