Jim Fawcett CSE 775 – Distributed Objects Spring 2007

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Presentation transcript:

Jim Fawcett CSE 775 – Distributed Objects Spring 2007 Win32 Sockets Jim Fawcett CSE 775 – Distributed Objects Spring 2007

References Socket Routines, MSDN help Network Programming for Microsoft Windows, Jones & Ohlund, Microsoft Press, 1999 (a later edition is in print) C# Network Programming, Richard Blum, Sybex, 2003 Win32 System Services, Brain and Reeves, Prentice Hall, 2001, Chapter 8, section 8 http://tangentsoft.net/wskfaq

What are Sockets? Sockets provide a common interface to the various protocols supported by networks. They allow you to establish connections between machines to send and receive data. Sockets support the simultaneous connection of multiple clients to a single server machine.

Network Protocols Socket applications can adopt communication styles supported by a specific underlying protocol, e.g.: We will focus on sockets using TCP/IP, that is, reliable, packet ordered, connection-oriented communication with streams.

TCP Protocol TCP/IP stands for "Transmission Control Protocol / Internet Protocol. TCP/IP is the most important of several protocols used on the internet. Some others are: HyperText Transport Protocol (HTTP), File Transfer Protocol (FTP), Simple Mail Transfer Protocol (SMTP), and Telnet, a protocol for logging into a remote computer. Sockets provide a standard interface for a variety of network protocols. TCP/IP is, by far, the most commonly used protocol for sockets. Here are the main features of TCP/IP: IP is a routable protocol. That means that TCP/IP messages can be passed between networks in a Wide Area Network (WAN) cluster. Each device using TCP/IP must have an IP address. This address is a 32 bit word, organized into four 8-bit fields, called octets. Part of the IP address identifies the network and the rest identifies a specific host on the network. IP addresses are organized into three classes. Each class has a different allocation of octets to these two identifiers. This allows the internet to define many networks, each containing up to 256 devices (mostly computers), and a few networks, each containing many more devices. A single machine can run mulitple communictaions sessions using TCP/IP. That is, you can run a web browser while using Telnet and FTP, simultaneously.

TCP/IP based Sockets Connection-oriented means that two communicating machines must first connect. All data sent will be received in the same order as sent. Note that IP packets may arrive in a different order than that sent. This occurs because all packets in a communication do not necessarily travel the same route between sender and receiver. Streams mean that, as far as sockets are concerned, the only recognized structure is bytes of data.

Socket Logical Structure

Creating Sockets Socket connections are based on: Domains – network connection or IPC pipe AF_INET for IPv4 protocol AF_INET6 for IPv6 protocol Type – stream, datagram, raw IP packets, … SOCK_STREAM  TCP packets SOCK_DGRAM  UDP packets Protocol – TCP, UDP, … 0  default, e.g., TCP for SOCK_STREAM Example: HANDLE sock = socket(AF_INET,SOCK_STREAM,0);

Connecting Sockets Socket addresses struct SOCKADDR_IN { sin_family // AF_INET sin_address.s_addr // inet_addr(“127.0.0.1”); sin_port // htons(8000); } addr; Bind server listener to port: int err = bind(sock, (SOCKADDR_IN*)&addr,sizeof(addr)); Connect client to server: HANDLE connect(sock, (SOCKADDR_IN*)&addr,sizeof(addr))

Client / Server Processing

Accessing Sockets Library #include <winsock2.h> Link with wsock32.lib To build a server for multiple clients you will need to use threads, e.g.: #include <process.h> and use the Project Settings: C/C++ language\category=code generation\debug multithreaded

Project Setting #1

Project Setting #2

Sockets API WSAStartup - loads WS2_32.dll WSACleanup - unloads dll socket - create socket object connect - connect client to server bind - bind server socket to address/port listen - request server to listen for connection requests accept - server accepts a client connection send - send data to remote socket recv - collect data from remote socket Shutdown - close connection closesocket - closes socket handle

Sequence of Server Calls WSAStartup socket (create listener socket) bind listen accept create new socket so listener can continue listening create new thread for socket send and recv closesocket (on new socket) terminate thread shutdown closesocket (on listener socket) WSACleanup

WSAStartup Loads WS2_32.dll wVersionRequested = MAKEWORD(1,1); WSAData wData; lpWSAData = &wData int WSAStartup( WORD wVersionRequested, LPWSADATA lpWSAData ) Loads WS2_32.dll

TCP/IP socket af = AF_INET type = SOCK_STREAM protocol = IPPROTO_IP SOCKET socket(int af, int type, int protocol) Creates a socket object and returns handle to socket.

