| \documentclass{howto} |
| |
| \title{Socket Programming HOWTO} |
| |
| \release{0.00} |
| |
| \author{Gordon McMillan} |
| \authoraddress{\email{gmcm@hypernet.com}} |
| |
| \begin{document} |
| \maketitle |
| |
| \begin{abstract} |
| \noindent |
| Sockets are used nearly everywhere, but are one of the most severely |
| misunderstood technologies around. This is a 10,000 foot overview of |
| sockets. It's not really a tutorial - you'll still have work to do in |
| getting things operational. It doesn't cover the fine points (and there |
| are a lot of them), but I hope it will give you enough background to |
| begin using them decently. |
| |
| This document is available from the Python HOWTO page at |
| \url{http://www.python.org/doc/howto}. |
| |
| \end{abstract} |
| |
| \tableofcontents |
| |
| \section{Sockets} |
| |
| Sockets are used nearly everywhere, but are one of the most severely |
| misunderstood technologies around. This is a 10,000 foot overview of |
| sockets. It's not really a tutorial - you'll still have work to do in |
| getting things working. It doesn't cover the fine points (and there |
| are a lot of them), but I hope it will give you enough background to |
| begin using them decently. |
| |
| I'm only going to talk about INET sockets, but they account for at |
| least 99\% of the sockets in use. And I'll only talk about STREAM |
| sockets - unless you really know what you're doing (in which case this |
| HOWTO isn't for you!), you'll get better behavior and performance from |
| a STREAM socket than anything else. I will try to clear up the mystery |
| of what a socket is, as well as some hints on how to work with |
| blocking and non-blocking sockets. But I'll start by talking about |
| blocking sockets. You'll need to know how they work before dealing |
| with non-blocking sockets. |
| |
| Part of the trouble with understanding these things is that "socket" |
| can mean a number of subtly different things, depending on context. So |
| first, let's make a distinction between a "client" socket - an |
| endpoint of a conversation, and a "server" socket, which is more like |
| a switchboard operator. The client application (your browser, for |
| example) uses "client" sockets exclusively; the web server it's |
| talking to uses both "server" sockets and "client" sockets. |
| |
| |
| \subsection{History} |
| |
| Of the various forms of IPC (\emph{Inter Process Communication}), |
| sockets are by far the most popular. On any given platform, there are |
| likely to be other forms of IPC that are faster, but for |
| cross-platform communication, sockets are about the only game in town. |
| |
| They were invented in Berkeley as part of the BSD flavor of Unix. They |
| spread like wildfire with the Internet. With good reason --- the |
| combination of sockets with INET makes talking to arbitrary machines |
| around the world unbelievably easy (at least compared to other |
| schemes). |
| |
| \section{Creating a Socket} |
| |
| Roughly speaking, when you clicked on the link that brought you to |
| this page, your browser did something like the following: |
| |
| \begin{verbatim} |
| #create an INET, STREAMing socket |
| s = socket.socket( |
| socket.AF_INET, socket.SOCK_STREAM) |
| #now connect to the web server on port 80 |
| # - the normal http port |
| s.connect(("www.mcmillan-inc.com", 80)) |
| \end{verbatim} |
| |
| When the \code{connect} completes, the socket \code{s} can |
| now be used to send in a request for the text of this page. The same |
| socket will read the reply, and then be destroyed. That's right - |
| destroyed. Client sockets are normally only used for one exchange (or |
| a small set of sequential exchanges). |
| |
| What happens in the web server is a bit more complex. First, the web |
| server creates a "server socket". |
| |
| \begin{verbatim} |
| #create an INET, STREAMing socket |
| serversocket = socket.socket( |
| socket.AF_INET, socket.SOCK_STREAM) |
| #bind the socket to a public host, |
| # and a well-known port |
| serversocket.bind((socket.gethostname(), 80)) |
| #become a server socket |
| serversocket.listen(5) |
| \end{verbatim} |
| |
| A couple things to notice: we used \code{socket.gethostname()} |
| so that the socket would be visible to the outside world. If we had |
| used \code{s.bind(('', 80))} or \code{s.bind(('localhost', |
| 80))} or \code{s.bind(('127.0.0.1', 80))} we would still |
| have a "server" socket, but one that was only visible within the same |
| machine. |
| |
