418 lines
20 KiB
ReStructuredText
418 lines
20 KiB
ReStructuredText
****************************
|
|
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 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 now be used to send in a
|
|
request for the text of this page. The same socket will read the reply, and then
|
|
be destroyed. That's right - destroyed. Client sockets are normally only used
|
|
for one exchange (or a small set of sequential exchanges).
|
|
|
|
What happens in the web server is a bit more complex. First, the web server
|
|
creates a "server socket". ::
|
|
|
|
#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.
|
|
|
|
OK, now we have a "server" socket, listening on port 80. Now we 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 their 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, the reads a reply. That's it. The socket is discarded. This means that
|
|
a client can detect the end of the reply by receiving 0 bytes.
|
|
|
|
But if you plan to reuse your socket for further transfers, you need to realize
|
|
that *there is no "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 have 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. 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 ``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``.
|
|
|