doc/en_US.ISO8859-1/books/developers-handbook/sockets/chapter.sgml
Daniel Gerzo c3a59abed8 - Include string.h to avoid compile warning about using bzero without
defining it
- use herror() rather than perror() to give useful error messages
  (the *hostby*() functions set h_errno not errno)

PR:		docs/126031
Submitted by:	gavin
2008-08-03 09:50:20 +00:00

1792 lines
66 KiB
Text

<!--
The FreeBSD Documentation Project
$FreeBSD$
-->
<chapter id="sockets">
<chapterinfo>
<authorgroup>
<author>
<firstname>G. Adam</firstname>
<surname>Stanislav</surname>
<contrib>Contributed by </contrib>
</author>
</authorgroup>
</chapterinfo>
<title>Sockets</title>
<sect1 id="sockets-synopsis">
<title>Synopsis</title>
<para><acronym>BSD</acronym> 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
<emphasis>can</emphasis>, but they do not have to.</para>
<para>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 <acronym>BSD</acronym> 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.</para>
<para>But your software can equally well cooperate with processes
running in another building, or on another continent, inside a
submarine, or a space shuttle.</para>
<para>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.</para>
</sect1>
<sect1 id="sockets-diversity">
<title>Networking and Diversity</title>
<para>We have already hinted on the <emphasis>diversity</emphasis>
of networking. Many different systems have to talk to each
other. And they have to speak the same language. They also have
to <emphasis>understand</emphasis> the same language the same
way.</para>
<para>People often think that <emphasis>body language</emphasis>
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.</para>
<para>I had not learned much Bulgarian by then, so, instead of
saying no, I shook my head from side to side, the
<quote>universal</quote> body language for
<emphasis>no</emphasis>. The vendor quickly started serving us
some almonds.</para>
<para>I then remembered I had been told that in Bulgaria shaking
your head sideways meant <emphasis>yes</emphasis>. 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
<emphasis>meaning</emphasis> 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.</para>
<para>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 <emphasis>language</emphasis>, but on the
same <emphasis>interpretation</emphasis> of the language.
</para>
</sect1>
<sect1 id="sockets-protocols">
<title>Protocols</title>
<para>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
<emphasis>bits</emphasis>. There is a very convincing reason
for it: While data travels <emphasis>inside</emphasis> your
computer at speeds approaching the speed of light, it often
travels considerably slower between two computers.</para>
<para>Because the languages used in data communications are so
terse, we usually refer to them as
<emphasis>protocols</emphasis> rather than languages.</para>
<para>As data travels from one computer to another, it always uses
more than one protocol. These protocols are
<emphasis>layered</emphasis>. The data can be compared to the
inside of an onion: You have to peel off several layers of
<quote>skin</quote> to get to the data. This is best
illustrated with a picture:</para>
<mediaobject>
<imageobject>
<imagedata fileref="sockets/layers">
</imageobject>
<textobject>
<literallayout class="monospaced">+----------------+
| Ethernet |
|+--------------+|
|| IP ||
||+------------+||
||| TCP |||
|||+----------+|||
|||| HTTP ||||
||||+--------+||||
||||| PNG |||||
|||||+------+|||||
|||||| Data ||||||
|||||+------+|||||
||||+--------+||||
|||+----------+|||
||+------------+||
|+--------------+|
+----------------+</literallayout>
</textobject>
<textobject>
<phrase>Protocol Layers</phrase>
</textobject>
</mediaobject>
<para>In this example, we are trying to get an image from a web
page we are connected to via an Ethernet.</para>
<para>The image consists of raw data, which is simply a sequence
of <acronym>RGB</acronym> values that our software can process,
i.e., convert into an image and display on our monitor.</para>
<para>Alas, our software has no way of knowing how the raw data is
organized: Is it a sequence of <acronym>RGB</acronym> values, or
a sequence of grayscale intensities, or perhaps of
<acronym>CMYK</acronym> 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?</para>
<para>I think you get the picture...</para>
<para>To inform our software how to handle the raw data, it is
encoded as a <acronym>PNG</acronym> file. It could be a
<acronym>GIF</acronym>, or a <acronym>JPEG</acronym>, but it is
a <acronym>PNG</acronym>.</para>
<para>And <acronym>PNG</acronym> is a protocol.</para>
<para>At this point, I can hear some of you yelling,
<emphasis><quote>No, it is not! It is a file
format!</quote></emphasis></para>
<para>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 <emphasis>language</emphasis>, a terse
one at that, communicating to our <emphasis>process</emphasis>
how the data is organized. Ergo, it is a
<emphasis>protocol</emphasis>.</para>
<para>Alas, if all we received was the <acronym>PNG</acronym>
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 <acronym>PNG</acronym>
format as opposed to <acronym>GIF</acronym>, or
<acronym>JPEG</acronym>, or some other image format?</para>
<para>To obtain that information, we are using another protocol:
<acronym>HTTP</acronym>. This protocol can tell us exactly that
the data represents an image, and that it uses the
<acronym>PNG</acronym> protocol. It can also tell us some other
things, but let us stay focused on protocol layers here.
