G. Adam
Stanislav
Contributed by
Sockets
Synopsis
BSD sockets take interprocess
communications to a new level. It is no longer necessary for the
communicating processes to run on the same machine. They still
can, but they do not have to.
Not only do these processes not have to run on the same
machine, they do not have to run under the same operating
system. Thanks to BSD sockets, your FreeBSD
software can smoothly cooperate with a program running on a
&macintosh;, another one running on a &sun; workstation, yet another
one running under &windows; 2000, all connected with an
Ethernet-based local area network.
But your software can equally well cooperate with processes
running in another building, or on another continent, inside a
submarine, or a space shuttle.
It can also cooperate with processes that are not part of a
computer (at least not in the strict sense of the word), but of
such devices as printers, digital cameras, medical equipment.
Just about anything capable of digital communications.
Networking and Diversity
We have already hinted on the diversity
of networking. Many different systems have to talk to each
other. And they have to speak the same language. They also have
to understand the same language the same
way.
People often think that body language
is universal. But it is not. Back in my early teens, my father
took me to Bulgaria. We were sitting at a table in a park in
Sofia, when a vendor approached us trying to sell us some
roasted almonds.
I had not learned much Bulgarian by then, so, instead of
saying no, I shook my head from side to side, the
universal
body language for
no. The vendor quickly started serving us
some almonds.
I then remembered I had been told that in Bulgaria shaking
your head sideways meant yes. Quickly, I
started nodding my head up and down. The vendor noticed, took
his almonds, and walked away. To an uninformed observer, I did
not change the body language: I continued using the language of
shaking and nodding my head. What changed was the
meaning of the body language. At first, the
vendor and I interpreted the same language as having completely
different meaning. I had to adjust my own interpretation of that
language so the vendor would understand.
It is the same with computers: The same symbols may have
different, even outright opposite meaning. Therefore, for
two computers to understand each other, they must not only
agree on the same language, but on the
same interpretation of the language.
Protocols
While various programming languages tend to have complex
syntax and use a number of multi-letter reserved words (which
makes them easy for the human programmer to understand), the
languages of data communications tend to be very terse. Instead
of multi-byte words, they often use individual
bits. There is a very convincing reason
for it: While data travels inside your
computer at speeds approaching the speed of light, it often
travels considerably slower between two computers.
Because the languages used in data communications are so
terse, we usually refer to them as
protocols rather than languages.
As data travels from one computer to another, it always uses
more than one protocol. These protocols are
layered. The data can be compared to the
inside of an onion: You have to peel off several layers of
skin
to get to the data. This is best
illustrated with a picture:
+----------------+
| Ethernet |
|+--------------+|
|| IP ||
||+------------+||
||| TCP |||
|||+----------+|||
|||| HTTP ||||
||||+--------+||||
||||| PNG |||||
|||||+------+|||||
|||||| Data ||||||
|||||+------+|||||
||||+--------+||||
|||+----------+|||
||+------------+||
|+--------------+|
+----------------+
Protocol Layers
In this example, we are trying to get an image from a web
page we are connected to via an Ethernet.
The image consists of raw data, which is simply a sequence
of RGB values that our software can process,
i.e., convert into an image and display on our monitor.
Alas, our software has no way of knowing how the raw data is
organized: Is it a sequence of RGB values, or
a sequence of grayscale intensities, or perhaps of
CMYK encoded colors? Is the data represented
by 8-bit quanta, or are they 16 bits in size, or perhaps 4 bits?
How many rows and columns does the image consist of? Should
certain pixels be transparent?
I think you get the picture...
To inform our software how to handle the raw data, it is
encoded as a PNG file. It could be a
GIF, or a JPEG, but it is
a PNG.
And PNG is a protocol.
At this point, I can hear some of you yelling,
No, it is not! It is a file
format!
Well, of course it is a file format. But from the
perspective of data communications, a file format is a protocol:
The file structure is a language, a terse
one at that, communicating to our process
how the data is organized. Ergo, it is a
protocol.
Alas, if all we received was the PNG
file, our software would be facing a serious problem: How is it
supposed to know the data is representing an image, as opposed
to some text, or perhaps a sound, or what not? Secondly, how is
it supposed to know the image is in the PNG
format as opposed to GIF, or
JPEG, or some other image format?
To obtain that information, we are using another protocol:
HTTP. This protocol can tell us exactly that
the data represents an image, and that it uses the
PNG protocol. It can also tell us some other
things, but let us stay focused on protocol layers here.
So, now we have some data wrapped in the PNG
protocol, wrapped in the HTTP protocol.
How did we get it from the server?
By using TCP/IP over Ethernet, that is
how. Indeed, that is three more protocols. Instead of
continuing inside out, I am now going to talk about Ethernet,
simply because it is easier to explain the rest that way.
Ethernet is an interesting system of connecting computers in
a local area network
(LAN). Each computer has a network
interface card (NIC), which has a
unique 48-bit ID called its
address. No two Ethernet
NICs in the world have the same address.
