| .. _socket-howto: | 
 |  | 
 | **************************** | 
 |   Socket Programming HOWTO | 
 | **************************** | 
 |  | 
 | :Author: Gordon McMillan | 
 |  | 
 |  | 
 | .. topic:: Abstract | 
 |  | 
 |    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. | 
 |  | 
 |  | 
 | 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 (i.e. IPv4) sockets, but they account for at least 99% of | 
 | the sockets in use. And I'll only talk about STREAM (i.e. TCP) 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. | 
 |  | 
 |  | 
 | History | 
 | ------- | 
 |  | 
 | Of the various forms of :abbr:`IPC (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). | 
 |  | 
 |  | 
 | Creating a Socket | 
 | ================= | 
 |  | 
 | Roughly speaking, when you clicked on the link that brought you to this page, | 
 | your browser did something like the following:: | 
 |  | 
 |    # 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.python.org", 80)) | 
 |  | 
 | When the ``connect`` completes, the socket ``s`` can be used to send | 
 | in a request for the text of the 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":: | 
 |  | 
 |    # 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) | 
 |  | 
 | A couple things to notice: we used ``socket.gethostname()`` so that the socket | 
 | would be visible to the outside world.  If we had used ``s.bind(('localhost', | 
 | 80))`` or ``s.bind(('127.0.0.1', 80))`` we would still have a "server" socket, | 
 | but one that was only visible within the same machine.  ``s.bind(('', 80))`` | 
 | specifies that the socket is reachable by any address the machine happens to | 
 | have. | 
 |  | 
 | 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 ``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. | 
 |  | 
 | Now that we have a "server" socket, listening on port 80, we can enter the | 
 | mainloop of the web server:: | 
 |  | 
 |    while True: | 
 |        # 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() | 
 |  | 
 | There's actually 3 general ways in which this loop could work - dispatching a | 
 | thread to handle ``clientsocket``, create a new process to handle | 
 | ``clientsocket``, or restructure this app to use non-blocking sockets, and | 
 | mulitplex between our "server" socket and any active ``clientsocket``\ s using | 
 | ``select``. More about that later. The important thing to understand now is | 
 | this: this is *all* a "server" socket does. It doesn't send any data. It doesn't | 
 | receive any data. It just produces "client" sockets. Each ``clientsocket`` is | 
 | created in response to some *other* "client" socket doing a ``connect()`` to the | 
 | host and port we're bound to. As soon as we've created that ``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. | 
 |  | 
 |  | 
 | IPC | 
 | --- | 
 |  | 
 | If you need fast IPC between two processes on one machine, you should look into | 
 | pipes or shared memory.  If you do decide to use AF_INET sockets, bind the | 
 | "server" socket to ``'localhost'``. On most platforms, this will take a | 
 | shortcut around a couple of layers of network code and be quite a bit faster. | 
 |  | 
 | .. seealso:: | 
 |    The :mod:`multiprocessing` integrates cross-platform IPC into a higher-level | 
 |    API. | 
 |  | 
 |  | 
 | 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, *as the designer, you will have to | 
 | decide what the rules of etiquette are for a conversation*. Normally, the | 
 | ``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 ``send`` | 
 | and ``recv``, or you can transform your client socket into a file-like beast and | 
 | use ``read`` and ``write``. The latter is the way Java presents its sockets. | 
 | I'm not going to talk about it here, except to warn you that you need to use | 
 | ``flush`` on sockets. These are buffered "files", and a common mistake is to | 
 | ``write`` something, and then ``read`` for a reply. Without a ``flush`` in | 
 | there, you may wait forever for the reply, because the request may still be in | 
 | your output buffer. | 
 |  | 
 | Now we come to the major stumbling block of sockets - ``send`` and ``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 (``send``) or emptied (``recv``). They then tell you how many bytes they | 
 | handled. It is *your* responsibility to call them again until your message has | 
 | been completely dealt with. | 
 |  | 
 | When a ``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 | 
 | more about this later. | 
 |  | 
 | A protocol like HTTP uses a socket for only one transfer. The client sends a | 
 | request, then 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 *there is no* :abbr:`EOT (End of Transfer)` *on a socket.* I repeat: if a socket | 
 | ``send`` or ``recv`` returns after handling 0 bytes, the connection has been | 
