wavfile_sink: Value nan can not be represented in the target integer type - gnuradio

I have a couple of gnuradio apps that communicate across the internet. The flow graphs are rather complex, so I boiled them down to simplest form to re-create an issue I'm seeing.
The issue is that, when I invoke the client, it connects to the server as expected, but immediately throws an exception "Value nan can not be represented in the target integer type" and appears to be coming from the wavfile sink block.
I simplified the server down to a simple dial tone flow graph that presents the dial tone signal on a TCP port. The client can connect to that port and expect to receive the dialtone signal.
If I run the client and server on the same computer and connect using localhost, the client connects fine and works as expected. However if the client and server are separated at a distance (over the internet) then I receive the nan exception every time.
Theories:
Perhaps the client is starting up and not receiving data soon enough (connect time + 20ms latency) and the wavfile block is receiving NaN's from the socket PDU or stream to tagged stream block?
Perhaps the data is being mangled as it cross the internet in such a way that the packets aren't arriving as expected - fragmentation? I tried MTU 512 but the problem still exists. Trued MTU 10000: same result.
Maybe I'm overlooking a simple usage/syntax error when building my flowgraph
There's a bug in the wavfile sink and it should more gracefully handle the absence of data.
UPDATE 1:
Logged a bug report to gnuradio project https://github.com/gnuradio/gnuradio/issues/1763
UPDATE 2:
The socket PDU block seems to play a significant role. If I tweak the packet length parameter of the stream to tagged stream block, along with the MTU parameter of the socket PDU block, I can get either error free stream with dropped packets (low MTU) or a dead stream with NaN exception (high MTU).
Server Flowgraph
Client Flowgraph (XYZ.com is of course not my real IP)
wav result across the internet (20-100ms latency)
This wav file is 1k and is truncated probably at the same time as the exception but it's hard to tell for sure.
wav result across local interface (1ms or less latency)
Across the local interface the client runs happily until I stop it. Received signal is as expected.
One small thing - notice the glitchy initial first few samples? Not sure if this is a factor. Probably not. But the data is junk for the first 10ms or so even across local interface.

Related

Is there a protocol or well-defined procedure for instruments to send their measurement results to control PC's over GPIB?

With a control PC, I am addressing a R&S ESPI Receiver device to perform a frequency scan and return the measurement results back via BAT-EMC control software and a NI GPIB-USB controller in between. My target is to track the binary measurement data (Definite Length Block Data according to IEEE 488.2) sent to the control PC to understand how the device is deciding on the byte size of each binary block sent.
The trace shows that binary blocks are sent with no consistent pattern or rule!
E.g, running the same scan with the same frequency range and step twice may result in a different distribution of the measurement values' bytes on binary blocks (and possibly different total number of blocks sent), although the amount of data delivered is the same.
Any help to figure out how the device and control software are communicating the measurement data?
PS: The NI trace at the level of GPIB controller is not showing that the control software is specifying a byte size when querying for the next block, neither is the instrument sending this piece of info when it is issuing a service request so that it is queried for more available data by the software (according to the trace).
Make sure that you are giving enough time for the instrument to respond. Possibly you are sending commands from the PC which would assert the ATN line and interrupt the response. You should be able to configure the instrument to send one result. Configure the instrument as a listener and talker and set the instrument to send only one response per trigger. Then send the group execute trigger (GET) and read the results off the bus. When it’s done measure how long it took for that packet to get sent. If you are sending triggers before the full response you will be terminating the output stream. I suspect this because the streams are randomly different.
I’m just starting to learn GPIB so please write back what happened.

usb hid: why should i write "null" to the control pipe in the out endpoint interrupt

Digging around with/for HID reports, I ran into a strange problem within a USB HID device. I'm implementing an HID class device and have based my program on the HID USB program supplied by Keil. Some codes have been changed in this project and it seems working fine with 32 bytes input and 32 bytes output reports. Somehow, after thousands times data transferring, the Endpoint 1 out would hang and become a bad pipe. Then I searched the google for some tips, a topic remind me that we should write a data length zero packet after sending a length of packet match what you defined in the report description. But it's not working for me. Then I write a data length zero to the control pipe after I receive a out packet and magically, it works! It would never hang after million times transferring!
Here is my question: Why does it works after writing a data length zero to a control pipe. The data transferring in the out pipe should have no relationship with the data in the control pipe. It confuses me!
If you transfer any data that is less than the expected payload size, you must send a Zero Length Packet to indicate that data has transferred.
But it depends heavily on the implementation on the host controller, and not all devices follow the specification to the point and may stall.
Source:
When do USB Hosts require a zero-length IN packet at the end of a Control Read Transfer?

