I am observing high CPU usage in my UDP server implementation which runs an infinite loop expecting 15 1.5KB packets every milliseconds. It looks like below:
struct RecvContext
{
enum { BufferSize = 1600 };
RecvContext()
{
senderSockAddrLen = sizeof(sockaddr_storage);
memset(&overlapped, 0, sizeof(OVERLAPPED));
overlapped.hEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
memset(&sendersSockAddr, 0, sizeof(sockaddr_storage));
buffer.clear();
buffer.resize(BufferSize);
wsabuf.buf = (char*)buffer.data();
wsabuf.len = ULONG(buffer.size());
}
void CloseEventHandle()
{
if (overlapped.hEvent != INVALID_HANDLE_VALUE)
{
CloseHandle(overlapped.hEvent);
overlapped.hEvent = INVALID_HANDLE_VALUE;
}
}
OVERLAPPED overlapped;
int senderSockAddrLen;
sockaddr_storage sendersSockAddr;
std::vector<uint8_t> buffer;
WSABUF wsabuf;
};
void Receive()
{
DWORD flags = 0, bytesRecv = 0;
SOCKET sockHandle =...;
while (//stopping condition//)
{
std::shared_ptr<RecvContext> _recvContext = std::make_shared<IO::RecvContext>();
if (SOCKET_ERROR == WSARecvFrom(sockHandle, &_recvContext->wsabuf, 1, nullptr, &flags, (sockaddr*)&_recvContext->sendersSockAddr,
(LPINT)&_recvContext->senderSockAddrLen, &_recvContext->overlapped, nullptr))
{
if (WSAGetLastError() != WSA_IO_PENDING)
{
//error
}
else
{
if (WSA_WAIT_FAILED == WSAWaitForMultipleEvents(1, &_recvContext->overlapped.hEvent, FALSE, INFINITE, FALSE))
{
//error
}
if (!WSAGetOverlappedResult(sockHandle, &_recvContext->overlapped, &bytesRecv, FALSE, &flags))
{
//error
}
}
}
_recvContext->CloseEventHandle();
// async task to process _recvContext->buffer
}
}
The cpu consumption for this udp server is very high even when the packets are not being processed post receipt. How can the cpu consumption be improved here?