</para>
<para>So, now we have some data wrapped in the <acronym>PNG</acronym>
protocol, wrapped in the <acronym>HTTP</acronym> protocol.
How did we get it from the server?</para>
<para>By using <acronym>TCP/IP</acronym> 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.</para>
<para>Ethernet is an interesting system of connecting computers in
a <emphasis>local area network</emphasis>
(<acronym>LAN</acronym>). Each computer has a <emphasis>network
interface card</emphasis> (<acronym>NIC</acronym>), which has a
unique 48-bit <acronym>ID</acronym> called its
<emphasis>address</emphasis>. No two Ethernet
<acronym>NIC</acronym>s in the world have the same address.
</para>
<para>These <acronym>NIC</acronym>s are all connected with each
other. Whenever one computer wants to communicate with another
in the same Ethernet <acronym>LAN</acronym>, it sends a message
over the network. Every <acronym>NIC</acronym> sees the
message. But as part of the Ethernet
<emphasis>protocol</emphasis>, the data contains the address of
the destination <acronym>NIC</acronym> (among other things). So,
only one of all the network interface cards will pay attention
to it, the rest will ignore it.</para>
<para>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.</para>
<para>All data is transferred over the Internet using
<acronym>IP</acronym>, which stands for <emphasis>Internet
Protocol</emphasis>. 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 <emphasis>guarantee</emphasis> we will
receive the data, only that we will know where it came from
<emphasis>if</emphasis> we do receive it.</para>
<para>Even if we do receive the data, <acronym>IP</acronym> 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.</para>
<para>It is <acronym>TCP</acronym> (<emphasis>Transmission Control
Protocol</emphasis>) that asks the sender to resend any lost
data and that places it all into the proper order.</para>
<para>All in all, it took <emphasis>five</emphasis> different
protocols for one computer to communicate to another what an
image looks like. We received the data wrapped into the
<acronym>PNG</acronym> protocol, which was wrapped into the
<acronym>HTTP</acronym> protocol, which was wrapped into the
<acronym>TCP</acronym> protocol, which was wrapped into the
<acronym>IP</acronym> protocol, which was wrapped into the
<acronym>Ethernet</acronym> protocol.</para>
<para>Oh, and by the way, there probably were several other
protocols involved somewhere on the way. For example, if our
<acronym>LAN</acronym> was connected to the Internet through a
dial-up call, it used the <acronym>PPP</acronym> protocol over
the modem which used one (or several) of the various modem
protocols, et cetera, et cetera, et cetera...</para>
<para>As a developer you should be asking by now,
<emphasis><quote>How am I supposed to handle it
all?</quote></emphasis></para>
<para>Luckily for you, you are <emphasis>not</emphasis> supposed
to handle it all. You <emphasis>are</emphasis> 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 <acronym>PPP</acronym>, etc). Nor do you need to handle
the Internet Protocol, or the Transmission Control
Protocol.</para>
<para>In other words, you do not have to do anything to receive
the data from the other computer. Well, you do have to
<emphasis>ask</emphasis> for it, but that is almost as simple as
opening a file.</para>
<para>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 <acronym>HTTP</acronym> protocol and the
<acronym>PNG</acronym> file structure.</para>
<para>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:</para>
<mediaobject>
<imageobject>
<imagedata fileref="sockets/slayers">
</imageobject>
<textobject>
<literallayout class="monospaced">+----------------+
|xxxxEthernetxxxx|
|+--------------+|
||xxxxxxIPxxxxxx||
||+------------+||
|||xxxxxTCPxxxx|||
|||+----------+|||
|||| HTTP ||||
||||+--------+||||
||||| PNG |||||
|||||+------+|||||
|||||| Data ||||||
|||||+------+|||||
||||+--------+||||
|||+----------+|||
||+------------+||
|+--------------+|
+----------------+</literallayout>
</textobject>
<textobject>
<phrase>Sockets Covered Protocol Layers</phrase>
</textobject>
</mediaobject>
<para>We only need to understand any protocols that tell us how to
<emphasis>interpret the data</emphasis>, not how to
<emphasis>receive</emphasis> it from another process, nor how to
<emphasis>send</emphasis> it to another process.</para>
</sect1>
<sect1 id="sockets-model">
<title>The Sockets Model</title>
<para><acronym>BSD</acronym> sockets are built on the basic &unix;
model: <emphasis>Everything is a file.</emphasis> In our
example, then, sockets would let us receive an <emphasis>HTTP
file</emphasis>, so to speak. It would then be up to us to
extract the <emphasis><acronym>PNG</acronym> file</emphasis>
from it.
