| 1 | \documentclass{howto}
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| 2 |
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| 3 | \title{Socket Programming HOWTO}
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| 4 |
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| 5 | \release{0.00}
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| 6 |
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| 7 | \author{Gordon McMillan}
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| 8 | \authoraddress{\email{[email protected]}}
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| 9 |
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| 10 | \begin{document}
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| 11 | \maketitle
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| 12 |
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| 13 | \begin{abstract}
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| 14 | \noindent
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| 15 | Sockets are used nearly everywhere, but are one of the most severely
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| 16 | misunderstood technologies around. This is a 10,000 foot overview of
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| 17 | sockets. It's not really a tutorial - you'll still have work to do in
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| 18 | getting things operational. It doesn't cover the fine points (and there
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| 19 | are a lot of them), but I hope it will give you enough background to
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| 20 | begin using them decently.
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| 21 |
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| 22 | This document is available from the Python HOWTO page at
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| 23 | \url{http://www.python.org/doc/howto}.
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| 24 |
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| 25 | \end{abstract}
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| 26 |
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| 27 | \tableofcontents
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| 28 |
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| 29 | \section{Sockets}
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| 30 |
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| 31 | Sockets are used nearly everywhere, but are one of the most severely
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| 32 | misunderstood technologies around. This is a 10,000 foot overview of
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| 33 | sockets. It's not really a tutorial - you'll still have work to do in
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| 34 | getting things working. It doesn't cover the fine points (and there
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| 35 | are a lot of them), but I hope it will give you enough background to
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| 36 | begin using them decently.
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| 37 |
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| 38 | I'm only going to talk about INET sockets, but they account for at
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| 39 | least 99\% of the sockets in use. And I'll only talk about STREAM
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| 40 | sockets - unless you really know what you're doing (in which case this
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| 41 | HOWTO isn't for you!), you'll get better behavior and performance from
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| 42 | a STREAM socket than anything else. I will try to clear up the mystery
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| 43 | of what a socket is, as well as some hints on how to work with
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| 44 | blocking and non-blocking sockets. But I'll start by talking about
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| 45 | blocking sockets. You'll need to know how they work before dealing
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| 46 | with non-blocking sockets.
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| 47 |
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| 48 | Part of the trouble with understanding these things is that "socket"
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| 49 | can mean a number of subtly different things, depending on context. So
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| 50 | first, let's make a distinction between a "client" socket - an
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| 51 | endpoint of a conversation, and a "server" socket, which is more like
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| 52 | a switchboard operator. The client application (your browser, for
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| 53 | example) uses "client" sockets exclusively; the web server it's
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| 54 | talking to uses both "server" sockets and "client" sockets.
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| 55 |
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| 56 |
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| 57 | \subsection{History}
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| 58 |
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| 59 | Of the various forms of IPC (\emph{Inter Process Communication}),
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| 60 | sockets are by far the most popular. On any given platform, there are
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| 61 | likely to be other forms of IPC that are faster, but for
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| 62 | cross-platform communication, sockets are about the only game in town.
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| 63 |
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| 64 | They were invented in Berkeley as part of the BSD flavor of Unix. They
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| 65 | spread like wildfire with the Internet. With good reason --- the
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| 66 | combination of sockets with INET makes talking to arbitrary machines
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| 67 | around the world unbelievably easy (at least compared to other
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| 68 | schemes).
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| 69 |
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| 70 | \section{Creating a Socket}
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| 71 |
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| 72 | Roughly speaking, when you clicked on the link that brought you to
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| 73 | this page, your browser did something like the following:
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| 74 |
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| 75 | \begin{verbatim}
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| 76 | #create an INET, STREAMing socket
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| 77 | s = socket.socket(
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| 78 | socket.AF_INET, socket.SOCK_STREAM)
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| 79 | #now connect to the web server on port 80
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| 80 | # - the normal http port
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| 81 | s.connect(("www.mcmillan-inc.com", 80))
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| 82 | \end{verbatim}
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| 83 |
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| 84 | When the \code{connect} completes, the socket \code{s} can
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| 85 | now be used to send in a request for the text of this page. The same
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| 86 | socket will read the reply, and then be destroyed. That's right -
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| 87 | destroyed. Client sockets are normally only used for one exchange (or
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| 88 | a small set of sequential exchanges).