These NICs are all connected with each
other. Whenever one computer wants to communicate with another
in the same Ethernet LAN, it sends a message
over the network. Every NIC sees the
message. But as part of the Ethernet
protocol, the data contains the address of
the destination NIC (among other things). So,
only one of all the network interface cards will pay attention
to it, the rest will ignore it.
But not all computers are connected to the same
network. Just because we have received the data over our
Ethernet does not mean it originated in our own local area
network. It could have come to us from some other network (which
may not even be Ethernet based) connected with our own network
via the Internet.
All data is transferred over the Internet using
IP, which stands for Internet
Protocol. Its basic role is to let us know where in
the world the data has arrived from, and where it is supposed to
go to. It does not guarantee we will
receive the data, only that we will know where it came from
if we do receive it.
Even if we do receive the data, IP does
not guarantee we will receive various chunks of data in the same
order the other computer has sent it to us. So, we can receive
the center of our image before we receive the upper left corner
and after the lower right, for example.
It is TCP (Transmission Control
Protocol) that asks the sender to resend any lost
data and that places it all into the proper order.
All in all, it took five different
protocols for one computer to communicate to another what an
image looks like. We received the data wrapped into the
PNG protocol, which was wrapped into the
HTTP protocol, which was wrapped into the
TCP protocol, which was wrapped into the
IP protocol, which was wrapped into the
Ethernet protocol.
Oh, and by the way, there probably were several other
protocols involved somewhere on the way. For example, if our
LAN was connected to the Internet through a
dial-up call, it used the PPP protocol over
the modem which used one (or several) of the various modem
protocols, et cetera, et cetera, et cetera...
As a developer you should be asking by now,
How am I supposed to handle it
all?
Luckily for you, you are not supposed
to handle it all. You are supposed to
handle some of it, but not all of it. Specifically, you need not
worry about the physical connection (in our case Ethernet and
possibly PPP, etc). Nor do you need to handle
the Internet Protocol, or the Transmission Control
Protocol.
In other words, you do not have to do anything to receive
the data from the other computer. Well, you do have to
ask for it, but that is almost as simple as
opening a file.
Once you have received the data, it is up to you to figure
out what to do with it. In our case, you would need to
understand the HTTP protocol and the
PNG file structure.
To use an analogy, all the internetworking protocols become
a gray area: Not so much because we do not understand how it
works, but because we are no longer concerned about it. The
sockets interface takes care of this gray area for us:
+----------------+
|xxxxEthernetxxxx|
|+--------------+|
||xxxxxxIPxxxxxx||
||+------------+||
|||xxxxxTCPxxxx|||
|||+----------+|||
|||| HTTP ||||
||||+--------+||||
||||| PNG |||||
|||||+------+|||||
|||||| Data ||||||
|||||+------+|||||
||||+--------+||||
|||+----------+|||
||+------------+||
|+--------------+|
+----------------+
Sockets Covered Protocol Layers
We only need to understand any protocols that tell us how to
interpret the data, not how to
receive it from another process, nor how to
send it to another process.
The Sockets Model
BSD sockets are built on the basic &unix;
model: Everything is a file. In our
example, then, sockets would let us receive an HTTP
file, so to speak. It would then be up to us to
extract the PNG file
from it.
Because of the complexity of internetworking, we cannot just
use the open system call, or
the open() C function. Instead, we need to
take several steps to opening
a socket.
Once we do, however, we can start treating the
socket the same way we treat any
file descriptor: We can
read from it, write to
it, pipe it, and, eventually,
close it.
Essential Socket Functions
While FreeBSD offers different functions to work with
sockets, we only need four to
open
a socket. And in some cases we only need
two.
The Client-Server Difference
Typically, one of the ends of a socket-based data
communication is a server, the other is a
client.
The Common Elements
socket
The one function used by both, clients and servers, is
&man.socket.2;. It is declared this way:
int socket(int domain, int type, int protocol);
The return value is of the same type as that of
open, an integer. FreeBSD allocates
its value from the same pool as that of file handles.
That is what allows sockets to be treated the same way as
files.
The domain argument tells the
system what protocol family you want
it to use. Many of them exist, some are vendor specific,
others are very common. They are declared in
sys/socket.h.
Use PF_INET for
UDP, TCP and other
Internet protocols (IPv4).
Five values are defined for the
type argument, again, in
sys/socket.h. All of them start with
SOCK_
. The most
common one is SOCK_STREAM, which
tells the system you are asking for a reliable
stream delivery service (which is
TCP when used with
PF_INET).
If you asked for SOCK_DGRAM, you
would be requesting a connectionless datagram
delivery service (in our case,
UDP).
If you wanted to be in charge of the low-level
protocols (such as IP), or even network
interfaces (e.g., the Ethernet), you would need to specify
SOCK_RAW.