</para>
<para>Because of the complexity of internetworking, we cannot just
use the <function role="syscall">open</function> system call, or
the <function>open()</function> C function. Instead, we need to
take several steps to <quote>opening</quote> a socket.</para>
<para>Once we do, however, we can start treating the
<emphasis>socket</emphasis> the same way we treat any
<emphasis>file descriptor</emphasis>: We can
<function>read</function> from it, <function>write</function> to
it, <function>pipe</function> it, and, eventually,
<function>close</function> it.</para>
</sect1>
<sect1 id="sockets-essential-functions">
<title>Essential Socket Functions</title>
<para>While FreeBSD offers different functions to work with
sockets, we only <emphasis>need</emphasis> four to
<quote>open</quote> a socket. And in some cases we only need
two.</para>
<sect2 id="sockets-client-server">
<title>The Client-Server Difference</title>
<para>Typically, one of the ends of a socket-based data
communication is a <emphasis>server</emphasis>, the other is a
<emphasis>client</emphasis>.</para>
<sect3 id="sockets-common-elements">
<title>The Common Elements</title>
<sect4 id="sockets-socket">
<title><function>socket</function></title>
<para>The one function used by both, clients and servers, is
&man.socket.2;. It is declared this way:</para>
<programlisting>
int socket(int domain, int type, int protocol);
</programlisting>
<para>The return value is of the same type as that of
<function>open</function>, 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.</para>
<para>The <varname>domain</varname> argument tells the
system what <emphasis>protocol family</emphasis> you want
it to use. Many of them exist, some are vendor specific,
others are very common. They are declared in
<filename>sys/socket.h</filename>.</para>
<para>Use <constant>PF_INET</constant> for
<acronym>UDP</acronym>, <acronym>TCP</acronym> and other
Internet protocols (<acronym>IP</acronym>v4).</para>
<para>Five values are defined for the
<varname>type</varname> argument, again, in
<filename>sys/socket.h</filename>. All of them start with
<quote><constant>SOCK_</constant></quote>. The most
common one is <constant>SOCK_STREAM</constant>, which
tells the system you are asking for a <emphasis>reliable
stream delivery service</emphasis> (which is
<acronym>TCP</acronym> when used with
<constant>PF_INET</constant>).</para>
<para>If you asked for <constant>SOCK_DGRAM</constant>, you
would be requesting a <emphasis>connectionless datagram
delivery service</emphasis> (in our case,
<acronym>UDP</acronym>).</para>
<para>If you wanted to be in charge of the low-level
protocols (such as <acronym>IP</acronym>), or even network
interfaces (e.g., the Ethernet), you would need to specify
<constant>SOCK_RAW</constant>.</para>
<para>Finally, the <varname>protocol</varname> argument
depends on the previous two arguments, and is not always
meaningful. In that case, use <constant>0</constant> for
its value.</para>
<note id="sockets-unconnected">
<title>The Unconnected Socket</title>
<para>Nowhere, in the <function>socket</function> function
have we specified to what other system we should be
connected. Our newly created socket remains
<emphasis>unconnected</emphasis>.</para>
<para>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.</para>
</note>
</sect4>
<sect4 id="sockets-sockaddr">
<title><varname>sockaddr</varname></title>
<para>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
<filename>sys/socket.h</filename> refer to it as
<varname>struct sockaddr</varname>. This structure is
declared in the same file:</para>
<programlisting>
/*
* 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 */
</programlisting>
<para>Please note the <emphasis>vagueness</emphasis> with
which the <varname>sa_data</varname> field is declared,
just as an array of <constant>14</constant> bytes, with
the comment hinting there can be more than
<constant>14</constant> of them.</para>
<para>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&mdash;and most
applications probably use it for that
nowadays&mdash;sockets can be used for just about
<emphasis>any</emphasis> kind of interprocess
communications, of which the Internet (or, more precisely,
<acronym>IP</acronym>) is only one.</para>
<para>The <filename>sys/socket.h</filename> refers to the
various types of protocols sockets will handle as
<emphasis>address families</emphasis>, and lists them
right before the definition of
<varname>sockaddr</varname>:</para>
<programlisting>
/*
* 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
</programlisting>