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| 89 |
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| 90 | What happens in the web server is a bit more complex. First, the web
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| 91 | server creates a "server socket".
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| 92 |
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| 93 | \begin{verbatim}
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| 94 | #create an INET, STREAMing socket
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| 95 | serversocket = socket.socket(
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| 96 | socket.AF_INET, socket.SOCK_STREAM)
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| 97 | #bind the socket to a public host,
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| 98 | # and a well-known port
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| 99 | serversocket.bind((socket.gethostname(), 80))
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| 100 | #become a server socket
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| 101 | serversocket.listen(5)
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| 102 | \end{verbatim}
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| 103 |
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| 104 | A couple things to notice: we used \code{socket.gethostname()}
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| 105 | so that the socket would be visible to the outside world. If we had
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| 106 | used \code{s.bind(('', 80))} or \code{s.bind(('localhost',
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| 107 | 80))} or \code{s.bind(('127.0.0.1', 80))} we would still
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| 108 | have a "server" socket, but one that was only visible within the same
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| 109 | machine.
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| 110 |
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| 111 | A second thing to note: low number ports are usually reserved for
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| 112 | "well known" services (HTTP, SNMP etc). If you're playing around, use
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| 113 | a nice high number (4 digits).
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| 114 |
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| 115 | Finally, the argument to \code{listen} tells the socket library that
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| 116 | we want it to queue up as many as 5 connect requests (the normal max)
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| 117 | before refusing outside connections. If the rest of the code is
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| 118 | written properly, that should be plenty.
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| 119 |
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| 120 | OK, now we have a "server" socket, listening on port 80. Now we enter
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| 121 | the mainloop of the web server:
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| 122 |
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| 123 | \begin{verbatim}
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| 124 | while 1:
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| 125 | #accept connections from outside
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| 126 | (clientsocket, address) = serversocket.accept()
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| 127 | #now do something with the clientsocket
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| 128 | #in this case, we'll pretend this is a threaded server
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| 129 | ct = client_thread(clientsocket)
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| 130 | ct.run()
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| 131 | \end{verbatim}
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| 132 |
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| 133 | There's actually 3 general ways in which this loop could work -
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| 134 | dispatching a thread to handle \code{clientsocket}, create a new
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| 135 | process to handle \code{clientsocket}, or restructure this app
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| 136 | to use non-blocking sockets, and mulitplex between our "server" socket
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| 137 | and any active \code{clientsocket}s using
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| 138 | \code{select}. More about that later. The important thing to
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| 139 | understand now is this: this is \emph{all} a "server" socket
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| 140 | does. It doesn't send any data. It doesn't receive any data. It just
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| 141 | produces "client" sockets. Each \code{clientsocket} is created
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| 142 | in response to some \emph{other} "client" socket doing a
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| 143 | \code{connect()} to the host and port we're bound to. As soon as
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| 144 | we've created that \code{clientsocket}, we go back to listening
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| 145 | for more connections. The two "clients" are free to chat it up - they
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| 146 | are using some dynamically allocated port which will be recycled when
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| 147 | the conversation ends.
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| 148 |
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| 149 | \subsection{IPC} If you need fast IPC between two processes
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| 150 | on one machine, you should look into whatever form of shared memory
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| 151 | the platform offers. A simple protocol based around shared memory and
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| 152 | locks or semaphores is by far the fastest technique.
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| 153 |
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| 154 | If you do decide to use sockets, bind the "server" socket to
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| 155 | \code{'localhost'}. On most platforms, this will take a shortcut
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| 156 | around a couple of layers of network code and be quite a bit faster.
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| 157 |
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| 158 |
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| 159 | \section{Using a Socket}
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| 160 |
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| 161 | The first thing to note, is that the web browser's "client" socket and
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| 162 | the web server's "client" socket are identical beasts. That is, this
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| 163 | is a "peer to peer" conversation. Or to put it another way, \emph{as the
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| 164 | designer, you will have to decide what the rules of etiquette are for
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| 165 | a conversation}. Normally, the \code{connect}ing socket
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| 166 | starts the conversation, by sending in a request, or perhaps a
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| 167 | signon. But that's a design decision - it's not a rule of sockets.