| A second thing to note: low number ports are usually reserved for |
| "well known" services (HTTP, SNMP etc). If you're playing around, use |
| a nice high number (4 digits). |
| |
| Finally, the argument to \code{listen} tells the socket library that |
| we want it to queue up as many as 5 connect requests (the normal max) |
| before refusing outside connections. If the rest of the code is |
| written properly, that should be plenty. |
| |
| OK, now we have a "server" socket, listening on port 80. Now we enter |
| the mainloop of the web server: |
| |
| \begin{verbatim} |
| while 1: |
| #accept connections from outside |
| (clientsocket, address) = serversocket.accept() |
| #now do something with the clientsocket |
| #in this case, we'll pretend this is a threaded server |
| ct = client_thread(clientsocket) |
| ct.run() |
| \end{verbatim} |
| |
| There's actually 3 general ways in which this loop could work - |
| dispatching a thread to handle \code{clientsocket}, create a new |
| process to handle \code{clientsocket}, or restructure this app |
| to use non-blocking sockets, and mulitplex between our "server" socket |
| and any active \code{clientsocket}s using |
| \code{select}. More about that later. The important thing to |
| understand now is this: this is \emph{all} a "server" socket |
| does. It doesn't send any data. It doesn't receive any data. It just |
| produces "client" sockets. Each \code{clientsocket} is created |
| in response to some \emph{other} "client" socket doing a |
| \code{connect()} to the host and port we're bound to. As soon as |
| we've created that \code{clientsocket}, we go back to listening |
| for more connections. The two "clients" are free to chat it up - they |
| are using some dynamically allocated port which will be recycled when |
| the conversation ends. |
| |
| \subsection{IPC} If you need fast IPC between two processes |
| on one machine, you should look into whatever form of shared memory |
| the platform offers. A simple protocol based around shared memory and |
| locks or semaphores is by far the fastest technique. |
| |
| If you do decide to use sockets, bind the "server" socket to |
| \code{'localhost'}. On most platforms, this will take a shortcut |
| around a couple of layers of network code and be quite a bit faster. |
| |
| |
| \section{Using a Socket} |
| |
| The first thing to note, is that the web browser's "client" socket and |
| the web server's "client" socket are identical beasts. That is, this |
| is a "peer to peer" conversation. Or to put it another way, \emph{as the |
| designer, you will have to decide what the rules of etiquette are for |
| a conversation}. Normally, the \code{connect}ing socket |
| starts the conversation, by sending in a request, or perhaps a |
| signon. But that's a design decision - it's not a rule of sockets. |
| |
| Now there are two sets of verbs to use for communication. You can use |
| \code{send} and \code{recv}, or you can transform your |
| client socket into a file-like beast and use \code{read} and |
| \code{write}. The latter is the way Java presents their |
| sockets. I'm not going to talk about it here, except to warn you that |
| you need to use \code{flush} on sockets. These are buffered |
| "files", and a common mistake is to \code{write} something, and |
| then \code{read} for a reply. Without a \code{flush} in |
| there, you may wait forever for the reply, because the request may |
| still be in your output buffer. |
| |
| Now we come the major stumbling block of sockets - \code{send} |
| and \code{recv} operate on the network buffers. They do not |
| necessarily handle all the bytes you hand them (or expect from them), |
| because their major focus is handling the network buffers. In general, |
| they return when the associated network buffers have been filled |
| (\code{send}) or emptied (\code{recv}). They then tell you |
| how many bytes they handled. It is \emph{your} responsibility to call |
| them again until your message has been completely dealt with. |
| |
| When a \code{recv} returns 0 bytes, it means the other side has |
| closed (or is in the process of closing) the connection. You will not |
| receive any more data on this connection. Ever. You may be able to |
| send data successfully; I'll talk about that some on the next page. |
| |
| A protocol like HTTP uses a socket for only one transfer. The client |
| sends a request, the reads a reply. That's it. The socket is |
| discarded. This means that a client can detect the end of the reply by |