Finally, the protocol argument
depends on the previous two arguments, and is not always
meaningful. In that case, use 0 for
its value.
The Unconnected Socket
Nowhere, in the socket function
have we specified to what other system we should be
connected. Our newly created socket remains
unconnected.
This is on purpose: To use a telephone analogy, we
have just attached a modem to the phone line. We have
neither told the modem to make a call, nor to answer if
the phone rings.
sockaddr
Various functions of the sockets family expect the
address of (or pointer to, to use C terminology) a small
area of the memory. The various C declarations in the
sys/socket.h refer to it as
struct sockaddr. This structure is
declared in the same file:
/*
* Structure used by kernel to store most
* addresses.
*/
struct sockaddr {
unsigned char sa_len; /* total length */
sa_family_t sa_family; /* address family */
char sa_data[14]; /* actually longer; address value */
};
#define SOCK_MAXADDRLEN 255 /* longest possible addresses */
Please note the vagueness with
which the sa_data field is declared,
just as an array of 14 bytes, with
the comment hinting there can be more than
14 of them.
This vagueness is quite deliberate. Sockets is a very
powerful interface. While most people perhaps think of it
as nothing more than the Internet interface—and most
applications probably use it for that
nowadays—sockets can be used for just about
any kind of interprocess
communications, of which the Internet (or, more precisely,
IP) is only one.
The sys/socket.h refers to the
various types of protocols sockets will handle as
address families, and lists them
right before the definition of
sockaddr:
/*
* Address families.
*/
#define AF_UNSPEC 0 /* unspecified */
#define AF_LOCAL 1 /* local to host (pipes, portals) */
#define AF_UNIX AF_LOCAL /* backward compatibility */
#define AF_INET 2 /* internetwork: UDP, TCP, etc. */
#define AF_IMPLINK 3 /* arpanet imp addresses */
#define AF_PUP 4 /* pup protocols: e.g. BSP */
#define AF_CHAOS 5 /* mit CHAOS protocols */
#define AF_NS 6 /* XEROX NS protocols */
#define AF_ISO 7 /* ISO protocols */
#define AF_OSI AF_ISO
#define AF_ECMA 8 /* European computer manufacturers */
#define AF_DATAKIT 9 /* datakit protocols */
#define AF_CCITT 10 /* CCITT protocols, X.25 etc */
#define AF_SNA 11 /* IBM SNA */
#define AF_DECnet 12 /* DECnet */
#define AF_DLI 13 /* DEC Direct data link interface */
#define AF_LAT 14 /* LAT */
#define AF_HYLINK 15 /* NSC Hyperchannel */
#define AF_APPLETALK 16 /* Apple Talk */
#define AF_ROUTE 17 /* Internal Routing Protocol */
#define AF_LINK 18 /* Link layer interface */
#define pseudo_AF_XTP 19 /* eXpress Transfer Protocol (no AF) */
#define AF_COIP 20 /* connection-oriented IP, aka ST II */
#define AF_CNT 21 /* Computer Network Technology */
#define pseudo_AF_RTIP 22 /* Help Identify RTIP packets */
#define AF_IPX 23 /* Novell Internet Protocol */
#define AF_SIP 24 /* Simple Internet Protocol */
#define pseudo_AF_PIP 25 /* Help Identify PIP packets */
#define AF_ISDN 26 /* Integrated Services Digital Network*/
#define AF_E164 AF_ISDN /* CCITT E.164 recommendation */
#define pseudo_AF_KEY 27 /* Internal key-management function */
#define AF_INET6 28 /* IPv6 */
#define AF_NATM 29 /* native ATM access */
#define AF_ATM 30 /* ATM */
#define pseudo_AF_HDRCMPLT 31 /* Used by BPF to not rewrite headers
* in interface output routine
*/
#define AF_NETGRAPH 32 /* Netgraph sockets */
#define AF_SLOW 33 /* 802.3ad slow protocol */
#define AF_SCLUSTER 34 /* Sitara cluster protocol */
#define AF_ARP 35
#define AF_BLUETOOTH 36 /* Bluetooth sockets */
#define AF_MAX 37
The one used for IP is
AF_INET. It is a symbol for the constant
2.
It is the address family listed
in the sa_family field of
sockaddr that decides how exactly the
vaguely named bytes of sa_data will be
used.
Specifically, whenever the address
family is AF_INET, we can use
struct sockaddr_in found in
netinet/in.h, wherever
sockaddr is expected:
/*
* Socket address, internet style.
*/
struct sockaddr_in {
uint8_t sin_len;
sa_family_t sin_family;
in_port_t sin_port;
struct in_addr sin_addr;
char sin_zero[8];
};
We can visualize its organization this way:
0 1 2 3
+--------+--------+-----------------+
0 | 0 | Family | Port |
+--------+--------+-----------------+
4 | IP Address |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+
sockaddr_in
The three important fields are
sin_family, which is byte 1 of the
structure, sin_port, a 16-bit value
found in bytes 2 and 3, and sin_addr, a
32-bit integer representation of the IP
address, stored in bytes 4-7.
