Socket Programing (January 11)
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Transcript Socket Programing (January 11)
Communication
References
On-line tutorials
Beej’s Guide to Network programming
http://beej.us/guide/bgnet/
The Java Tutorials: All about sockets
http://download.oracle.com/javase/tutorial/net
working/sockets/
Chapter 2.1 of the Tanenbaum, van Steen
textbook
Chapter 15, of the Steven’s book on TCP/IP
Protocols
All communication is based on exchanging
messages.
A protocol is a set of rules which is used by
computers to communicate (using
messages) with each other across a
network.
Protocols control the sending and receiving
of messages
e.g., TCP, IP, HTTP,FTP
Protocol Stacks
A computer is connected to the Internet
and has a unique address
Let’s say that an application on computer A
wants to send the message “Hello there” to
an application computer B
The text message must be translated into
electronic signals, transmitted over the
Internet, then translated back into text.
This is accomplished using a protocol stack
Protocol Stacks
The protocol stack is usually built into the
computer’s operating system
The protocol stack used on the Internet is
referred to as the TCP/IP protocol stack
because of the two major communication
protocols used (more later).
Internet Protocol Stack
Many different protocols are
needed at a variety of levels
A message starts at the top of the
protocol stack and works its way
downwards.
If the message is long, then the
message may be broken up into
smaller chunks of data
These chunks are known as packets.
Packets go to the transport layer
application
transport
network
link
physical
Transport Protocols
At the sending end each packet is
associated with a destination address and a
port number
A destination address is insufficient since
there could be multiple processes receiving
messages
A port number allows for an identification of a
process that is to receive the packet
Transport Protocols
At the receiving end, the transport layer
has to put back together the pieces into
the message before passing it to the
application.
One of the Internet transport protocols is
called Transmission Control Protocol (TCP).
TCP is a reliable transport protocol i.e., it can
deal with losses
The Internet transport protocol that does
not deal with losses is called User
Datagram Protocol (UDP).
Network Layer
For a message to get from the sender to
the receiver there are often multiple paths
that can be taken
A path consists of multiple routers
Choosing a path is called routing
Most widely used network protocol is the
connectionless IP (Internet Protocol)
Data Link Layer
Between path points, a mechanism is needed
to detect and correct errors such as
damaged or lost messages
Basically the data link layer is concerned
with data transfer between the path points
The data link layer groups bits into units
(frames). Each frame has
Sequence numbers for detecting lost messages
Checksums for detecting damage
Physical Layer
The physical layer is concerned with the
transmission of 0’s and 1’s.
How many volts to use for 0 and 1?
How many bits per second can be sent?
Many physical layer standards have been
developed for different media e.g.,
RS-232-C
lines
standard for serial communication
Application Layer Protocols
Application layer protocols include ftp and
http.
These protocols are built on top of
TCP/UDP
Client-Server Paradigm
Many network applications use a form of
communication known as the client-server
paradigm
Server application waits (passively) for contact.
Client initiates the contact.
Client and server applications interact directly
with a transport-layer protocol for establishing
communication and to send and receive
information.
The transport layer uses lower layer protocols to
send and receive individual messages.
Application Programming
Interface: API
The interface an application uses when it interacts
with the transport protocol software is known as
an Application Programming Interface (API).
An API defines a set of operations that an
application can perform when it interacts with a
protocol.
APIs are defined as follows:
Provide a set of procedures that can be called
For each procedure, define the arguments expected
Usually there is a procedure for each basic operation
e.g., send, receive
Socket API
Introduced in 1981
Originally only Unix
Implemented as a library
This can be used to communicate with TCP
or UDP
Sockets
Sockets provide an interface to TCP/IP
and UDP/IP
A socket is characterized by the following
information representing communication
endpoints
communication protocol, local address, local
port, remote address, remote port
Let us now look at how sockets are
represented in operating systems
Open Files/Socket
Representation
Here is a code fragment
FILE *in_file;
// open a file
in_file = fopen("list.txt", "r");
Each process has a file descriptor
table
An entry could point to information
about a file
File information includes disk
location, file status etc;
Read/write operations need this info
File Descriptor table
stdin
0
1
2
3
4
stdout
stderr
in_file
Open Files/Socket
Representation
An entry can also point to
a socket
Socket information is
information needed for
communication
transport
protocol
Address of the local
machine
address of the remote
machine
Port numbers
File Descriptor table
stdin
0
1
2
3
4
stdout
stderr
in_file
socket
Sockets and Descriptors
Sockets are integrated with I/O.