USB CDC device stalling

I'm writing a simple virtual serial port device to report an older serial port. By this point I'm able to enumerate the device and send/receive characters.
After a varying number of bulk-out transmissions from the host to the device the endpoint appears to give up and stop transferring data. On the PC side I receive a write error, and judging from a USBlyzer trace the music stops on a stall (USBD_STATUS_STALL_PID). However my code never intentionally issues a STALL condition on that endpoint and the status flag for having generated one never gets set though.
Given the short amount of time elapsed (<300 µs) between issuing the request and the STALL it would appear to be an invalid response of some sort, and not a time-out. On the device side the output endpoint is ready to go, with data in the buffer and proper DATA0/1 synchronization, but nothing further ever happens.
Note that the device appears to work fine even for long periods of time until I start sending "large" quantities of data. As near as I can tell the device enumeration/configuration also appears to complete successfully. Oh, and the bulk-in endpoint continues to work just fine after this.
For the record I'm using the standard Windows usbser.sys driver and an XMega128A4U µP. I'm also seeing the same behaviour across multiple Windows Vista and 7 machines.
Any ideas what I'm doing wrong or what further tests I might run to narrow things down?
USBlyzer log,
USB CDC stack,
test project
For the record this eventually turned out to be an oscillator problem. (Apparently the FLL's reference is always 1,024 Hz even when the 1,000 Hz USB frames are chosen. The slight clock error meant that a packet occasionally got rejected if it happened to contain one too many 1-bits in a row.)
I guess the moral of the story is to check the basics before assuming you've got a problem with the higher-level protocol. Also in retrospect a hardware USB analyzer would have been a worthwhile investment, the software alternatives mostly seems to spit out a generic error code or nothing at all when something goes awry.
Stalling the out-endpoint may happen on an overflow of the output buffer on the host side. Are you sure that the device does fetch the data it receives via out-endpoint - and if so does it fetch the data at least as fast as data is sent to the device?
Note that the device appears to work fine even for long periods of
time until I start sending "large" quantities of data.
This seems to be a hint for an overflow of the output-buffer.

When do USB Hosts require a zero-length IN packet at the end of a Control Read Transfer?

I am writing code for a USB device. Suppose the USB host starts a control read transfer to read some data from the device, and the amount of data requested (wLength in the Setup Packet) is a multiple of the Endpoint 0 max packet size. Then after the host has received all the data (in the form of several IN transactions with maximum-sized data packets), will it initiate another IN transaction to see if there is more data even though there can't be more?
Here's an example sequence of events that I am wondering about:
USB enumeration process: max packet size on endpoint 0 is reported to be 64.
SETUP-DATA-ACK transaction starts a control read transfer, wLength = 128.
IN-DATA-ACK transaction delivers first 64 bytes of data to host.
IN-DATA-ACK transaction delivers last 64 bytes of data to host.
IN-DATA-ACK with zero-length DATA packet? Does this transaction ever happen?
OUT-DATA-ACK transaction completes Status Phase of the transfer; transfer is over.
I tested this on my computer (Windows Vista, if it matters) and the answer was no: the host was smart enough to know that no more data can be received from the device, even though all the packets sent by the device were full (maximum size allowed on Endpoint 0). I'm wondering if there are any hosts that are not smart enough, and will try to perform another IN transaction and expect to receive a zero-length data packet.
I think I read the relevant parts of the USB 2.0 and USB 3.0 specifications from usb.org but I did not find this issue addressed. I would appreciate it if someone can point me to the right section in either of those documents.
I know that a zero-length packet can be necessary if the device chooses to send less data than the host requested in wLength.
I know that I could make my code flexible enough to handle either case, but I'm hoping I don't have to.
Thanks to anyone who can answer this question!
Read carefully USB specification:
The Data stage of a control transfer from an endpoint to the host is complete when the endpoint does one of
the following:
Has transferred exactly the amount of data specified during the Setup stage
Transfers a packet with a payload size less than wMaxPacketSize or transfers a zero-length packet
So, in your case, when wLength == transfer size, answer is NO, you don't need ZLP.
In case wLength > transfer size, and (transfer size % ep0 size) == 0 answer is YES, you need ZLP.
In general, USB uses a less-than-max-length packet to demarcate an end-of-transfer. So in the case of a transfer which is an integer multiple of max-packet-length, a ZLP is used for demarcation.
You see this in bulk pipes a lot. For example, if you have a 4096 byte transfer, that will be broken down into an integer number of max-length packets plus one zero-length-packet. If the SW driver has a big enough receive buffer set up, higher-level SW receives the entire transfer at once, when the ZLP occurs.
Control transfers are a special case because they have the wLength field, so ZLP isn't strictly necessary.
But I'd strongly suggest SW be flexible to both, as you may see variations with different USB host silicon or low-level HCD drivers.
I would like to expand on MBR's answer. The USB specification 2.0, in section 5.5.3, says:
The Data stage of a control transfer from an endpoint to the host is
complete when the endpoint does one of the following:
Has transferred exactly the amount of data specified during the Setup stage
Transfers a packet with a payload size less than wMaxPacketSize or transfers a zero-length packet
When a Data stage is complete, the Host Controller advances to the
Status stage instead of continuing on with another data transaction.
If the Host Controller does not advance to the Status stage when the
Data stage is complete, the endpoint halts the pipe as was outlined in
Section 5.3.2. If a larger-than-expected data payload is received from
the endpoint, the IRP for the control transfer will be
aborted/retired.
I added emphasis to one of the sentences in that quote because it seems to specifically say what the device should do: it should "halt" the pipe if the host tries to continue the data phase after it was done, and it is done if all the requested data has been transmitted (i.e. the number of bytes transferred is greater than or equal to wLength). I think halting refers to sending a STALL packet.
In other words, the device does not need a zero-length packet in this situation and in fact the USB specification says it should not provide one.
You don't have to. (*)
The whole point of wLength is to tell the host the maximum number of bytes it should attempt to read (but it might read less !)
(*) I have seen devices that crash when IN/OUT requests were made at incorrect time during control transfers (when debugging our host solution). So any host doing what you are worried about, would of killed those devices and is hopefully not in the market.