Now, let us try to fill it out. Let us assume we are
trying to write a client for the
daytime protocol, which simply states
that its server will write a text string representing the
current date and time to port 13. We want to use
TCP/IP, so we need to specify
AF_INET in the address family
field. AF_INET is defined as
2. Let us use the
IP address of 192.43.244.18, which is the time
server of US federal government (time.nist.gov).
0 1 2 3
+--------+--------+-----------------+
0 | 0 | 2 | 13 |
+-----------------+-----------------+
4 | 192.43.244.18 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+
Specific example of sockaddr_in
By the way the sin_addr field is
declared as being of the struct in_addr
type, which is defined in
netinet/in.h:
/*
* Internet address (a structure for historical reasons)
*/
struct in_addr {
in_addr_t s_addr;
};
In addition, in_addr_t is a 32-bit
integer.
The 192.43.244.18 is
just a convenient notation of expressing a 32-bit integer
by listing all of its 8-bit bytes, starting with the
most significant one.
So far, we have viewed sockaddr as
an abstraction. Our computer does not store
short integers as a single 16-bit
entity, but as a sequence of 2 bytes. Similarly, it stores
32-bit integers as a sequence of 4 bytes.
Suppose we coded something like this:
sa.sin_family = AF_INET;
sa.sin_port = 13;
sa.sin_addr.s_addr = (((((192 << 8) | 43) << 8) | 244) << 8) | 18;
What would the result look like?
Well, that depends, of course. On a &pentium;, or other
x86, based computer, it would look like this:
0 1 2 3
+--------+--------+--------+--------+
0 | 0 | 2 | 13 | 0 |
+--------+--------+--------+--------+
4 | 18 | 244 | 43 | 192 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+
sockaddr_in on an Intel system
On a different system, it might look like this:
0 1 2 3
+--------+--------+--------+--------+
0 | 0 | 2 | 0 | 13 |
+--------+--------+--------+--------+
4 | 192 | 43 | 244 | 18 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+
sockaddr_in on an MSB system
And on a PDP it might look different yet. But the
above two are the most common ways in use today.
Ordinarily, wanting to write portable code,
programmers pretend that these differences do not
exist. And they get away with it (except when they code in
assembly language). Alas, you cannot get away with it that
easily when coding for sockets.
Why?
Because when communicating with another computer, you
usually do not know whether it stores data most
significant byte (MSB) or
least significant byte
(LSB) first.
You might be wondering, So, will
sockets not handle it for me?
It will not.
While that answer may surprise you at first, remember
that the general sockets interface only understands the
sa_len and sa_family
fields of the sockaddr structure. You
do not have to worry about the byte order there (of
course, on FreeBSD sa_family is only 1
byte anyway, but many other &unix; systems do not have
sa_len and use 2 bytes for
sa_family, and expect the data in
whatever order is native to the computer).
But the rest of the data is just
sa_data[14] as far as sockets
goes. Depending on the address
family, sockets just forwards that data to its
destination.
Indeed, when we enter a port number, it is because we
want the other computer to know what service we are asking
for. And, when we are the server, we read the port number
so we know what service the other computer is expecting
from us. Either way, sockets only has to forward the port
number as data. It does not interpret it in any way.
Similarly, we enter the IP address
to tell everyone on the way where to send our data
to. Sockets, again, only forwards it as data.
That is why, we (the programmers,
not the sockets) have to distinguish
between the byte order used by our computer and a
conventional byte order to send the data in to the other
computer.
We will call the byte order our computer uses the
host byte order, or just the
host order.
There is a convention of sending the multi-byte data
over IP
MSB first. This,
we will refer to as the network byte
order, or simply the network
order.
Now, if we compiled the above code for an Intel based
computer, our host byte order would
produce:
0 1 2 3
+--------+--------+--------+--------+
0 | 0 | 2 | 13 | 0 |
+--------+--------+--------+--------+
4 | 18 | 244 | 43 | 192 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+
Host byte order on an Intel system
But the network byte order
requires that we store the data MSB
first:
0 1 2 3
+--------+--------+--------+--------+
0 | 0 | 2 | 0 | 13 |
+--------+--------+--------+--------+
4 | 192 | 43 | 244 | 18 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+
Network byte order
Unfortunately, our host order is
the exact opposite of the network
order.
We have several ways of dealing with it. One would be
to reverse the values in our code:
sa.sin_family = AF_INET;
sa.sin_port = 13 << 8;
sa.sin_addr.s_addr = (((((18 << 8) | 244) << 8) | 43) << 8) | 192;
This will trick our compiler
into storing the data in the network byte
order. In some cases, this is exactly the way
to do it (e.g., when programming in assembly
language). In most cases, however, it can cause a
problem.