The OS provides a single set of
descriptors for files, devices,
communication.
The read() and write() functions can be
used for both files and communication
Sockets and Descriptors
Before an application can communicate, it
must request that the operating system
create a socket to be used for
communication.
The system returns a small integer (index
in the file descriptor table) that identifies
the socket.
The application uses that small integer as
an argument in one of the communication
API procedures.
Socket Creation
descriptor = socket(domain, type, protocol)
domain specifies the specifies the addressing format to
be used by the socket. AF_INET specifies Internet
address and AF_UNIX specifies file path names.
type specifies the type of communication the socket will
use.
• SOCK_STREAM: connection-oriented stream
transfer
• SOCK_DGRAM: connectionless message-oriented
transfer
protocol specifies a particular transport protocol; usually
0 = default for type; keep in mind that there are
variations of TCP;
–1 is returned if an error occurs.
Socket Creation
Example
#include <sys/types.h>
#include <sys/socket.h>
if ((s = socket(AF_INET, SOCK_STREAM, 0) ) < 0){
perror(“socket”);}
Endpoint Addresses
A socket association is characterized as
follows:
communication
protocol, local address, local
port, remote address, remote port
Local address, port are defined using the
bind() call
Remote address, port are defined using
connect() call
Address Representation
This structure holds socket address information
for many types of sockets.
struct sockaddr {
unsigned short sa_family; // address family,
char sa_data[14]; // 14 bytes of protocol address
};
sa_family represents the address format i.e., AF_INET.
sa_data contains an address and port number for the socket.
This structure is considered “unyieldy” since most
programmers do not want to pack sa_data by hand.
Programmers deal with the sockaddr_in structure
Address Representation
Internally an address
is represented as a
32-bit integer
struct in_addr {
u_long s_addr;
}
struct sockaddr_in {
short sin_family;
u_short sin_port
struct in_addr sin_addr
char sin_zero[8];
}
sin_family represents
the address format
sin_port specifies a
port number which is
associated with a
process.
sin_addr specifies the
address of a host
machine
sin_zero is used to fill
out the structure.
Address Representation
sockaddr_in is used for TCP (connection-
oriented) and sockaddr_un is used for UDP
(connectionless)
The API procedures assume that a variable
that is a pointer to sockaddr is used.
The programmer should cast a variable of
type sockaddr_in (or sockaddr_un) to a
variable that is a pointer to sockaddr
Data Representation
Integers are not represented the same on all
machine architectures
little
endian: least significant byte first; the
Intel series, VAX
big endian: most significant byte first (this is
network byte order); IBM 370, Motorola
68000 and Sun Sparc
When little endian computers are going to
pass integers over the network (e.g., IP
addresses), they need to convert them to
network byte order.
Data Representation
m = ntohl(m): network to host byte order (32 bit)
m = htonl(m): host to network byte order (32 bit)
m = ntohs(m): network to host byte order (16 bit)
m = htons(m): host to network byte order (16 bit)
Address Conversion
host name to IP address: gethostbyname()
IP address to name: gethostbyaddr()
bind ()
bind(int socket,struct sockaddr *localaddr,
int addrlen)
localaddr is a structure that specifies the local
address to be assigned to the socket.
addrlen specifies the length of the sockaddr
structure pointed to by the address argument.
Used by both TCP and UDP.
bind()
struct sockaddr_in sin;
if ((s = socket(AF_INET, SOCK_STREAM,0)) < 0
{ /*error*/};
memset((char *) &sin, 0, sizeof(sin));
sin.sin_family = AF_INET:
sin.sin_port = htons(6000);
sin.sin_addr.s_addr = htonl(INADDR_ANY);
if bind(s, (struct sockaddr *) &sin, sizeof(sin)) < 0)
{…}
connect()
Client contacts server by
Specifying IP address, port number of server
process
Calling the connect() system call
connect()
int connect(int s, struct sockaddr *name,
int namelen)
client issues connect() to establish remote
address and port
Establish connection (stream socket)
The call fails if the host is not listening to
port.
send()
int send(int socket, const void *msg,
int len, int flags);
msg specifies a pointer to the first of the data
to be sent
len
is an integer that specifies the amount of
data to be sent
flags are used to specify special options which
are mostly intended for system debugging
(don’t worry about this; just set it to 0)
Used for stream communications
recv()
int recv(int socket, void *msg, int len, int
flags);
Similar to send() except this is used to
receive data and put into msg
listen()
Client must contact server
For a client to contact a server, the server
process must first be running
The server must have created a socket that is
used to welcome the client’s contact
The server must be “listening” for the client’s
contact by using the listen() system call.
listen()
int listen(int s, int queuesize)
queuesize specifies a length for the socket’s
request queue.