iPhone: Sending large data with Game Kit

I am trying to write an app that exchanges data with other iPhones running the app through the Game Kit framework. The iPhones discover each other and connect fine, but the problems happens when I send the data. I know the iPhones are connected properly because when I serialize an NSString and send it through the connection it comes out on the other end fine. But when I try to archive a larger object (using NSKeyedArchiver) I get the error message "AGPSessionBroadcast failed (801c0001)".
I am assuming this is because the data I am sending is too large (my files are about 500k in size, Apple seems to recommend a max of 95k). I have tried splitting up the data into several transfers, but I can never get it to unarchive properly at the other end. I'm wondering if anyone else has come up against this problem, and how you solved it.
I had the same problem w/ files around 300K. The trouble is the sender needs to know when the receiver has emptied the pipe before sending the next chunk.
I ended up with a simple state engine that ran on both sides. The sender transmits a header with how many total bytes will be sent and the packet size, then waits for acknowledgement from the other side. Once it gets the handshake it proceeds to send fixed size packets each stamped with a sequence number.
The receiver gets each one, reads it and appends it to a buffer, then writes back to the pipe that it got packet with the sequence #. Sender reads the packet #, slices out another buffer's worth, and so on and so forth. Each side keeps track of the state they're in (idle, sending header, receiving header, sending data, receiving data, error, done etc.) The two sides have to keep track of when to read/write the last fragment since it's likely to be smaller than the full buffer size.
This works fine (albeit a bit slow) and it can scale to any size. I started with 5K packet sizes but it ran pretty slow. Pushed it to 10K but it started causing problems so I backed off and held it at 8096. It works fine for both binary and text data.
Bear in mind that the GameKit isn't a general file-transfer API; it's more meant for updates of where the player is, what the current location or other objects are etc. So sending 300k for a game doesn't seem that sensible, though I can understand hijacking the API for general sharing mechanisms.
The problem is that it isn't a TCP connection; it's more a UDP (datagram) connection. In these cases, the data isn't a stream (which gets packeted by TCP) but rather a giant chunk of data. (Technically, UDP can be fragmented into multiple IP packets - but lose one of those, and the entire UDP is lost, as opposed to TCP, which will re-try).
The MTU for most wired networks is ~1.5k; for bluetooth, it's around ~0.5k. So any UDP packet that you sent (a) may get lost, (b) may be split into multiple MTU-sized IP packets, and (c) if one of those packets is lost, then you will automatically lose the entire set.
Your best strategy is to emulate TCP - it sends out packets with a sequence number. The receiving end can then request dupe transmissions of packets which went missing afterwards. If you're using the equivalent of an NSKeyedArchiver, then one suggestion is to iterate through the keys and write those out as individual keys (assuming each keyed value isn't that big on its own). You'll need to have some kind of ACK for each packet that gets sent back, and a total ACK when you're done, so the sender knows it's OK to drop the data from memory.