Suppose, you wrote a sockets-based program in C. You
know it is going to run on a &pentium;, so you enter all
your constants in reverse and force them to the
network byte order. It works
well.
Then, some day, your trusted old &pentium; becomes a
rusty old &pentium;. You replace it with a system whose
host order is the same as the
network order. You need to recompile
all your software. All of your software continues to
perform well, except the one program you wrote.
You have since forgotten that you had forced all of
your constants to the opposite of the host
order. You spend some quality time tearing out
your hair, calling the names of all gods you ever heard
of (and some you made up), hitting your monitor with a
nerf bat, and performing all the other traditional
ceremonies of trying to figure out why something that has
worked so well is suddenly not working at all.
Eventually, you figure it out, say a couple of swear
words, and start rewriting your code.
Luckily, you are not the first one to face the
problem. Someone else has created the &man.htons.3; and
&man.htonl.3; C functions to convert a
short and long
respectively from the host byte
order to the network byte
order, and the &man.ntohs.3; and &man.ntohl.3;
C functions to go the other way.
On MSB-first
systems these functions do nothing. On
LSB-first systems
they convert values to the proper order.
So, regardless of what system your software is
compiled on, your data will end up in the correct order
if you use these functions.
Client Functions
Typically, the client initiates the connection to the
server. The client knows which server it is about to call:
It knows its IP address, and it knows the
port the server resides at. It is akin
to you picking up the phone and dialing the number (the
address), then, after someone answers,
asking for the person in charge of wingdings (the
port).
connect
Once a client has created a socket, it needs to
connect it to a specific port on a remote system. It uses
&man.connect.2;:
int connect(int s, const struct sockaddr *name, socklen_t namelen);
The s argument is the socket, i.e.,
the value returned by the socket
function. The name is a pointer to
sockaddr, the structure we have talked
about extensively. Finally, namelen
informs the system how many bytes are in our
sockaddr structure.
If connect is successful, it
returns 0. Otherwise it returns
-1 and stores the error code in
errno.
There are many reasons why
connect may fail. For example, with
an attempt to an Internet connection, the
IP address may not exist, or it may be
down, or just too busy, or it may not have a server
listening at the specified port. Or it may outright
refuse any request for specific
code.
Our First Client
We now know enough to write a very simple client, one
that will get current time from 192.43.244.18 and print it to
stdout.
/*
* daytime.c
*
* Programmed by G. Adam Stanislav
*/
#include <stdio.h>
#include <string.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
int main() {
register int s;
register int bytes;
struct sockaddr_in sa;
char buffer[BUFSIZ+1];
if ((s = socket(PF_INET, SOCK_STREAM, 0)) < 0) {
perror("socket");
return 1;
}
bzero(&sa, sizeof sa);
sa.sin_family = AF_INET;
sa.sin_port = htons(13);
sa.sin_addr.s_addr = htonl((((((192 << 8) | 43) << 8) | 244) << 8) | 18);
if (connect(s, (struct sockaddr *)&sa, sizeof sa) < 0) {
perror("connect");
close(s);
return 2;
}
while ((bytes = read(s, buffer, BUFSIZ)) > 0)
write(1, buffer, bytes);
close(s);
return 0;
}
Go ahead, enter it in your editor, save it as
daytime.c, then compile and run
it:
&prompt.user; cc -O3 -o daytime daytime.c
&prompt.user; ./daytime
52079 01-06-19 02:29:25 50 0 1 543.9 UTC(NIST) *
&prompt.user;
In this case, the date was June 19, 2001, the time was
02:29:25 UTC. Naturally, your results
will vary.
Server Functions
The typical server does not initiate the
connection. Instead, it waits for a client to call it and
request services. It does not know when the client will
call, nor how many clients will call. It may be just sitting
there, waiting patiently, one moment, The next moment, it
can find itself swamped with requests from a number of
clients, all calling in at the same time.
The sockets interface offers three basic functions to
handle this.
bind
Ports are like extensions to a phone line: After you
dial a number, you dial the extension to get to a specific
person or department.
There are 65535 IP ports, but a
server usually processes requests that come in on only one
of them. It is like telling the phone room operator that
we are now at work and available to answer the phone at a
specific extension. We use &man.bind.2; to tell sockets
which port we want to serve.
int bind(int s, const struct sockaddr *addr, socklen_t addrlen);
Beside specifying the port in addr,
the server may include its IP
address. However, it can just use the symbolic constant
INADDR_ANY to indicate it will serve all
requests to the specified port regardless of what its
IP address is. This symbol, along with
several similar ones, is declared in
netinet/in.h
#define INADDR_ANY (u_int32_t)0x00000000
Suppose we were writing a server for the
daytime protocol over
TCP/IP. Recall that
it uses port 13. Our sockaddr_in
structure would look like this:
0 1 2 3
+--------+--------+--------+--------+
0 | 0 | 2 | 0 | 13 |
+--------+--------+--------+--------+
4 | 0 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+
Example Server sockaddr_in
listen
To continue our office phone analogy, after you have
told the phone central operator what extension you will be
at, you now walk into your office, and make sure your own
phone is plugged in and the ringer is turned on. Plus, you
make sure your call waiting is activated, so you can hear
the phone ring even while you are talking to someone.