The OS builds a separate request queue for
each socket.
Client requests are put into the queue.
Socket being listened to can’t be used for
client.
Note:
• TCP assumes that for any data is sent that the client
process sends a message first, then receives a
message from the server and acknowledges that
messages (three way handshake).
accept()
When contacted by client, server TCP creates a
new socket for the server process to communicate
with the client
Allows server to talk with multiple clients
accept()
int accept (int s, struct sockaddr *addr,
int *addrlen);
All servers begin by calling socket to create socket
and bind to specify a protocol port number.
These two calls are sufficient for a server to start
accepting messages in a connectionless transport.
An extra call ( accept() ) is needed for a connectionoriented protocol.
accept() fills in fields of argument addr with the
address of the client that formed the connection
and sets addrlen to the length of the address.
A socket descriptor is returned
accept()
The server uses the new socket to
communicate with the client and then
closes the socket when finished.
The original socket remains unchanged and
this is used to accept the next connection
from a client.
Getting IP address/port from
socket
int getsockname(int sockfd, struct sockaddr *localaddr,
socklen_t *addrlen)
Get the local IP/port bound to socket
int getpeername(int sockfd, struct sockaddr *remoteaddr,
socklen_t *addrlen)
Get the IP/port of remote endpoint
Sequence of Socket System
Calls
Client
Server
socket
socket
bind
listen
connect
Connection
request
accept
send
receive
receive
send
close
EOF
close
Example (Stream Socket;
setting address)
setaddr(struct sockaddr_in *sp, char *host, int port)
{
struct hostent *hp;
hp = gethostbyname(host);
if (hp == NULL) {
fprintf(stderr, "%s: unknown host\n", host);
exit(1);
}
sp->sin_family = AF_INET;
bcopy(hp->h_addr, &sp->sin_addr, hp->h_length);
sp->sin_port = htons(port);
}
Example (Stream Socket;
socket creation)
streamsocket(int port)
{
int s;
struct sockaddr_in sin;
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = INADDR_ANY;
sin.sin_port = htons(port);
s = socket(AF_INET, SOCK_STREAM, 0);
if (s < 0)
error("socket");
if (bind(s, (struct sockadd_in *) &sin, sizeof (sin)) < 0)
error("bind");
return s;
}
}
Example (Stream Socket;
client)
main(int argc, char * argv)
{
struct sockaddr_in sin;
int s, n, zero;
char buf[BUFSIZ];
myname = argv[0];
if (argc < 2) {
fprintf(stderr, "usage: %s port [host]\n",
myname);
exit(1);
}
Example (Stream Socket;
client)
s = streamsocket(0); /* port 0 means "any port" */
setaddr(&sin, argc > 2 ? argv[2] : "localhost", atoi(argv[1]));
/* connect a socket using name specified by the command line */
if (connect(s, (struct sockaddr_in *) &sin, sizeof(sin)) < 0)
error("connecting stream socket");
exit(1);
}
Example (Stream Socket;
client)
printf("Type in text\n");
/* read text from the standard input */
while ((n = read(0, buf, sizeof(buf))) > 0){
/* send the text through socket */
if (write(s, buf, sizeof(buf)) < 0)
error("writing on stream socket");
bzero(buf, sizeof(buf));
}
close(s);
exit(0);
}
Example (Stream Socket;
server)
#include <stdio.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
char *myname;
#define MSGSIZE 1
Example (Stream Socket;
server)
main(argc, argv)
char *argv[];
{
struct sockaddr_in from;
int s, n, fromlen, msgs, rval;
struct hostent *hp;
char buf[BUFSIZ];
myname = argv[0];
Example (Stream Socket;
server)
if (argc < 2) {
fprintf(stderr, "usage: %s port\n", argv[0]);
exit(1);
}
s = streamsocket(atoi(argv[1]));
fromlen = sizeof(from);
if (getsockname(s, &from, &fromlen)) {
error("getting socket name");
exit(1);
}
printf("Socket has port #
%d\n",ntohs(from.sin_port));
listen(s, 5);
Example (Stream Socket;
server)
for (;;) {
/*start accepting connections*/
msgs = accept(s, 0, 0);
if (msgs == -1)
error("accept");
else do {
bzero(buf, sizeof(buf));
Example (Stream Socket;
server)
if ((rval = read(msgs, buf, sizeof(buf))) < 0)
error("reading stream message");
if (rval == 0)
printf("Ending connection\n");
else {
printf("%s\n",buf);
}
UDP: User Datagram Protocol [RFC
768]
“no frills,” “bare bones” Internet transport
protocol
“best effort” service, UDP segments may be:
lost
delivered out of order to app
connectionless:
no handshaking between UDP sender, receiver
each UDP segment handled independently of
others
Why use UDP instead of TCP
No connection establishment (which can add delay)
Remember that TCP does a three-way handshake before
transmitting data. UDP does not.