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| 168 |
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| 169 | Now there are two sets of verbs to use for communication. You can use
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| 170 | \code{send} and \code{recv}, or you can transform your
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| 171 | client socket into a file-like beast and use \code{read} and
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| 172 | \code{write}. The latter is the way Java presents their
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| 173 | sockets. I'm not going to talk about it here, except to warn you that
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| 174 | you need to use \code{flush} on sockets. These are buffered
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| 175 | "files", and a common mistake is to \code{write} something, and
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| 176 | then \code{read} for a reply. Without a \code{flush} in
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| 177 | there, you may wait forever for the reply, because the request may
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| 178 | still be in your output buffer.
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| 179 |
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| 180 | Now we come the major stumbling block of sockets - \code{send}
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| 181 | and \code{recv} operate on the network buffers. They do not
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| 182 | necessarily handle all the bytes you hand them (or expect from them),
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| 183 | because their major focus is handling the network buffers. In general,
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| 184 | they return when the associated network buffers have been filled
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| 185 | (\code{send}) or emptied (\code{recv}). They then tell you
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| 186 | how many bytes they handled. It is \emph{your} responsibility to call
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| 187 | them again until your message has been completely dealt with.
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| 188 |
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| 189 | When a \code{recv} returns 0 bytes, it means the other side has
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| 190 | closed (or is in the process of closing) the connection. You will not
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| 191 | receive any more data on this connection. Ever. You may be able to
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| 192 | send data successfully; I'll talk about that some on the next page.
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| 193 |
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| 194 | A protocol like HTTP uses a socket for only one transfer. The client
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| 195 | sends a request, the reads a reply. That's it. The socket is
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| 196 | discarded. This means that a client can detect the end of the reply by
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| 197 | receiving 0 bytes.
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| 198 |
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| 199 | But if you plan to reuse your socket for further transfers, you need
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| 200 | to realize that \emph{there is no "EOT" (End of Transfer) on a
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| 201 | socket.} I repeat: if a socket \code{send} or
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| 202 | \code{recv} returns after handling 0 bytes, the connection has
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| 203 | been broken. If the connection has \emph{not} been broken, you may
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| 204 | wait on a \code{recv} forever, because the socket will
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| 205 | \emph{not} tell you that there's nothing more to read (for now). Now
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| 206 | if you think about that a bit, you'll come to realize a fundamental
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| 207 | truth of sockets: \emph{messages must either be fixed length} (yuck),
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| 208 | \emph{or be delimited} (shrug), \emph{or indicate how long they are}
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| 209 | (much better), \emph{or end by shutting down the connection}. The
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| 210 | choice is entirely yours, (but some ways are righter than others).
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| 211 |
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| 212 | Assuming you don't want to end the connection, the simplest solution
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| 213 | is a fixed length message:
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| 214 |
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| 215 | \begin{verbatim}
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| 216 | class mysocket:
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| 217 | '''demonstration class only
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| 218 | - coded for clarity, not efficiency
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| 219 | '''
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| 220 |
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| 221 | def __init__(self, sock=None):
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| 222 | if sock is None:
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| 223 | self.sock = socket.socket(
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| 224 | socket.AF_INET, socket.SOCK_STREAM)
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| 225 | else:
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| 226 | self.sock = sock
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| 227 |
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| 228 | def connect(self, host, port):
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| 229 | self.sock.connect((host, port))
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| 230 |
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| 231 | def mysend(self, msg):
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| 232 | totalsent = 0
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| 233 | while totalsent < MSGLEN:
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| 234 | sent = self.sock.send(msg[totalsent:])
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| 235 | if sent == 0:
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| 236 | raise RuntimeError, \\
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| 237 | "socket connection broken"
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| 238 | totalsent = totalsent + sent
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| 239 |
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| 240 | def myreceive(self):
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| 241 | msg = ''
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| 242 | while len(msg) < MSGLEN:
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| 243 | chunk = self.sock.recv(MSGLEN-len(msg))
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| 244 | if chunk == '':
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| 245 | raise RuntimeError, \\
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| 246 | "socket connection broken"
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| 247 | msg = msg + chunk
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| 248 | return msg
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| 249 | \end{verbatim}
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| 250 |
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| 251 | The sending code here is usable for almost any messaging scheme - in
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| 252 | Python you send strings, and you can use \code{len()} to
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| 253 | determine its length (even if it has embedded \code{\e 0}
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| 254 | characters). It's mostly the receiving code that gets more
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| 255 | complex. (And in C, it's not much worse, except you can't use
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| 256 | \code{strlen} if the message has embedded \code{\e 0}s.)