Bind socket Struct sockaddr_in local; … define fields of local … name = (sockaddr*)&local namelen = sizeof(local) int bind( SOCKET s, const struct sockaddr *name, int namelen ) Bind listener socket to network card and port

Listen for incoming requests int listen(SOCKET s, int backlog) backlog is the number of incoming connections queued (pending) for acceptance Puts socket in listening mode, waiting for requests for service from remote clients.

Accept Incoming Connection SOCKET accept( SOCKET s, struct sockaddr *addr, int *addrLen ) Accepts a pending request for service and returns a socket bound to a new port for communication with new client. Usually server will spawn a new thread to manage the socket returned by accept.

Client/Server Configuration

recv int recv( SOCKET s, char *buff, int len, int flags ) Receive data in buff up to len bytes. Returns actual number of bytes read. flags variable should normally be zero.

send int send( SOCKET s, char *buff, int len, int flags ) Send data in buff up to len bytes. Returns actual number of bytes sent. flags variable should normally be zero.

shutdown int shutdown(SOCKET s, int how) how = SD_SEND or SD_RECEIVE or SD_BOTH Disables new sends, receives, or both, respectively. Sends a FIN to server causing thread for this client to terminate (server will continue to listen for new clients).

closesocket int closesocket(SOCKET s) Closes socket handle s, returning heap allocation for that data structure back to system.

WSACleanup int WSACleanup( ) Unloads W2_32.dll if no other users. Must call this once for each call to WSAStartup.

Sequence of Client Calls WSAStartup socket address resolution - set address and port of intended receiver connect - send and recv shutdown closesocket WSACleanup

TCP Addresses struct sockaddr_in{ short sin_family; unsigned short sin_port;    struct in_addr sin_addr;    char sin_zero[8]; } SOCKADDR_IN;

TCP/IP Address fields sin_family AF_INET sin_port at or above 1024 sin_addr inet_addr(“127.0.0.1”); sin_zero padding Setting sin_addr.s_addr = INADDR_ANY allows a server application to listen for client activity on every network interface on a host computer.

connect int connect( SOCKET s, const struct sockaddr *name, int namelen ) Connects client socket to a specific machine and port.

Special Functions htons – converts short from host to network byte order htonl – converts long from host to network byte order ntohs – converts short from network to host byte order ntohl – converts long from network to host byte order

A Word of Caution With stream oriented sockets, send does not guarantee transfer of all bytes requested in a single call. That’s why send returns an int, the number of bytes actually send. It’s up to you to ensure that all the bytes are actually sent See my code example – socks.cpp

Non-Blocking Communication

Store and Forward Architecture

Messaging System Architecture

Talk Protocol The hardest part of a client/server socket communication design is to control the active participant If single-threaded client and server both talk at the same time, their socket buffers will fill up and they both will block, e.g., deadlock. If they both listen at the same time, again there is deadlock. Often the best approach is to use separate send and receive threads

Message Length Another vexing issue is that the receiver may not know how long a sent message is. so the receiver doesn’t know how many bytes to pull from the stream to compose a message. Often, the communication design will arrange to use message delimiters, fixed length messages, or message headers that carry the message length as a parameter. MessageFramingWithThreadsAndQs – only in C# right now SocketBlocks  SocketCommunicator

Message Framing Sockets only understand arrays of bytes Don’t know about strings, messages, or objects In order to send messages you simply build the message string, probably with XML string msg = “<msg>message text goes here</msg>” Then send(sock,msg,strlen(msg),flags) Receiving messages requires more work Read socket one byte at a time and append to message string: recv(sock,&ch,1,flags); msg.append(ch); Search string msg from the back for </ Then collect the msg>

They’re Everywhere Virtually every network and internet communication method uses sockets, often in a way that is invisible to an application designer. Browser/server ftp SOAP Network applications

What we didn’t talk about udp protocol socket select(…) function non-blocking sockets

Sockets The End