TCP maintains connection state
Receive and send buffers
Sequence and acknowledgement numbers
Congestion control parameters
Smaller segment overhead
Each TCP segment has 20 bytes of header overhead while
each UDP segment has 8 bytes.
The overhead in TCP includes sequence and acknowledgement
numbers, and a flow congestion field.
There is no congestion control
UDP can blast away as fast as possible
UDP
Often used for streaming multimedia apps
loss tolerant
rate sensitive
Other UDP uses (why?):
DNS
ping command
Applications using UDP and TCP
Email – TCP
telnet – TCP
HTTP – TCP
ftp – TCP
Remote file server (NFS) – typically UDP
DNS – typically UDP
Streaming multimedia – typically UDP
Internet telephony – typically UDP
Network management (SNMP) – typically UDP
UDP and Reliability
Lack of congestion control
It is possible to have reliable data transfer
in UDP.
The application must have acknowledgements
and retransmission mechanisms
Streaming applications do this.
API for UDP
socket() call uses SOCK_DGRAM instead of
SOCK_STREAM
There is no connect() call
Uses recvfrom() and sendto() instead of
read() and write()
There are no listen() or accept() calls
sendto()
int sendto (int socket, char *msg, int len,
int flags, struct sockaddr *to, int tolen);
to specifies the destination address and tolen
specifies the length of the destination address.
Used for datagram communications
recvfrom()
int recvfrom (int socket, char *msg, int len,
int flags, struct sockaddr *from, int
fromlen);
sets from to source address of data
sets fromlen to valid length of from
returns number of bytes received
Other Functions
There are other functions used in
TCP/UDP that can be used to provide for
timeouts,etc;
We will discuss the use of the select()
function.
select()
int select(int maxfds, fd_set *readfds, fd_set *writefds,
fd_set *exceptfds, struct timeval *timeout);
FD_CLR(int fd, fd_set *fds); /* clear the bit for fd in fds */
FD_ISSET(int fd, fd_set *fds); /* is the bit for fd in fds */
FD_SET(int fd, fd_set *fds); /* turn on the bit for fd in fds */
FD_ZERO(fd_set *fds);
/* clear all bits in fds */
maxfds: number of descriptors to be tested
descriptors (0, 1, ... maxfds-1) will be tested
readfds: a set of fds we want to check if data is available
returns a set of fds ready to read
if input argument is NULL, not interested in that condition
writefds: returns a set of fds ready to write
exceptfds: returns a set of fds with exception conditions
select()
int select(int maxfds, fd_set *readfds, fd_set *writefds,
fd_set *exceptfds, struct timeval *timeout);
struct timeval {
long tv_sec;
long tv_usec;
}
/* seconds /
/* microseconds */
timeout
if NULL, wait forever and return only when one of the descriptors
is ready for I/O
otherwise, wait up to a fixed amount of time specified by timeout
• if we don’t want to wait at all, create a timeout structure with timer
value equal to 0
select()
A select statement can be used to implement
….
timeouts
s = streamsocket(0); /* port 0 means "any port" */
setaddr(&sin, argc > 2 ? argv[2] : "localhost", atoi(argv[1]));
/* connect a socket using name specified by the command line */
if (connect(s, (struct sockaddr *) &sin, sizeof(sin)) < 0) {
error("connecting stream socket");
exit(1);
}
buf = (char *) malloc(BUFSIZ*sizeof(char));
sprintf(buf, "%d", AREYOUUP);
write(s,buf,sizeof(buf));
select()
tv.tv_sec = 20;
tv.tv_usec = 5000;
FD_CLR(s,&readfds);
FD_ZERO(&readfds);
FD_SET(s,&readfds);
}
while (select(s,&readfds,NULL,NULL,&tv) < 0) { };
if (FD_ISSET(s,&readfds)){
printf("Data Arrived\n");
recv(s,buf,sizeof(buf),0);
printf("buffer is %s\n",buf);
}
else
printf("timed out\n");
close(s);
exit(0);
Difficulties in Socket
Programming
Data representation
Binding
Data Representation
Complex data structures must be
converted
Sender must flatten complex data structures
Receiver must reconstruct them
Sender and receiver must agree on a
common format for messages.