The server ensures all of that with the &man.listen.2;
function.
int listen(int s, int backlog);
In here, the backlog variable tells
sockets how many incoming requests to accept while you are
busy processing the last request. In other words, it
determines the maximum size of the queue of pending
connections.
accept
After you hear the phone ringing, you accept the call
by answering the call. You have now established a
connection with your client. This connection remains
active until either you or your client hang up.
The server accepts the connection by using the
&man.accept.2; function.
int accept(int s, struct sockaddr *addr, socklen_t *addrlen);
Note that this time addrlen is a
pointer. This is necessary because in this case it is the
socket that fills out addr, the
sockaddr_in structure.
The return value is an integer. Indeed, the
accept returns a new
socket. You will use this new socket to
communicate with the client.
What happens to the old socket? It continues to listen
for more requests (remember the backlog
variable we passed to listen?) until
we close it.
Now, the new socket is meant only for
communications. It is fully connected. We cannot pass it
to listen again, trying to accept
additional connections.
Our First Server
Our first server will be somewhat more complex than
our first client was: Not only do we have more sockets
functions to use, but we need to write it as a
daemon.
This is best achieved by creating a child
process after binding the port. The main
process then exits and returns control to the
shell (or whatever program
invoked it).
The child calls listen, then
starts an endless loop, which accepts a connection, serves
it, and eventually closes its socket.
/*
* daytimed - a port 13 server
*
* Programmed by G. Adam Stanislav
* June 19, 2001
*/
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <unistd.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#define BACKLOG 4
int main() {
register int s, c;
int b;
struct sockaddr_in sa;
time_t t;
struct tm *tm;
FILE *client;
if ((s = socket(PF_INET, SOCK_STREAM, 0)) < 0) {
perror("socket");
return 1;
}
bzero(&sa, sizeof sa);
sa.sin_family = AF_INET;
sa.sin_port = htons(13);
if (INADDR_ANY)
sa.sin_addr.s_addr = htonl(INADDR_ANY);
if (bind(s, (struct sockaddr *)&sa, sizeof sa) < 0) {
perror("bind");
return 2;
}
switch (fork()) {
case -1:
perror("fork");
return 3;
break;
default:
close(s);
return 0;
break;
case 0:
break;
}
listen(s, BACKLOG);
for (;;) {
b = sizeof sa;
if ((c = accept(s, (struct sockaddr *)&sa, &b)) < 0) {
perror("daytimed accept");
return 4;
}
if ((client = fdopen(c, "w")) == NULL) {
perror("daytimed fdopen");
return 5;
}
if ((t = time(NULL)) < 0) {
perror("daytimed time");
return 6;
}
tm = gmtime(&t);
fprintf(client, "%.4i-%.2i-%.2iT%.2i:%.2i:%.2iZ\n",
tm->tm_year + 1900,
tm->tm_mon + 1,
tm->tm_mday,
tm->tm_hour,
tm->tm_min,
tm->tm_sec);
fclose(client);
}
}
We start by creating a socket. Then we fill out the
sockaddr_in structure in
sa. Note the conditional use of
INADDR_ANY:
if (INADDR_ANY)
sa.sin_addr.s_addr = htonl(INADDR_ANY);
Its value is 0. Since we have
just used bzero on the entire
structure, it would be redundant to set it to
0 again. But if we port our code to
some other system where INADDR_ANY is
perhaps not a zero, we need to assign it to
sa.sin_addr.s_addr. Most modern C
compilers are clever enough to notice that
INADDR_ANY is a constant. As long as it
is a zero, they will optimize the entire conditional
statement out of the code.
After we have called bind
successfully, we are ready to become a
daemon: We use
fork to create a child process. In
both, the parent and the child, the s
variable is our socket. The parent process will not need
it, so it calls close, then it
returns 0 to inform its own parent it
had terminated successfully.
Meanwhile, the child process continues working in the
background. It calls listen and sets
its backlog to 4. It does not need a
large value here because daytime is
not a protocol many clients request all the time, and
because it can process each request instantly anyway.
Finally, the daemon starts an endless loop, which
performs the following steps:
Call accept. It waits
here until a client contacts it. At that point, it
receives a new socket, c, which it
can use to communicate with this particular client.
It uses the C function
fdopen to turn the socket from a
low-level file descriptor to a
C-style FILE pointer. This will allow
the use of fprintf later on.
It checks the time, and prints it in the
ISO 8601 format
to the client file
. It
then uses fclose to close the
file. That will automatically close the socket as well.
