| **************************** |
| 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 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. |
| |
| |
| 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.mcmillan-inc.com", 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(('', 80))`` or |
| ``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. |
| |
| 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 |
| 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 ``'localhost'``. On |
| most platforms, this will take a shortcut around a couple of layers of network |
| code and be quite a bit faster. |
| |
| |
| 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 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 |
| about that some on the next page. |
| |
| 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 = '' |
| while len(msg) < MSGLEN: |
| chunk = self.sock.recv(MSGLEN-len(msg)) |
| if chunk == '': |
| 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. 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 *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. |
| |
| One very nasty problem with ``select``: if somewhere in those input lists of |
| sockets is one which has died a nasty death, the ``select`` will fail. You then |
| need to loop through every single damn socket in all those lists and do a |
| ``select([sock],[],[],0)`` until you find the bad one. That timeout of 0 means |
| it won't take long, but it's ugly. |
| |
| 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. Face it, if you want any kind of performance, |
| your code will look very different on Windows than on Unix. |
| |
| |
| 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 ``select`` instead of |
| ``recv``. |
| |