| receiving 0 bytes. |
| |
| But if you plan to reuse your socket for further transfers, you need |
| to realize that \emph{there is no "EOT" (End of Transfer) on a |
| socket.} I repeat: if a socket \code{send} or |
| \code{recv} returns after handling 0 bytes, the connection has |
| been broken. If the connection has \emph{not} been broken, you may |
| wait on a \code{recv} forever, because the socket will |
| \emph{not} tell you that there's nothing more to read (for now). Now |
| if you think about that a bit, you'll come to realize a fundamental |
| truth of sockets: \emph{messages must either be fixed length} (yuck), |
| \emph{or be delimited} (shrug), \emph{or indicate how long they are} |
| (much better), \emph{or end by shutting down the connection}. The |
| choice is entirely yours, (but some ways are righter than others). |
| |
| Assuming you don't want to end the connection, the simplest solution |
| is a fixed length message: |
| |
| \begin{verbatim} |
| class mysocket: |
| '''demonstration class only |
| - coded for clarity, not efficiency |
| ''' |
| |
| def __init__(self, sock=None): |
| if sock is None: |
| self.sock = socket.socket( |
| socket.AF_INET, socket.SOCK_STREAM) |
| else: |
| self.sock = sock |
| |
| def connect(self, host, port): |
| self.sock.connect((host, port)) |
| |
| def mysend(self, msg): |
| totalsent = 0 |
| while totalsent < MSGLEN: |
| sent = self.sock.send(msg[totalsent:]) |
| if sent == 0: |
| raise RuntimeError, \\ |
| "socket connection broken" |
| totalsent = totalsent + sent |
| |
| def myreceive(self): |
| msg = '' |
| while len(msg) < MSGLEN: |
| chunk = self.sock.recv(MSGLEN-len(msg)) |
| if chunk == '': |
| raise RuntimeError, \\ |
| "socket connection broken" |
| msg = msg + chunk |
| return msg |
| \end{verbatim} |
| |
| The sending code here is usable for almost any messaging scheme - in |
| Python you send strings, and you can use \code{len()} to |
| determine its length (even if it has embedded \code{\e 0} |
| characters). It's mostly the receiving code that gets more |
| complex. (And in C, it's not much worse, except you can't use |
| \code{strlen} if the message has embedded \code{\e 0}s.) |
| |
| The easiest enhancement is to make the first character of the message |
| an indicator of message type, and have the type determine the |
| length. Now you have two \code{recv}s - the first to get (at |
| least) that first character so you can look up the length, and the |
| second in a loop to get the rest. If you decide to go the delimited |
| route, you'll be receiving in some arbitrary chunk size, (4096 or 8192 |
| is frequently a good match for network buffer sizes), and scanning |
| what you've received for a delimiter. |
| |
| One complication to be aware of: if your conversational protocol |
| allows multiple messages to be sent back to back (without some kind of |
| reply), and you pass \code{recv} an arbitrary chunk size, you |
| may end up reading the start of a following message. You'll need to |
| put that aside and hold onto it, until it's needed. |
| |
| Prefixing the message with it's length (say, as 5 numeric characters) |
| gets more complex, because (believe it or not), you may not get all 5 |
| characters in one \code{recv}. In playing around, you'll get |
| away with it; but in high network loads, your code will very quickly |
| break unless you use two \code{recv} loops - the first to |
| determine the length, the second to get the data part of the |
| message. Nasty. This is also when you'll discover that |
| \code{send} does not always manage to get rid of everything in |
| one pass. And despite having read this, you will eventually get bit by |
| it! |
| |
| In the interests of space, building your character, (and preserving my |
| competitive position), these enhancements are left as an exercise for |
| the reader. Lets move on to cleaning up. |
| |
| \subsection{Binary Data} |
| |
| It is perfectly possible to send binary data over a socket. The major |
| problem is that not all machines use the same formats for binary |
| data. For example, a Motorola chip will represent a 16 bit integer |
| with the value 1 as the two hex bytes 00 01. Intel and DEC, however, |
| are byte-reversed - that same 1 is 01 00. Socket libraries have calls |
| for converting 16 and 32 bit integers - \code{ntohl, htonl, ntohs, |
| htons} where "n" means \emph{network} and "h" means \emph{host}, |
| "s" means \emph{short} and "l" means \emph{long}. Where network order |