<para>The one used for <acronym>IP</acronym> is
<symbol>AF_INET</symbol>. It is a symbol for the constant
<constant>2</constant>.</para>
<para>It is the <emphasis>address family</emphasis> listed
in the <varname>sa_family</varname> field of
<varname>sockaddr</varname> that decides how exactly the
vaguely named bytes of <varname>sa_data</varname> will be
used.</para>
<para>Specifically, whenever the <emphasis>address
family</emphasis> is <symbol>AF_INET</symbol>, we can use
<varname>struct sockaddr_in</varname> found in
<filename>netinet/in.h</filename>, wherever
<varname>sockaddr</varname> is expected:</para>
<programlisting>
/*
* 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];
};
</programlisting>
<para>We can visualize its organization this way:</para>
<mediaobject>
<imageobject>
<imagedata fileref="sockets/sain">
</imageobject>
<textobject>
<literallayout class="monospaced"> 0 1 2 3
+--------+--------+-----------------+
0 | 0 | Family | Port |
+--------+--------+-----------------+
4 | IP Address |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+</literallayout>
</textobject>
<textobject>
<phrase>sockaddr_in</phrase>
</textobject>
</mediaobject>
<para>The three important fields are
<varname>sin_family</varname>, which is byte 1 of the
structure, <varname>sin_port</varname>, a 16-bit value
found in bytes 2 and 3, and <varname>sin_addr</varname>, a
32-bit integer representation of the <acronym>IP</acronym>
address, stored in bytes 4-7.</para>
<para>Now, let us try to fill it out. Let us assume we are
trying to write a client for the
<emphasis>daytime</emphasis> 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
<acronym>TCP/IP</acronym>, so we need to specify
<constant>AF_INET</constant> in the address family
field. <constant>AF_INET</constant> is defined as
<constant>2</constant>. Let us use the
<acronym>IP</acronym> address of <hostid
role="ipaddr">192.43.244.18</hostid>, which is the time
server of US federal government (<hostid
role="domainname">time.nist.gov</hostid>).</para>
<mediaobject>
<imageobject>
<imagedata fileref="sockets/sainfill">
</imageobject>
<textobject>
<literallayout class="monospaced"> 0 1 2 3
+--------+--------+-----------------+
0 | 0 | 2 | 13 |
+-----------------+-----------------+
4 | 192.43.244.18 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+</literallayout>
</textobject>
<textobject>
<phrase>Specific example of sockaddr_in</phrase>
</textobject>
</mediaobject>
<para>By the way the <varname>sin_addr</varname> field is
declared as being of the <varname>struct in_addr</varname>
type, which is defined in
<filename>netinet/in.h</filename>:</para>
<programlisting>
/*
* Internet address (a structure for historical reasons)
*/
struct in_addr {
in_addr_t s_addr;
};
</programlisting>
<para>In addition, <varname>in_addr_t</varname> is a 32-bit
integer.</para>
<para>The <hostid role="ipaddr">192.43.244.18</hostid> is
just a convenient notation of expressing a 32-bit integer
by listing all of its 8-bit bytes, starting with the
<emphasis>most significant</emphasis> one.</para>
<para>So far, we have viewed <varname>sockaddr</varname> as
an abstraction. Our computer does not store
<varname>short</varname> 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.</para>
<para>Suppose we coded something like this:</para>
<programlisting>
sa.sin_family = AF_INET;
sa.sin_port = 13;
sa.sin_addr.s_addr = (((((192 &lt;&lt; 8) | 43) &lt;&lt; 8) | 244) &lt;&lt; 8) | 18;
</programlisting>
<para>What would the result look like?</para>
<para>Well, that depends, of course. On a &pentium;, or other
x86, based computer, it would look like this:</para>
<mediaobject>
<imageobject>
<imagedata fileref="sockets/sainlsb">
</imageobject>
<textobject>
<literallayout class="monospaced"> 0 1 2 3
+--------+--------+--------+--------+
0 | 0 | 2 | 13 | 0 |
+--------+--------+--------+--------+
4 | 18 | 244 | 43 | 192 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+</literallayout>
</textobject>
<textobject>
<phrase>sockaddr_in on an Intel system</phrase>
</textobject>
</mediaobject>
<para>On a different system, it might look like this:
</para>
<mediaobject>
<imageobject>
<imagedata fileref="sockets/sainmsb">
</imageobject>
<textobject>
<literallayout class="monospaced"> 0 1 2 3
+--------+--------+--------+--------+
0 | 0 | 2 | 0 | 13 |
+--------+--------+--------+--------+
4 | 192 | 43 | 244 | 18 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+</literallayout>
</textobject>
<textobject>
<phrase>sockaddr_in on an MSB system</phrase>
</textobject>
</mediaobject>
<para>And on a PDP it might look different yet. But the