We can generalize this, and use
it as a model for many other servers:
+-----------------+
| Create Socket |
+-----------------+
|
+-----------------+
| Bind Port | Daemon Process
+-----------------+
| +--------+
+-------------+-->| Init |
| | +--------+
+-----------------+ | |
| Exit | | +--------+
+-----------------+ | | Listen |
| +--------+
| |
| +--------+
| | Accept |
| +--------+
| |
| +--------+
| | Serve |
| +--------+
| |
| +--------+
| | Close |
|<--------+
Sequential Server
This flowchart is good for sequential
servers, i.e., servers that can serve one
client at a time, just as we were able to with our
daytime server. This is only possible
whenever there is no real conversation
going on between the client and the server: As soon as the
server detects a connection to the client, it sends out
some data and closes the connection. The entire operation
may take nanoseconds, and it is finished.
The advantage of this flowchart is that, except for
the brief moment after the parent
forks and before it exits, there is
always only one process active: Our
server does not take up much memory and other system
resources.
Note that we have added initialize
daemon in our flowchart. We did not need to
initialize our own daemon, but this is a good place in the
flow of the program to set up any
signal handlers, open any files we
may need, etc.
Just about everything in the flow chart can be used
literally on many different servers. The
serve entry is the exception. We
think of it as a black
box
, i.e., something you design
specifically for your own server, and just plug it
into the rest.
Not all protocols are that simple. Many receive a
request from the client, reply to it, then receive another
request from the same client. Because of that, they do not
know in advance how long they will be serving the
client. Such servers usually start a new process for each
client. While the new process is serving its client, the
daemon can continue listening for more connections.
Now, go ahead, save the above source code as
daytimed.c (it is customary to end
the names of daemons with the letter
d). After you have compiled it, try
running it:
&prompt.user; ./daytimed
bind: Permission denied
&prompt.user;
What happened here? As you will recall, the
daytime protocol uses port 13. But
all ports below 1024 are reserved to the superuser
(otherwise, anyone could start a daemon pretending to
serve a commonly used port, while causing a security
breach).
Try again, this time as the superuser:
&prompt.root; ./daytimed
&prompt.root;
What... Nothing? Let us try again:
&prompt.root; ./daytimed
bind: Address already in use
&prompt.root;
Every port can only be bound by one program at a
time. Our first attempt was indeed successful: It started
the child daemon and returned quietly. It is still running
and will continue to run until you either kill it, or any
of its system calls fail, or you reboot the system.
Fine, we know it is running in the background. But is
it working? How do we know it is a proper
daytime server? Simple:
&prompt.user; telnet localhost 13
Trying ::1...
telnet: connect to address ::1: Connection refused
Trying 127.0.0.1...
Connected to localhost.
Escape character is '^]'.
2001-06-19T21:04:42Z
Connection closed by foreign host.
&prompt.user;
telnet tried the new
IPv6, and failed. It retried with
IPv4 and succeeded. The daemon
works.
If you have access to another &unix; system via
telnet, you can use it to test
accessing the server remotely. My computer does not have a
static IP address, so this is what I
did:
&prompt.user; who
whizkid ttyp0 Jun 19 16:59 (216.127.220.143)
xxx ttyp1 Jun 19 16:06 (xx.xx.xx.xx)
&prompt.user; telnet 216.127.220.143 13
Trying 216.127.220.143...
Connected to r47.bfm.org.
Escape character is '^]'.
2001-06-19T21:31:11Z
Connection closed by foreign host.
&prompt.user;
Again, it worked. Will it work using the domain name?
&prompt.user; telnet r47.bfm.org 13
Trying 216.127.220.143...
Connected to r47.bfm.org.
Escape character is '^]'.
2001-06-19T21:31:40Z
Connection closed by foreign host.
&prompt.user;
By the way, telnet prints
the Connection closed by foreign host
message after our daemon has closed the socket. This shows
us that, indeed, using
fclose(client); in our code works as
advertised.
Helper Functions
FreeBSD C library contains many helper functions for sockets
programming. For example, in our sample client we hard coded
the time.nist.gov
IP address. But we do not always know the
IP address. Even if we do, our software is
more flexible if it allows the user to enter the
IP address, or even the domain name.
gethostbyname
While there is no way to pass the domain name directly to
any of the sockets functions, the FreeBSD C library comes with
the &man.gethostbyname.3; and &man.gethostbyname2.3; functions,
declared in netdb.h.
struct hostent * gethostbyname(const char *name);
struct hostent * gethostbyname2(const char *name, int af);
Both return a pointer to the hostent
structure, with much information about the domain. For our
purposes, the h_addr_list[0] field of the
structure points at h_length bytes of the
correct address, already stored in the network byte
order.