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| 257 |
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| 258 | The easiest enhancement is to make the first character of the message
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| 259 | an indicator of message type, and have the type determine the
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| 260 | length. Now you have two \code{recv}s - the first to get (at
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| 261 | least) that first character so you can look up the length, and the
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| 262 | second in a loop to get the rest. If you decide to go the delimited
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| 263 | route, you'll be receiving in some arbitrary chunk size, (4096 or 8192
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| 264 | is frequently a good match for network buffer sizes), and scanning
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| 265 | what you've received for a delimiter.
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| 266 |
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| 267 | One complication to be aware of: if your conversational protocol
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| 268 | allows multiple messages to be sent back to back (without some kind of
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| 269 | reply), and you pass \code{recv} an arbitrary chunk size, you
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| 270 | may end up reading the start of a following message. You'll need to
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| 271 | put that aside and hold onto it, until it's needed.
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| 272 |
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| 273 | Prefixing the message with it's length (say, as 5 numeric characters)
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| 274 | gets more complex, because (believe it or not), you may not get all 5
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| 275 | characters in one \code{recv}. In playing around, you'll get
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| 276 | away with it; but in high network loads, your code will very quickly
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| 277 | break unless you use two \code{recv} loops - the first to
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| 278 | determine the length, the second to get the data part of the
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| 279 | message. Nasty. This is also when you'll discover that
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| 280 | \code{send} does not always manage to get rid of everything in
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| 281 | one pass. And despite having read this, you will eventually get bit by
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| 282 | it!
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| 283 |
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| 284 | In the interests of space, building your character, (and preserving my
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| 285 | competitive position), these enhancements are left as an exercise for
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| 286 | the reader. Lets move on to cleaning up.
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| 287 |
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| 288 | \subsection{Binary Data}
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| 289 |
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| 290 | It is perfectly possible to send binary data over a socket. The major
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| 291 | problem is that not all machines use the same formats for binary
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| 292 | data. For example, a Motorola chip will represent a 16 bit integer
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| 293 | with the value 1 as the two hex bytes 00 01. Intel and DEC, however,
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| 294 | are byte-reversed - that same 1 is 01 00. Socket libraries have calls
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| 295 | for converting 16 and 32 bit integers - \code{ntohl, htonl, ntohs,
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| 296 | htons} where "n" means \emph{network} and "h" means \emph{host},
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| 297 | "s" means \emph{short} and "l" means \emph{long}. Where network order
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| 298 | is host order, these do nothing, but where the machine is
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| 299 | byte-reversed, these swap the bytes around appropriately.
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| 300 |
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| 301 | In these days of 32 bit machines, the ascii representation of binary
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| 302 | data is frequently smaller than the binary representation. That's
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| 303 | because a surprising amount of the time, all those longs have the
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| 304 | value 0, or maybe 1. The string "0" would be two bytes, while binary
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| 305 | is four. Of course, this doesn't fit well with fixed-length
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| 306 | messages. Decisions, decisions.
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| 307 |
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| 308 | \section{Disconnecting}
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| 309 |
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| 310 | Strictly speaking, you're supposed to use \code{shutdown} on a
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| 311 | socket before you \code{close} it. The \code{shutdown} is
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| 312 | an advisory to the socket at the other end. Depending on the argument
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| 313 | you pass it, it can mean "I'm not going to send anymore, but I'll
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| 314 | still listen", or "I'm not listening, good riddance!". Most socket
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| 315 | libraries, however, are so used to programmers neglecting to use this
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| 316 | piece of etiquette that normally a \code{close} is the same as
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| 317 | \code{shutdown(); close()}. So in most situations, an explicit
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| 318 | \code{shutdown} is not needed.
