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diff --git a/Doc/howto/sockets.tex b/Doc/howto/sockets.tex new file mode 100644 index 0000000..4da92a8 --- /dev/null +++ b/Doc/howto/sockets.tex @@ -0,0 +1,460 @@ +\documentclass{howto} + +\title{Socket Programming HOWTO} + +\release{0.00} + +\author{Gordon McMillan} +\authoraddress{\email{gmcm@hypernet.com}} + +\begin{document} +\maketitle + +\begin{abstract} +\noindent +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. + +This document is available from the Python HOWTO page at +\url{http://www.python.org/doc/howto}. + +\end{abstract} + +\tableofcontents + +\section{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. + + +\subsection{History} + +Of the various forms of IPC (\emph{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). + +\section{Creating a Socket} + +Roughly speaking, when you clicked on the link that brought you to +this page, your browser did something like the following: + +\begin{verbatim} + #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)) +\end{verbatim} + +When the \code{connect} completes, the socket \code{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". + +\begin{verbatim} + #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) +\end{verbatim} + +A couple things to notice: we used \code{socket.gethostname()} +so that the socket would be visible to the outside world. If we had +used \code{s.bind(('', 80))} or \code{s.bind(('localhost', +80))} or \code{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 \code{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: + +\begin{verbatim} + 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() +\end{verbatim} + +There's actually 3 general ways in which this loop could work - +dispatching a thread to handle \code{clientsocket}, create a new +process to handle \code{clientsocket}, or restructure this app +to use non-blocking sockets, and mulitplex between our "server" socket +and any active \code{clientsocket}s using +\code{select}. More about that later. The important thing to +understand now is this: this is \emph{all} a "server" socket +does. It doesn't send any data. It doesn't receive any data. It just +produces "client" sockets. Each \code{clientsocket} is created +in response to some \emph{other} "client" socket doing a +\code{connect()} to the host and port we're bound to. As soon as +we've created that \code{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. + +\subsection{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 +\code{'localhost'}. On most platforms, this will take a shortcut +around a couple of layers of network code and be quite a bit faster. + + +\section{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, \emph{as the +designer, you will have to decide what the rules of etiquette are for +a conversation}. Normally, the \code{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 +\code{send} and \code{recv}, or you can transform your +client socket into a file-like beast and use \code{read} and +\code{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 \code{flush} on sockets. These are buffered +"files", and a common mistake is to \code{write} something, and +then \code{read} for a reply. Without a \code{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 - \code{send} +and \code{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 +(\code{send}) or emptied (\code{recv}). They then tell you +how many bytes they handled. It is \emph{your} responsibility to call +them again until your message has been completely dealt with. + +When a \code{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 \emph{there is no "EOT" (End of Transfer) on a +socket.} I repeat: if a socket \code{send} or +\code{recv} returns after handling 0 bytes, the connection has +been broken. If the connection has \emph{not} been broken, you may +wait on a \code{recv} forever, because the socket will +\emph{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: \emph{messages must either be fixed length} (yuck), +\emph{or be delimited} (shrug), \emph{or indicate how long they are} +(much better), \emph{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: + +\begin{verbatim} + 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(host, port): + self.sock.connect((host, port)) + def mysend(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(): + msg = '' + while len(msg) < MSGLEN: + chunk = self.sock.recv(MSGLEN-len(msg)) + if chunk == '': + raise RuntimeError, \\ + "socket connection broken" + msg = msg + chunk + return msg +\end{verbatim} + +The sending code here is usable for almost any messaging scheme - in +Python you send strings, and you can use \code{len()} to +determine its length (even if it has embedded \code{\e 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 +\code{strlen} if the message has embedded \code{\e 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 \code{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 \code{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 \code{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 \code{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 +\code{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. + +\subsection{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 - \code{ntohl, htonl, ntohs, +htons} where "n" means \emph{network} and "h" means \emph{host}, +"s" means \emph{short} and "l" means \emph{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. + +\section{Disconnecting} + +Strictly speaking, you're supposed to use \code{shutdown} on a +socket before you \code{close} it. The \code{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 \code{close} is the same as +\code{shutdown(); close()}. So in most situations, an explicit +\code{shutdown} is not needed. + +One way to use \code{shutdown} effectively is in an HTTP-like +exchange. The client sends a request and then does a +\code{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 \code{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 \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. + + +\subsection{When Sockets Die} + +Probably the worst thing about using blocking sockets is what happens +when the other side comes down hard (without doing a +\code{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 \emph{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. + +\section{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 \code{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 \code{O_NONBLOCK} and the almost +indistinguishable Posix flavor \code{O_NDELAY}, which is +completely different from \code{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 \code{send}, +\code{recv}, \code{connect} and \code{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 \code{select}. + +In C, coding \code{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 \code{select} in Python, you'll have little trouble +with it in C. + +\begin{verbatim} ready_to_read, ready_to_write, in_error = \\ + select.select( + potential_readers, + potential_writers, + potential_errs, + timeout) +\end{verbatim} + +You pass \code{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 \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} |