above two are the most common ways in use today.</para>
<para>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.</para>
<para>Why?</para>
<para>Because when communicating with another computer, you
usually do not know whether it stores data <emphasis>most
significant byte</emphasis> (<acronym>MSB</acronym>) or
<emphasis>least significant byte</emphasis>
(<acronym>LSB</acronym>) first.</para>
<para>You might be wondering, <emphasis><quote>So, will
sockets not handle it for me?</quote></emphasis></para>
<para>It will not.</para>
<para>While that answer may surprise you at first, remember
that the general sockets interface only understands the
<varname>sa_len</varname> and <varname>sa_family</varname>
fields of the <varname>sockaddr</varname> structure. You
do not have to worry about the byte order there (of
course, on FreeBSD <varname>sa_family</varname> is only 1
byte anyway, but many other &unix; systems do not have
<varname>sa_len</varname> and use 2 bytes for
<varname>sa_family</varname>, and expect the data in
whatever order is native to the computer).</para>
<para>But the rest of the data is just
<varname>sa_data[14]</varname> as far as sockets
goes. Depending on the <emphasis>address
family</emphasis>, sockets just forwards that data to its
destination.</para>
<para>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.</para>
<para>Similarly, we enter the <acronym>IP</acronym> address
to tell everyone on the way where to send our data
to. Sockets, again, only forwards it as data.</para>
<para>That is why, we (the <emphasis>programmers</emphasis>,
not the <emphasis>sockets</emphasis>) 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.</para>
<para>We will call the byte order our computer uses the
<emphasis>host byte order</emphasis>, or just the
<emphasis>host order</emphasis>.</para>
<para>There is a convention of sending the multi-byte data
over <acronym>IP</acronym>
<emphasis><acronym>MSB</acronym> first</emphasis>. This,
we will refer to as the <emphasis>network byte
order</emphasis>, or simply the <emphasis>network
order</emphasis>.</para>
<para>Now, if we compiled the above code for an Intel based
computer, our <emphasis>host byte order</emphasis> would
produce:</para>
<mediaobject>
<imageobject>
<imagedata fileref="sockets/sainlsb">
</imageobject>
<textobject>
<literallayout class="monospaced"> 0 1 2 3
+--------+--------+--------+--------+
0 | 0 | 2 | 13 | 0 |
+--------+--------+--------+--------+
4 | 18 | 244 | 43 | 192 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+</literallayout>
</textobject>
<textobject>
<phrase>Host byte order on an Intel system</phrase>
</textobject>
</mediaobject>
<para>But the <emphasis>network byte order</emphasis>
requires that we store the data <acronym>MSB</acronym>
first:</para>
<mediaobject>
<imageobject>
<imagedata fileref="sockets/sainmsb">
</imageobject>
<textobject>
<literallayout class="monospaced"> 0 1 2 3
+--------+--------+--------+--------+
0 | 0 | 2 | 0 | 13 |
+--------+--------+--------+--------+
4 | 192 | 43 | 244 | 18 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+</literallayout>
</textobject>
<textobject>
<phrase>Network byte order</phrase>
</textobject>
</mediaobject>
<para>Unfortunately, our <emphasis>host order</emphasis> is
the exact opposite of the <emphasis>network
order</emphasis>.</para>
<para>We have several ways of dealing with it. One would be
to <emphasis>reverse</emphasis> the values in our code:
</para>
<programlisting>
sa.sin_family = AF_INET;
sa.sin_port = 13 &lt;&lt; 8;
sa.sin_addr.s_addr = (((((18 &lt;&lt; 8) | 244) &lt;&lt; 8) | 43) &lt;&lt; 8) | 192;
</programlisting>
<para>This will <emphasis>trick</emphasis> our compiler
into storing the data in the <emphasis>network byte
order</emphasis>. 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.</para>
<para>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
<emphasis>network byte order</emphasis>. It works
well.</para>
<para>Then, some day, your trusted old &pentium; becomes a
rusty old &pentium;. You replace it with a system whose
<emphasis>host order</emphasis> is the same as the
<emphasis>network order</emphasis>. You need to recompile
all your software. All of your software continues to
perform well, except the one program you wrote.</para>
<para>You have since forgotten that you had forced all of
your constants to the opposite of the <emphasis>host
order</emphasis>. 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.</para>
<para>Eventually, you figure it out, say a couple of swear
words, and start rewriting your code.</para>
