TCP/IP Sockets in C: Practical Guide for Programmers Michael J. Donahoo Kenneth L. Calvert.

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Presentation transcript:

TCP/IP Sockets in C: Practical Guide for Programmers Michael J. Donahoo Kenneth L. Calvert

Computer Chat How do we make computers talk? How are they interconnected? Internet Protocol (IP)

Datagram (packet) protocol Best-effort service Loss Reordering Duplication Delay Host-to-host delivery (not application-to-application)

IP Address 32-bit identifier Dotted-quad: > Identifies a host interface (not a host)

Transport Protocols Best-effort not sufficient! Add services on top of IP User Datagram Protocol (UDP) Data checksum Best-effort Transmission Control Protocol (TCP) Data checksum Reliable byte-stream delivery Flow and congestion control

Ports Identifying the ultimate destination IP addresses identify hosts Host has many applications Ports (16-bit identifier) Port Application WWW Telnet

Socket How does one speak TCP/IP? Sockets provides interface to TCP/IP Generic interface for many protocols

Sockets Identified by protocol and local/remote address/port Applications may refer to many sockets Sockets accessed by many applications

TCP/IP Sockets FamilyType Protocol TCP PF_INET SOCK_STREAMIPPROTO_TCP UDPSOCK_DGRAMIPPROTO_UDP mySock = socket(family, type, protocol); TCP/IP-specific sockets Socket reference File (socket) descriptor in UNIX Socket handle in WinSock

struct sockaddr { unsigned short sa_family;/* Address family (e.g., AF_INET) */ char sa_data[14]; /* Protocol-specific address information */ }; struct sockaddr_in { unsigned short sin_family;/* Internet protocol (AF_INET) */ unsigned short sin_port; /* Port (16-bits) */ struct in_addr sin_addr; /* Internet address (32-bits) */ char sin_zero[8]; /* Not used */ }; struct in_addr { unsigned long s_addr; /* Internet address (32-bits) */ }; Generic IP Specific sockaddr sockaddr_in Family Port Blob Internet address Not used 2 bytes 4 bytes 8 bytes

Client: Initiates the connection Server: Passively waits to respond Clients and Servers Client: Bob “Hi. I’m Bob.” “Nice to meet you, Jane.” Server: Jane “Hi, Bob. I’m Jane”

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Assign a port to socket 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection Server starts by getting ready to receive client connections…

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Bind socket to a port 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection /* Create socket for incoming connections */ if ((servSock = socket(PF_INET, SOCK_STREAM, IPPROTO_TCP)) < 0) DieWithError("socket() failed");

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Bind socket to a port 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection echoServAddr.sin_family = AF_INET; /* Internet address family */ echoServAddr.sin_addr.s_addr = htonl(INADDR_ANY);/* Any incoming interface */ echoServAddr.sin_port = htons(echoServPort); /* Local port */ if (bind(servSock, (struct sockaddr *) &echoServAddr, sizeof(echoServAddr)) < 0) DieWithError("bind() failed");

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Bind socket to a port 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection /* Mark the socket so it will listen for incoming connections */ if (listen(servSock, MAXPENDING) < 0) DieWithError("listen() failed");

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Bind socket to a port 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection for (;;) /* Run forever */ { clntLen = sizeof(echoClntAddr); if ((clntSock=accept(servSock,(struct sockaddr *)&echoClntAddr,&clntLen)) < 0) DieWithError("accept() failed");

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Bind socket to a port 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection Server is now blocked waiting for connection from a client Later, a client decides to talk to the server…

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Bind socket to a port 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection /* Create a reliable, stream socket using TCP */ if ((sock = socket(PF_INET, SOCK_STREAM, IPPROTO_TCP)) < 0) DieWithError("socket() failed");

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Bind socket to a port 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection echoServAddr.sin_family = AF_INET; /* Internet address family */ echoServAddr.sin_addr.s_addr = inet_addr(servIP); /* Server IP address */ echoServAddr.sin_port = htons(echoServPort); /* Server port */ if (connect(sock, (struct sockaddr *) &echoServAddr, sizeof(echoServAddr)) < 0) DieWithError("connect() failed");

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Bind socket to a port 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection if ((clntSock=accept(servSock,(struct sockaddr *)&echoClntAddr,&clntLen)) < 0) DieWithError("accept() failed");

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Bind socket to a port 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection echoStringLen = strlen(echoString); /* Determine input length */ /* Send the string to the server */ if (send(sock, echoString, echoStringLen, 0) != echoStringLen) DieWithError("send() sent a different number of bytes than expected");

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Bind socket to a port 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection /* Receive message from client */ if ((recvMsgSize = recv(clntSocket, echoBuffer, RCVBUFSIZE, 0)) < 0) DieWithError("recv() failed");

TCP Client/Server Interaction Client 1. Create a TCP socket 2. Establish connection 3. Communicate 4. Close the connection Server 1. Create a TCP socket 2. Bind socket to a port 3. Set socket to listen 4. Repeatedly: a. Accept new connection b. Communicate c. Close the connection close(sock); close(clntSocket)

TCP Tidbits Client send(“Hello Bob”) recv() -> “Hi Jane” Server recv() -> “Hello ” recv() -> “Bob” send(“Hi ”) send(“Jane”) Client must know the server’s address and port Server only needs to know its own port No correlation between send() and recv()

Closing a Connection close() used to delimit communication Analogous to EOF Echo Client send(string) while (not received entire string) recv(buffer) print(buffer) close(socket) Echo Server recv(buffer) while(client has not closed connection) send(buffer) recv(buffer) close(client socket)

Constructing Messages …beyond simple strings

TCP/IP Byte Transport TCP/IP protocols transports bytes Application protocol provides semantics Application TCP/IP byte stream Application TCP/IP byte stream Here are some bytes. I don’t know what they mean. I’ll pass these to the app. It knows what to do.

Application Protocol Encode information in bytes Sender and receiver must agree on semantics Data encoding Primitive types: strings, integers, and etc. Composed types: message with fields

Primitive Types String Character encoding: ASCII, Unicode, UTF Delimit: length vs. termination character Mom\n

Integer Strings of character encoded decimal digits Advantage:1. Human readable 2. Arbitrary size Disadvantage:1. Inefficient 2. Arithmetic manipulation Primitive Types ‘1’‘7’‘9’‘9’‘8’‘7’‘0’\n

Primitive Types Integer Native representation Network byte order (Big-Endian) Use for multi-byte, binary data exchange htonl(), htons(), ntohl(), ntohs() byte two’s-complement integer 23, Big-Endian Little-Endian

Message Composition Message composed of fields Fixed-length fields Variable-length fields integershort Mike12\n

“Beware the bytes of padding” -- Julius Caesar, Shakespeare Architecture alignment restrictions Compiler pads structs to accommodate Problem: Alignment restrictions vary Solution:1) Rearrange struct members 2) Serialize struct by-member struct tst { short x; int y; short z; }; x [pad] y z