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