 | broken.  If the connection has *not* been broken, you may wait on a ``recv`` | 
 | forever, because the socket will *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: *messages must either be fixed length* (yuck), *or | 
 | be delimited* (shrug), *or indicate how long they are* (much better), *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:: | 
 |  | 
 |    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 = b'' | 
 |            while len(msg) < MSGLEN: | 
 |                chunk = self.sock.recv(MSGLEN-len(msg)) | 
 |                if chunk == b'': | 
 |                    raise RuntimeError("socket connection broken") | 
 |                msg = msg + chunk | 
 |            return msg | 
 |  | 
 | The sending code here is usable for almost any messaging scheme - in Python you | 
 | send strings, and you can use ``len()`` to determine its length (even if it has | 
 | embedded ``\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 ``strlen`` if the | 
 | message has embedded ``\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 ``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 | 
 | ``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 | 
 | ``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 ``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 ``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. | 
 |  | 
 |  | 
 | 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 - ``ntohl, | 
 | htonl, ntohs, htons`` where "n" means *network* and "h" means *host*, "s" means | 
 | *short* and "l" means *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. | 
 |  | 
 |  | 
 | Disconnecting | 
 | ============= | 
 |  | 
 | Strictly speaking, you're supposed to use ``shutdown`` on a socket before you | 
 | ``close`` it.  The ``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 ``close`` is the same as ``shutdown(); | 
 | close()``.  So in most situations, an explicit ``shutdown`` is not needed. | 
 |  | 
 | One way to use ``shutdown`` effectively is in an HTTP-like exchange. The client | 
 | sends a request and then does a ``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 ``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 ``close`` if it's needed. But | 
 | relying on this is a very bad habit. If your socket just disappears without | 
 | doing a ``close``, the socket at the other end may hang indefinitely, thinking | 
 | you're just being slow. *Please* ``close`` your sockets when you're done. | 
 |  | 
 |  | 
 | When Sockets Die | 
 | ---------------- | 
 |  | 
 | Probably the worst thing about using blocking sockets is what happens when the | 
 | other side comes down hard (without doing a ``close``). Your socket is likely to | 
 | hang. TCP 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 *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. | 
 |  | 
 |  | 
 | Non-blocking Sockets | 
 | ==================== | 
 |  | 
 | If you've understood the preceding, 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 ``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 | 
 | ``O_NONBLOCK`` and the almost indistinguishable Posix flavor ``O_NDELAY``, which | 
 | is completely different from ``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 ``send``, ``recv``, ``connect`` and | 
 | ``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 ``select``. | 
 |  | 
 | In C, coding ``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 ``select`` in Python, | 
 | you'll have little trouble with it in C:: | 
 |  | 
 |    ready_to_read, ready_to_write, in_error = \ | 
 |                   select.select( | 
 |                      potential_readers, | 
 |                      potential_writers, | 
 |                      potential_errs, | 
 |                      timeout) | 
 |  | 
 | You pass ``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 ``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 contain the sockets that are actually | 
 | readable, writable and in error. Each of these lists is a subset (possibly | 
 | empty) of the corresponding list you passed in. | 
 |  | 
 | 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 ``recv`` on that | 
 | socket will return *something*. Same idea for the writable list. You'll be able | 
 | to send *something*. Maybe not all you want to, but *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 ``accept`` will (almost certainly) work. If you | 
 | have created a new socket to ``connect`` to someone else, put it in the | 
 | potential_writers list. If it shows up in the writable list, you have a decent | 
 | chance that it has connected. | 
 |  | 
 | Actually, ``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. | 
 |  | 
 | **Portability alert**: On Unix, ``select`` works both with the sockets and | 
 | files. Don't try this on Windows. On Windows, ``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. | 
 |  | 
 |  |