| is host order, these do nothing, but where the machine is |
| byte-reversed, these swap the bytes around appropriately. |
| |
| In these days of 32 bit machines, the ascii representation of binary |
| data is frequently smaller than the binary representation. That's |
| because a surprising amount of the time, all those longs have the |
| value 0, or maybe 1. The string "0" would be two bytes, while binary |
| is four. Of course, this doesn't fit well with fixed-length |
| messages. Decisions, decisions. |
| |
| \section{Disconnecting} |
| |
| Strictly speaking, you're supposed to use \code{shutdown} on a |
| socket before you \code{close} it. The \code{shutdown} is |
| an advisory to the socket at the other end. Depending on the argument |
| you pass it, it can mean "I'm not going to send anymore, but I'll |
| still listen", or "I'm not listening, good riddance!". Most socket |
| libraries, however, are so used to programmers neglecting to use this |
| piece of etiquette that normally a \code{close} is the same as |
| \code{shutdown(); close()}. So in most situations, an explicit |
| \code{shutdown} is not needed. |
| |
| One way to use \code{shutdown} effectively is in an HTTP-like |
| exchange. The client sends a request and then does a |
| \code{shutdown(1)}. This tells the server "This client is done |
| sending, but can still receive." The server can detect "EOF" by a |
| receive of 0 bytes. It can assume it has the complete request. The |
| server sends a reply. If the \code{send} completes successfully |
| then, indeed, the client was still receiving. |
| |
| Python takes the automatic shutdown a step further, and says that when a socket is garbage collected, it will automatically do a \code{close} if it's needed. But relying on this is a very bad habit. If your socket just disappears without doing a \code{close}, the socket at the other end may hang indefinitely, thinking you're just being slow. \emph{Please} \code{close} your sockets when you're done. |
| |
| |
| \subsection{When Sockets Die} |
| |
| Probably the worst thing about using blocking sockets is what happens |
| when the other side comes down hard (without doing a |
| \code{close}). Your socket is likely to hang. SOCKSTREAM is a |
| reliable protocol, and it will wait a long, long time before giving up |
| on a connection. If you're using threads, the entire thread is |
| essentially dead. There's not much you can do about it. As long as you |
| aren't doing something dumb, like holding a lock while doing a |
| blocking read, the thread isn't really consuming much in the way of |
| resources. Do \emph{not} try to kill the thread - part of the reason |
| that threads are more efficient than processes is that they avoid the |
| overhead associated with the automatic recycling of resources. In |
| other words, if you do manage to kill the thread, your whole process |
| is likely to be screwed up. |
| |
| \section{Non-blocking Sockets} |
| |
| If you've understood the preceeding, you already know most of what you |
| need to know about the mechanics of using sockets. You'll still use |
| the same calls, in much the same ways. It's just that, if you do it |
| right, your app will be almost inside-out. |
| |
| In Python, you use \code{socket.setblocking(0)} to make it |
| non-blocking. In C, it's more complex, (for one thing, you'll need to |
| choose between the BSD flavor \code{O_NONBLOCK} and the almost |
| indistinguishable Posix flavor \code{O_NDELAY}, which is |
| completely different from \code{TCP_NODELAY}), but it's the |
| exact same idea. You do this after creating the socket, but before |
| using it. (Actually, if you're nuts, you can switch back and forth.) |
| |
| The major mechanical difference is that \code{send}, |
| \code{recv}, \code{connect} and \code{accept} can |
| return without having done anything. You have (of course) a number of |
| choices. You can check return code and error codes and generally drive |
| yourself crazy. If you don't believe me, try it sometime. Your app |
| will grow large, buggy and suck CPU. So let's skip the brain-dead |
| solutions and do it right. |
| |
| Use \code{select}. |
| |
| In C, coding \code{select} is fairly complex. In Python, it's a |
| piece of cake, but it's close enough to the C version that if you |
| understand \code{select} in Python, you'll have little trouble |
| with it in C. |
| |
| \begin{verbatim} ready_to_read, ready_to_write, in_error = \\ |
| select.select( |
| potential_readers, |
| potential_writers, |
| potential_errs, |