Example
typedef struct {
char Name[MAXNAMELENGTH];
float Salary;
char JobCode[IDNUMLENGTH];
} Employee
You may want to send this information to the server
using
send(s, (void *) &e, sizeof(e), 0)
where e is of type Employee ;
This is most likely not going to work.
The sender and receiver must agree on a format for
the message.
Data Representation
Sender and receiver must agree on type of
message. This can can be quite difficult.
Sender must convert data to send to the
agreed upon format. This often requires a
“flattening” of the data structure
representing this data.
Receiver should parse the incoming
message.
Data Representation
Code segment for marshalling the Employee
structure
char *msg;
char name[MAXNAMELENGTH];
char jobcode[MAXNAMELENGTH];
float salary;
int msglength;
Employee e;
….
salary = GetSalaryFromEmployee(e);
GetJobCodeFromEmployee(e,jobcode);
GetNameFromEmployee(e,name);
msg = (char *) malloc(sizeof(Employee));
sprintf(msg,"%s %f %s",name,salary,jobcode);
…..
msglength = sizeof(Employee);
send(s, (void *) msg, msglength));
Data Representation
Code segment for unmarshalling the Employee
data sent
char *msg;
char name[MAXNAMELENGTH];
char jobcode[MAXNAMELENGTH];
float salary;
int msglength;
Employee e;
…
msg = (char *) malloc(sizeof(Employee));
…
msglength = sizeof(Employee);
recv(connectfd, (char *) msg, msglength,0);
sscanf(msg, “%s %f %s”, name, &salary, jobcode);
…
Other Representational Issues
Usually in a client-server model, the server
provides a set of services. Each service
can be invoked by a procedure. For
example, in an employee management
system you would have services that
include:
Insert an employee record for a new employee
Get the salary of an employee
Etc;
The client must identify the service that it
wants.
This is part of the message.
Other Representational Issues
Thus each service must have an identifier
e.g., in the previous code segment examples
we may have something like this:
sprintf(msg,“%d %s %f %s",methodidentifier,
name,salary,jobcode);
sscanf (msg,“%d %s %f %s",&methodidentifier,
name,&salary,jobcode);
Other Representational Issues
What if we have a list of Employees that
we want to send in a message?
We do not know ahead of time how many
employee records will be sent in a message.
One way to handle this:
Send a message with the service identifier and
the number of employee records being sent.
You then send the employee records.
Other Representational Issues
What was just described works fine if the
client and server machines have similar
machine types.
However, it is common that there are
multiple machine types.
IBM mainframes use the EBCDIC character
code, but IBM PCs use ASCII.
It would be rather difficult to pass a character
parameter from an IBM PC client to an IBM
mainframe server using what has just been
described.
Similar problems occur with integers (1’s
complement vs two’s complement).
Other Representational Issues
Need a canonical form
For the UNIX OS there is XDR(eXternal
Data Representation). For Java RMI, there
is Java Remote Method Protocol (JRMP).
Binding
Binding refers to determining the location
and identity (communication identifier) of
the callee
In UNIX, a communication identifier is a socket
address containing host’s IP address and port
number.
Binding
Strategies for binding
Static binding (which binds the host address of
a server into the client program at compilation
time) is undesirable.
• The client and server programs are compiled
separately and often at different times.
• Services may be moved from one host to another.
Could pass host name and port by reading a file
or through the command line.
• You do not need to recompile
• Client still needs to know the location of the server
ahead of time.
Binding
Strategies for binding (cont)
Always run the binder on a “well-known” address
(i.e., fixed host and port)
The operating system supplies the current
address of the binder (e.g., via environment
variable in UNIX).
• Users need to be informed whenever the binder is
relocated
• Client and server programs need not be recompiled
Use a broadcast message to locate the binder
• The binder can be easily relocated
• Client/Server programs need not be recompiled
Binding
Dynamic binding service is desirable.
Ideally, a binding service would have the
following characteristics:
Allows servers to register their exporting
services
Allows servers to remote services
Allows clients to lookup the named service
Summary
This section briefly summarizes the basic
message passing primitives that can be
used by processes in a distributed
application.