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| 319 |
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| 320 | One way to use \code{shutdown} effectively is in an HTTP-like
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| 321 | exchange. The client sends a request and then does a
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| 322 | \code{shutdown(1)}. This tells the server "This client is done
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| 323 | sending, but can still receive." The server can detect "EOF" by a
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| 324 | receive of 0 bytes. It can assume it has the complete request. The
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| 325 | server sends a reply. If the \code{send} completes successfully
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| 326 | then, indeed, the client was still receiving.
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| 327 |
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| 328 | 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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| 329 |
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| 330 |
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| 331 | \subsection{When Sockets Die}
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| 332 |
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| 333 | Probably the worst thing about using blocking sockets is what happens
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| 334 | when the other side comes down hard (without doing a
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| 335 | \code{close}). Your socket is likely to hang. SOCKSTREAM is a
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| 336 | reliable protocol, and it will wait a long, long time before giving up
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| 337 | on a connection. If you're using threads, the entire thread is
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| 338 | essentially dead. There's not much you can do about it. As long as you
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| 339 | aren't doing something dumb, like holding a lock while doing a
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| 340 | blocking read, the thread isn't really consuming much in the way of
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| 341 | resources. Do \emph{not} try to kill the thread - part of the reason
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| 342 | that threads are more efficient than processes is that they avoid the
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| 343 | overhead associated with the automatic recycling of resources. In
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| 344 | other words, if you do manage to kill the thread, your whole process
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| 345 | is likely to be screwed up.
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| 346 |
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| 347 | \section{Non-blocking Sockets}
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| 348 |
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| 349 | If you've understood the preceeding, you already know most of what you
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| 350 | need to know about the mechanics of using sockets. You'll still use
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| 351 | the same calls, in much the same ways. It's just that, if you do it
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| 352 | right, your app will be almost inside-out.
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| 353 |
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| 354 | In Python, you use \code{socket.setblocking(0)} to make it
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| 355 | non-blocking. In C, it's more complex, (for one thing, you'll need to
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| 356 | choose between the BSD flavor \code{O_NONBLOCK} and the almost
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| 357 | indistinguishable Posix flavor \code{O_NDELAY}, which is
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| 358 | completely different from \code{TCP_NODELAY}), but it's the
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| 359 | exact same idea. You do this after creating the socket, but before
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| 360 | using it. (Actually, if you're nuts, you can switch back and forth.)
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| 361 |
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| 362 | The major mechanical difference is that \code{send},
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| 363 | \code{recv}, \code{connect} and \code{accept} can
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| 364 | return without having done anything. You have (of course) a number of
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| 365 | choices. You can check return code and error codes and generally drive
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| 366 | yourself crazy. If you don't believe me, try it sometime. Your app
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| 367 | will grow large, buggy and suck CPU. So let's skip the brain-dead
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| 368 | solutions and do it right.
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| 369 |
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| 370 | Use \code{select}.
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| 371 |
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| 372 | In C, coding \code{select} is fairly complex. In Python, it's a
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| 373 | piece of cake, but it's close enough to the C version that if you
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| 374 | understand \code{select} in Python, you'll have little trouble
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| 375 | with it in C.
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| 376 |
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| 377 | \begin{verbatim} ready_to_read, ready_to_write, in_error = \\
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| 378 | select.select(
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| 379 | potential_readers,
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| 380 | potential_writers,
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| 381 | potential_errs,
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| 382 | timeout)
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| 383 | \end{verbatim}
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| 384 |
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| 385 | You pass \code{select} three lists: the first contains all
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| 386 | sockets that you might want to try reading; the second all the sockets
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| 387 | you might want to try writing to, and the last (normally left empty)
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| 388 | those that you want to check for errors. You should note that a
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| 389 | socket can go into more than one list. The \code{select} call is
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| 390 | blocking, but you can give it a timeout. This is generally a sensible
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| 391 | thing to do - give it a nice long timeout (say a minute) unless you
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| 392 | have good reason to do otherwise.
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| 393 |
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| 394 | In return, you will get three lists. They have the sockets that are
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| 395 | actually readable, writable and in error. Each of these lists is a
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| 396 | subset (possbily empty) of the corresponding list you passed in. And
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| 397 | if you put a socket in more than one input list, it will only be (at
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| 398 | most) in one output list.