| timeout) |
| \end{verbatim} |
| |
| You pass \code{select} three lists: the first contains all |
| sockets that you might want to try reading; the second all the sockets |
| you might want to try writing to, and the last (normally left empty) |
| those that you want to check for errors. You should note that a |
| socket can go into more than one list. The \code{select} call is |
| blocking, but you can give it a timeout. This is generally a sensible |
| thing to do - give it a nice long timeout (say a minute) unless you |
| have good reason to do otherwise. |
| |
| In return, you will get three lists. They have the sockets that are |
| actually readable, writable and in error. Each of these lists is a |
| subset (possbily empty) of the corresponding list you passed in. And |
| if you put a socket in more than one input list, it will only be (at |
| most) in one output list. |
| |
| If a socket is in the output readable list, you can be |
| as-close-to-certain-as-we-ever-get-in-this-business that a |
| \code{recv} on that socket will return \emph{something}. Same |
| idea for the writable list. You'll be able to send |
| \emph{something}. Maybe not all you want to, but \emph{something} is |
| better than nothing. (Actually, any reasonably healthy socket will |
| return as writable - it just means outbound network buffer space is |
| available.) |
| |
| If you have a "server" socket, put it in the potential_readers |
| list. If it comes out in the readable list, your \code{accept} |
| will (almost certainly) work. If you have created a new socket to |
| \code{connect} to someone else, put it in the ptoential_writers |
| list. If it shows up in the writable list, you have a decent chance |
| that it has connected. |
| |
| One very nasty problem with \code{select}: if somewhere in those |
| input lists of sockets is one which has died a nasty death, the |
| \code{select} will fail. You then need to loop through every |
| single damn socket in all those lists and do a |
| \code{select([sock],[],[],0)} until you find the bad one. That |
| timeout of 0 means it won't take long, but it's ugly. |
| |
| Actually, \code{select} can be handy even with blocking sockets. |
| It's one way of determining whether you will block - the socket |
| returns as readable when there's something in the buffers. However, |
| this still doesn't help with the problem of determining whether the |
| other end is done, or just busy with something else. |
| |
| \textbf{Portability alert}: On Unix, \code{select} works both with |
| the sockets and files. Don't try this on Windows. On Windows, |
| \code{select} works with sockets only. Also note that in C, many |
| of the more advanced socket options are done differently on |
| Windows. In fact, on Windows I usually use threads (which work very, |
| very well) with my sockets. Face it, if you want any kind of |
| performance, your code will look very different on Windows than on |
| Unix. (I haven't the foggiest how you do this stuff on a Mac.) |
| |
| \subsection{Performance} |
| |
| There's no question that the fastest sockets code uses non-blocking |
| sockets and select to multiplex them. You can put together something |
| that will saturate a LAN connection without putting any strain on the |
| CPU. The trouble is that an app written this way can't do much of |
| anything else - it needs to be ready to shuffle bytes around at all |
| times. |
| |
| Assuming that your app is actually supposed to do something more than |
| that, threading is the optimal solution, (and using non-blocking |
| sockets will be faster than using blocking sockets). Unfortunately, |
| threading support in Unixes varies both in API and quality. So the |
| normal Unix solution is to fork a subprocess to deal with each |
| connection. The overhead for this is significant (and don't do this on |
| Windows - the overhead of process creation is enormous there). It also |
| means that unless each subprocess is completely independent, you'll |
| need to use another form of IPC, say a pipe, or shared memory and |
| semaphores, to communicate between the parent and child processes. |
| |
| Finally, remember that even though blocking sockets are somewhat |
| slower than non-blocking, in many cases they are the "right" |
| solution. After all, if your app is driven by the data it receives |
| over a socket, there's not much sense in complicating the logic just |
| so your app can wait on \code{select} instead of |
| \code{recv}. |
| |
| \end{document} |