SO_SNDBUF设置为0会发生什么事情

 chiway翻译的里面的一段 http://www.csdn.net/Develop/Read_Article.asp?Id=15224

一个应用程序通过设定SO_SNDBUF为0把缓冲区关闭,然后发出一个阻塞send()调用。在这样的情况下,系统内核会把应用程序的缓冲区锁定,直到接收方确认收到了整个缓冲区后send()调用才返回。似乎这是一种判定你的数据是否已经为对方全部收到的简洁的方法,实际上却并非如此。想想看,即使远端TCP通知数据已经收到,其实也根本不代表数据已经成功送给客户端应用程序,比如对方可能发生资源不足的情况,导致AFD.SYS不能把数据拷贝给应用程序。另一个更要紧的问题是,在每个线程中每次只能进行一次发送调用,效率极其低下。

把SO_RCVBUF设为0,关闭AFD.SYS的接收缓冲区也不能让性能得到提升,这只会迫使接收到的数据在比Winsock更低的层次进行缓冲,当你发出receive调用时,同样要进行缓冲区拷贝,因此你本来想避免缓冲区拷贝的阴谋不会得逞。

现在我们应该清楚了,关闭缓冲区对于多数应用程序而言并不是什么好主意。只要要应用程序注意随时在某个连接上保持几个WSARecvs重叠调用,那么通常没有必要关闭接收缓冲区。如果AFD.SYS总是有由应用程序提供的缓冲区可用,那么它将没有必要使用内部缓冲区。

高性能的服务器应用程序可以关闭发送缓冲区,同时不会损失性能。不过,这样的应用程序必须十分小心,保证它总是发出多个重叠发送调用,而不是等待某个重叠发送结束了才发出下一个。如果应用程序是按一个发完再发下一个的顺序来操作,那浪费掉两次发送中间的空档时间,总之是要保证传输驱动程序在发送完一个缓冲区后,立刻可以转向另一个缓冲区。


看来设置为0是没有什么好处的

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Let’s look at how the system handles a typical send call when the send buffer size is non-zero. When an application makes a send call, if there is sufficient buffer space, the data is copied into the socket’s send buffers, the call completes immediately with success, and the completion is posted. On the other hand, if the socket’s send buffer is full, then the application’s send buffer is locked and the send call fails with WSA_IO_PENDING. After the data in the send buffer is processed (for example, handed down to TCP for processing), then Winsock will process the locked buffer directly. That is, the data is handed directly to TCP from the application’s buffer and the socket’s send buffer is completely bypassed.
The opposite is true for receiving data. When an overlapped receive call is performed, if data has already been received on the connection, it will be buffered in the socket’s receive buffer. This data will be copied directly into the application’s buffer (as much as will fit), the receive call returns success, and a completion is posted. However, if the socket’s receive buffer is empty, when the overlapped receive call is made, the application’s buffer is locked and the call fails with WSA_IO_PENDING. Once data arrives on the connection, it will be copied directly into the application’s buffer, bypassing the socket’s receive buffer altogether.
Setting the per-socket buffers to zero generally will not increase performance because the extra memory copy can be avoided as long as there are always enough overlapped send and receive operations posted. Disabling the socket’s send buffer has less of a performance impact than disabling the receive buffer because the application’s send buffer will always be locked until it can be passed down to TCP for processing. However, if the receive buffer is set to zero and there are no outstanding overlapped receive calls, any incoming data can be buffered only at the TCP level. The TCP driver will buffer only up to the receive window size, which is 17 KB—TCP will increase these buffers as needed to this limit; normally the buffers are much smaller. These TCP buffers (one per connection) are allocated out of non-paged pool, which means if the server has 1000 connections and no receives posted at all, 17 MB of the non- paged pool will be consumed! The non-paged pool is a limited resource, and unless the server can guarantee there are always receives posted for a connection, the per-socket receive buffer should be left intact.
Only in a few specific cases will leaving the receive buffer intact lead to decreased performance. Consider the situation in which a server handles many thousands of connections and cannot have a receive posted on each connection (this can become very expensive, as you’ll see in the next section). In addition, the clients send data sporadically. Incoming data will be buffered in the per-socket receive buffer and when the server does issue an overlapped receive, it is performing unnecessary work. The overlapped operation issues an I/O request packet (IRP) that completes, immediately after which notification is sent to the completion port. In this case, the server cannot keep enough receives posted, so it is better off performing simple non-blocking receive calls.

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