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| 399 |
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| 400 | If a socket is in the output readable list, you can be
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| 401 | as-close-to-certain-as-we-ever-get-in-this-business that a
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| 402 | \code{recv} on that socket will return \emph{something}. Same
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| 403 | idea for the writable list. You'll be able to send
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| 404 | \emph{something}. Maybe not all you want to, but \emph{something} is
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| 405 | better than nothing. (Actually, any reasonably healthy socket will
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| 406 | return as writable - it just means outbound network buffer space is
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| 407 | available.)
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| 408 |
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| 409 | If you have a "server" socket, put it in the potential_readers
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| 410 | list. If it comes out in the readable list, your \code{accept}
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| 411 | will (almost certainly) work. If you have created a new socket to
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| 412 | \code{connect} to someone else, put it in the ptoential_writers
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| 413 | list. If it shows up in the writable list, you have a decent chance
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| 414 | that it has connected.
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| 415 |
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| 416 | One very nasty problem with \code{select}: if somewhere in those
|
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| 417 | input lists of sockets is one which has died a nasty death, the
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| 418 | \code{select} will fail. You then need to loop through every
|
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| 419 | single damn socket in all those lists and do a
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| 420 | \code{select([sock],[],[],0)} until you find the bad one. That
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| 421 | timeout of 0 means it won't take long, but it's ugly.
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| 422 |
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| 423 | Actually, \code{select} can be handy even with blocking sockets.
|
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| 424 | It's one way of determining whether you will block - the socket
|
|---|
| 425 | returns as readable when there's something in the buffers. However,
|
|---|
| 426 | this still doesn't help with the problem of determining whether the
|
|---|
| 427 | other end is done, or just busy with something else.
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| 428 |
|
|---|
| 429 | \textbf{Portability alert}: On Unix, \code{select} works both with
|
|---|
| 430 | the sockets and files. Don't try this on Windows. On Windows,
|
|---|
| 431 | \code{select} works with sockets only. Also note that in C, many
|
|---|
| 432 | of the more advanced socket options are done differently on
|
|---|
| 433 | Windows. In fact, on Windows I usually use threads (which work very,
|
|---|
| 434 | very well) with my sockets. Face it, if you want any kind of
|
|---|
| 435 | performance, your code will look very different on Windows than on
|
|---|
| 436 | Unix. (I haven't the foggiest how you do this stuff on a Mac.)
|
|---|
| 437 |
|
|---|
| 438 | \subsection{Performance}
|
|---|
| 439 |
|
|---|
| 440 | There's no question that the fastest sockets code uses non-blocking
|
|---|
| 441 | sockets and select to multiplex them. You can put together something
|
|---|
| 442 | that will saturate a LAN connection without putting any strain on the
|
|---|
| 443 | CPU. The trouble is that an app written this way can't do much of
|
|---|
| 444 | anything else - it needs to be ready to shuffle bytes around at all
|
|---|
| 445 | times.
|
|---|
| 446 |
|
|---|
| 447 | Assuming that your app is actually supposed to do something more than
|
|---|
| 448 | that, threading is the optimal solution, (and using non-blocking
|
|---|
| 449 | sockets will be faster than using blocking sockets). Unfortunately,
|
|---|
| 450 | threading support in Unixes varies both in API and quality. So the
|
|---|
| 451 | normal Unix solution is to fork a subprocess to deal with each
|
|---|
| 452 | connection. The overhead for this is significant (and don't do this on
|
|---|
| 453 | Windows - the overhead of process creation is enormous there). It also
|
|---|
| 454 | means that unless each subprocess is completely independent, you'll
|
|---|
| 455 | need to use another form of IPC, say a pipe, or shared memory and
|
|---|
| 456 | semaphores, to communicate between the parent and child processes.
|
|---|
| 457 |
|
|---|
| 458 | Finally, remember that even though blocking sockets are somewhat
|
|---|
| 459 | slower than non-blocking, in many cases they are the "right"
|
|---|
| 460 | solution. After all, if your app is driven by the data it receives
|
|---|
| 461 | over a socket, there's not much sense in complicating the logic just
|
|---|
| 462 | so your app can wait on \code{select} instead of
|
|---|
| 463 | \code{recv}.
|
|---|
| 464 |
|
|---|
| 465 | \end{document}
|
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