<para>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
<varname>short</varname> and <varname>long</varname>
respectively from the <emphasis>host byte
order</emphasis> to the <emphasis>network byte
order</emphasis>, and the &man.ntohs.3; and &man.ntohl.3;
C functions to go the other way.</para>
<para>On <emphasis><acronym>MSB</acronym>-first</emphasis>
systems these functions do nothing. On
<emphasis><acronym>LSB</acronym>-first</emphasis> systems
they convert values to the proper order.</para>
<para>So, regardless of what system your software is
compiled on, your data will end up in the correct order
if you use these functions.</para>
</sect4>
</sect3>
<sect3 id="sockets-client-functions">
<title>Client Functions</title>
<para>Typically, the client initiates the connection to the
server. The client knows which server it is about to call:
It knows its <acronym>IP</acronym> address, and it knows the
<emphasis>port</emphasis> the server resides at. It is akin
to you picking up the phone and dialing the number (the
<emphasis>address</emphasis>), then, after someone answers,
asking for the person in charge of wingdings (the
<emphasis>port</emphasis>).</para>
<sect4 id="sockets-connect">
<title><function>connect</function></title>
<para>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;:</para>
<programlisting>
int connect(int s, const struct sockaddr *name, socklen_t namelen);
</programlisting>
<para>The <varname>s</varname> argument is the socket, i.e.,
the value returned by the <function>socket</function>
function. The <varname>name</varname> is a pointer to
<varname>sockaddr</varname>, the structure we have talked
about extensively. Finally, <varname>namelen</varname>
informs the system how many bytes are in our
<varname>sockaddr</varname> structure.</para>
<para>If <function>connect</function> is successful, it
returns <constant>0</constant>. Otherwise it returns
<constant>-1</constant> and stores the error code in
<varname>errno</varname>.</para>
<para>There are many reasons why
<function>connect</function> may fail. For example, with
an attempt to an Internet connection, the
<acronym>IP</acronym> 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
<emphasis>refuse</emphasis> any request for specific
code.</para>
</sect4>
<sect4 id="sockets-first-client">
<title>Our First Client</title>
<para>We now know enough to write a very simple client, one
that will get current time from <hostid
role="ipaddr">192.43.244.18</hostid> and print it to
<devicename>stdout</devicename>.</para>
<programlisting>
/*
* daytime.c
*
* Programmed by G. Adam Stanislav
*/
#include &lt;stdio.h&gt;
#include &lt;string.h&gt;
#include &lt;sys/types.h&gt;
#include &lt;sys/socket.h&gt;
#include &lt;netinet/in.h&gt;
int main() {
register int s;
register int bytes;
struct sockaddr_in sa;
char buffer[BUFSIZ+1];
if ((s = socket(PF_INET, SOCK_STREAM, 0)) &lt; 0) {
perror("socket");
return 1;
}
bzero(&amp;sa, sizeof sa);
sa.sin_family = AF_INET;
sa.sin_port = htons(13);
sa.sin_addr.s_addr = htonl((((((192 &lt;&lt; 8) | 43) &lt;&lt; 8) | 244) &lt;&lt; 8) | 18);
if (connect(s, (struct sockaddr *)&amp;sa, sizeof sa) &lt; 0) {
perror("connect");
close(s);
return 2;
}
while ((bytes = read(s, buffer, BUFSIZ)) &gt; 0)
write(1, buffer, bytes);
close(s);
return 0;
}
</programlisting>
<para>Go ahead, enter it in your editor, save it as
<filename>daytime.c</filename>, then compile and run
it:</para>
<screen>&prompt.user; <userinput>cc -O3 -o daytime daytime.c</userinput>
&prompt.user; <userinput>./daytime</userinput>
52079 01-06-19 02:29:25 50 0 1 543.9 UTC(NIST) *
&prompt.user;</screen>
<para>In this case, the date was June 19, 2001, the time was
02:29:25 <acronym>UTC</acronym>. Naturally, your results
will vary.</para>
</sect4>
</sect3>
<sect3 id="sockets-server-functions">
<title>Server Functions</title>
<para>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.</para>
<para>The sockets interface offers three basic functions to
handle this.</para>
<sect4 id="sockets-bind">
<title><function>bind</function></title>
<para>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.</para>
<para>There are 65535 <acronym>IP</acronym> 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.</para>
<programlisting>
int bind(int s, const struct sockaddr *addr, socklen_t addrlen);
</programlisting>
<para>Beside specifying the port in <varname>addr</varname>,
the server may include its <acronym>IP</acronym>
address. However, it can just use the symbolic constant
<symbol>INADDR_ANY</symbol> to indicate it will serve all
requests to the specified port regardless of what its
