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author | Georg Brandl <georg@python.org> | 2007-08-15 14:28:01 (GMT) |
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committer | Georg Brandl <georg@python.org> | 2007-08-15 14:28:01 (GMT) |
commit | 8ec7f656134b1230ab23003a94ba3266d7064122 (patch) | |
tree | bc730d5fb3302dc375edd26b26f750d609b61d72 /Doc/howto/sockets.rst | |
parent | f56181ff53ba00b7bed3997a4dccd9a1b6217b57 (diff) | |
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Move the 2.6 reST doc tree in place.
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diff --git a/Doc/howto/sockets.rst b/Doc/howto/sockets.rst new file mode 100644 index 0000000..dc05d32 --- /dev/null +++ b/Doc/howto/sockets.rst @@ -0,0 +1,421 @@ +**************************** + 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 1: + #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 preceeding, 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 (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 ``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 +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 ``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. (I haven't the +foggiest how you do this stuff on a Mac.) + + +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``. + |