This allows us to create a much more flexible—and
much more useful—version of our
daytime program:
/*
* daytime.c
*
* Programmed by G. Adam Stanislav
* 19 June 2001
*/
#include <stdio.h>
#include <string.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
int main(int argc, char *argv[]) {
register int s;
register int bytes;
struct sockaddr_in sa;
struct hostent *he;
char buf[BUFSIZ+1];
char *host;
if ((s = socket(PF_INET, SOCK_STREAM, 0)) < 0) {
perror("socket");
return 1;
}
bzero(&sa, sizeof sa);
sa.sin_family = AF_INET;
sa.sin_port = htons(13);
host = (argc > 1) ? (char *)argv[1] : "time.nist.gov";
if ((he = gethostbyname(host)) == NULL) {
herror(host);
return 2;
}
bcopy(he->h_addr_list[0],&sa.sin_addr, he->h_length);
if (connect(s, (struct sockaddr *)&sa, sizeof sa) < 0) {
perror("connect");
return 3;
}
while ((bytes = read(s, buf, BUFSIZ)) > 0)
write(1, buf, bytes);
close(s);
return 0;
}
We now can type a domain name (or an IP
address, it works both ways) on the command line, and the
program will try to connect to its
daytime server. Otherwise, it will still
default to time.nist.gov. However, even in
this case we will use gethostbyname
rather than hard coding 192.43.244.18. That way, even if its
IP address changes in the future, we will
still find it.
Since it takes virtually no time to get the time from your
local server, you could run daytime
twice in a row: First to get the time from time.nist.gov, the second time from
your own system. You can then compare the results and see how
exact your system clock is:
&prompt.user; daytime ; daytime localhost
52080 01-06-20 04:02:33 50 0 0 390.2 UTC(NIST) *
2001-06-20T04:02:35Z
&prompt.user;
As you can see, my system was two seconds ahead of the
NIST time.
getservbyname
Sometimes you may not be sure what port a certain service
uses. The &man.getservbyname.3; function, also declared in
netdb.h comes in very handy in those
cases:
struct servent * getservbyname(const char *name, const char *proto);
The servent structure contains the
s_port, which contains the proper port,
already in network byte order.
Had we not known the correct port for the
daytime service, we could have found it
this way:
struct servent *se;
...
if ((se = getservbyname("daytime", "tcp")) == NULL {
fprintf(stderr, "Cannot determine which port to use.\n");
return 7;
}
sa.sin_port = se->s_port;
You usually do know the port. But if you are developing a
new protocol, you may be testing it on an unofficial
port. Some day, you will register the protocol and its port
(if nowhere else, at least in your
/etc/services, which is where
getservbyname looks). Instead of
returning an error in the above code, you just use the
temporary port number. Once you have listed the protocol in
/etc/services, your software will find
its port without you having to rewrite the code.
Concurrent Servers
Unlike a sequential server, a concurrent
server has to be able to serve more than one client
at a time. For example, a chat server may
be serving a specific client for hours—it cannot wait till
it stops serving a client before it serves the next one.
This requires a significant change in our flowchart:
+-----------------+
| Create Socket |
+-----------------+
|
+-----------------+
| Bind Port | Daemon Process
+-----------------+
| +--------+
+-------------+-->| Init |
| | +--------+
+-----------------+ | |
| Exit | | +--------+
+-----------------+ | | Listen |
| +--------+
| |
| +--------+
| | Accept |
| +--------+
| | +------------------+
| +------>| Close Top Socket |
| | +------------------+
| +--------+ |
| | Close | +------------------+
| +--------+ | Serve |
| | +------------------+
|<--------+ |
+------------------+
| Close Acc Socket |
+--------+ +------------------+
| Signal | |
+--------+ +------------------+
| Exit |
+------------------+
Concurrent Server
We moved the serve from the
daemon process to its own server
process. However, because each child process inherits
all open files (and a socket is treated just like a file), the
new process inherits not only the accepted
handle,
i.e., the socket returned by the
accept call, but also the top
socket, i.e., the one opened by the top process right
at the beginning.
However, the server process does not
need this socket and should close it
immediately. Similarly, the daemon process
no longer needs the accepted socket, and
not only should, but must
close it—otherwise, it will run out
of available file descriptors sooner or
later.
After the server process is done
serving, it should close the accepted
socket. Instead of returning to
accept, it now exits.
Under &unix;, a process does not really
exit. Instead, it
returns to its parent. Typically, a parent
process waits for its child process, and
obtains a return value. However, our daemon
process cannot simply stop and wait. That would
defeat the whole purpose of creating additional processes. But
if it never does wait, its children will
become zombies—no longer functional
but still roaming around.
For that reason, the daemon process
needs to set signal handlers in its
initialize daemon phase. At least a
SIGCHLD signal has to be processed, so the
daemon can remove the zombie return values from the system and
release the system resources they are taking up.
That is why our flowchart now contains a process
signals box, which is not connected to any other box.
By the way, many servers also process SIGHUP,
and typically interpret as the signal from the superuser that
they should reread their configuration files. This allows us to
change settings without having to kill and restart these
servers.