<acronym>IP</acronym> address is. This symbol, along with
several similar ones, is declared in
<filename>netinet/in.h</filename></para>
<programlisting>
#define INADDR_ANY (u_int32_t)0x00000000
</programlisting>
<para>Suppose we were writing a server for the
<emphasis>daytime</emphasis> protocol over
<acronym>TCP</acronym>/<acronym>IP</acronym>. Recall that
it uses port 13. Our <varname>sockaddr_in</varname>
structure would look like this:</para>
<mediaobject>
<imageobject>
<imagedata fileref="sockets/sainserv">
</imageobject>
<textobject>
<literallayout class="monospaced"> 0 1 2 3
+--------+--------+--------+--------+
0 | 0 | 2 | 0 | 13 |
+--------+--------+--------+--------+
4 | 0 |
+-----------------------------------+
8 | 0 |
+-----------------------------------+
12 | 0 |
+-----------------------------------+</literallayout>
</textobject>
<textobject>
<phrase>Example Server sockaddr_in</phrase>
</textobject>
</mediaobject>
</sect4>
<sect4 id="sockets-listen">
<title><function>listen</function></title>
<para>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.</para>
<para>The server ensures all of that with the &man.listen.2;
function.</para>
<programlisting>
int listen(int s, int backlog);
</programlisting>
<para>In here, the <varname>backlog</varname> 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.</para>
</sect4>
<sect4 id="sockets-accept">
<title><function>accept</function></title>
<para>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.</para>
<para>The server accepts the connection by using the
&man.accept.2; function.</para>
<programlisting>
int accept(int s, struct sockaddr *addr, socklen_t *addrlen);
</programlisting>
<para>Note that this time <varname>addrlen</varname> is a
pointer. This is necessary because in this case it is the
socket that fills out <varname>addr</varname>, the
<varname>sockaddr_in</varname> structure.</para>
<para>The return value is an integer. Indeed, the
<function>accept</function> returns a <emphasis>new
socket</emphasis>. You will use this new socket to
communicate with the client.</para>
<para>What happens to the old socket? It continues to listen
for more requests (remember the <varname>backlog</varname>
variable we passed to <function>listen</function>?) until
we <function>close</function> it.</para>
<para>Now, the new socket is meant only for
communications. It is fully connected. We cannot pass it
to <function>listen</function> again, trying to accept
additional connections.</para>
</sect4>
<sect4 id="sockets-first-server">
<title>Our First Server</title>
<para>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.</para>
<para>This is best achieved by creating a <emphasis>child
process</emphasis> after binding the port. The main
process then exits and returns control to the
<application>shell</application> (or whatever program
invoked it).</para>
<para>The child calls <function>listen</function>, then
starts an endless loop, which accepts a connection, serves
it, and eventually closes its socket.</para>
<programlisting>
/*
* daytimed - a port 13 server
*
* Programmed by G. Adam Stanislav
* June 19, 2001
*/
#include &lt;stdio.h&gt;
#include &lt;string.h&gt;
#include &lt;time.h&gt;
#include &lt;unistd.h&gt;
#include &lt;sys/types.h&gt;
#include &lt;sys/socket.h&gt;
#include &lt;netinet/in.h&gt;
#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)) &lt; 0) {
perror("socket");
return 1;
}
bzero(&amp;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 *)&amp;sa, sizeof sa) &lt; 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 *)&amp;sa, &amp;b)) &lt; 0) {
perror("daytimed accept");
return 4;
}
if ((client = fdopen(c, "w")) == NULL) {
perror("daytimed fdopen");
return 5;
}
if ((t = time(NULL)) &lt; 0) {
perror("daytimed time");
return 6;
}
tm = gmtime(&amp;t);
fprintf(client, "%.4i-%.2i-%.2iT%.2i:%.2i:%.2iZ\n",
tm-&gt;tm_year + 1900,
tm-&gt;tm_mon + 1,
tm-&gt;tm_mday,
tm-&gt;tm_hour,
tm-&gt;tm_min,
tm-&gt;tm_sec);
fclose(client);
}
}
</programlisting>
<para>We start by creating a socket. Then we fill out the
<varname>sockaddr_in</varname> structure in
<varname>sa</varname>. Note the conditional use of
<symbol>INADDR_ANY</symbol>:</para>
<programlisting>
if (INADDR_ANY)
sa.sin_addr.s_addr = htonl(INADDR_ANY);
</programlisting>
<para>Its value is <constant>0</constant>. Since we have
just used <function>bzero</function> on the entire
structure, it would be redundant to set it to
<constant>0</constant> again. But if we port our code to
some other system where <symbol>INADDR_ANY</symbol> is
perhaps not a zero, we need to assign it to
<varname>sa.sin_addr.s_addr</varname>. Most modern C
compilers are clever enough to notice that
<symbol>INADDR_ANY</symbol> is a constant. As long as it
is a zero, they will optimize the entire conditional
statement out of the code.</para>
<para>After we have called <function>bind</function>
successfully, we are ready to become a
<emphasis>daemon</emphasis>: We use
<function>fork</function> to create a child process. In
both, the parent and the child, the <varname>s</varname>
variable is our socket. The parent process will not need
it, so it calls <function>close</function>, then it
returns <constant>0</constant> to inform its own parent it
had terminated successfully.</para>
<para>Meanwhile, the child process continues working in the
background. It calls <function>listen</function> and sets
its backlog to <constant>4</constant>. It does not need a
large value here because <emphasis>daytime</emphasis> is
not a protocol many clients request all the time, and
because it can process each request instantly anyway.</para>
<para>Finally, the daemon starts an endless loop, which
performs the following steps:</para>
<procedure>
<step><para> Call <function>accept</function>. It waits
here until a client contacts it. At that point, it
receives a new socket, <varname>c</varname>, which it
can use to communicate with this particular client.
</para></step>
<step><para>It uses the C function
<function>fdopen</function> to turn the socket from a
low-level <emphasis>file descriptor</emphasis> to a
C-style <varname>FILE</varname> pointer. This will allow
the use of <function>fprintf</function> later on.
</para></step>
<step><para>It checks the time, and prints it in the
<emphasis><acronym>ISO</acronym> 8601</emphasis> format
to the <varname>client</varname> <quote>file</quote>. It
then uses <function>fclose</function> to close the
file. That will automatically close the socket as well.
</para></step>
</procedure>
<para>We can <emphasis>generalize</emphasis> this, and use
it as a model for many other servers:</para>
<mediaobject>
<imageobject>
<imagedata fileref="sockets/serv">
</imageobject>
<textobject>
<literallayout class="monospaced">+-----------------+
| Create Socket |
+-----------------+
|
+-----------------+
| Bind Port | Daemon Process
+-----------------+
| +--------+
+-------------+--&gt;| Init |
| | +--------+
+-----------------+ | |
| Exit | | +--------+
+-----------------+ | | Listen |
| +--------+
| |
| +--------+
| | Accept |
| +--------+
| |
| +--------+
| | Serve |
| +--------+
| |
| +--------+
| | Close |
|&lt;--------+</literallayout>
</textobject>
<textobject>
<phrase>Sequential Server</phrase>
</textobject>
</mediaobject>
<para>This flowchart is good for <emphasis>sequential
servers</emphasis>, i.e., servers that can serve one
client at a time, just as we were able to with our
<emphasis>daytime</emphasis> server. This is only possible
whenever there is no real <quote>conversation</quote>
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.</para>
<para>The advantage of this flowchart is that, except for
the brief moment after the parent
<function>fork</function>s and before it exits, there is
always only one <emphasis>process</emphasis> active: Our
server does not take up much memory and other system
resources.</para>
<para>Note that we have added <emphasis>initialize
daemon</emphasis> 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
<function>signal</function> handlers, open any files we
may need, etc.</para>
<para>Just about everything in the flow chart can be used
literally on many different servers. The
<emphasis>serve</emphasis> entry is the exception. We
think of it as a <emphasis><quote>black
box</quote></emphasis>, i.e., something you design
specifically for your own server, and just <quote>plug it
into the rest.</quote></para>
<para>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.</para>
<para>Now, go ahead, save the above source code as
<filename>daytimed.c</filename> (it is customary to end
the names of daemons with the letter
<constant>d</constant>). After you have compiled it, try
running it:</para>
<screen>&prompt.user; <userinput>./daytimed</userinput>
bind: Permission denied
&prompt.user;</screen>
<para>What happened here? As you will recall, the
<emphasis>daytime</emphasis> 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).</para>
<para>Try again, this time as the superuser:</para>
<screen>&prompt.root; <userinput>./daytimed</userinput>
&prompt.root;</screen>
<para>What... Nothing? Let us try again:</para>
<screen>&prompt.root; <userinput>./daytimed</userinput>
bind: Address already in use
&prompt.root;</screen>
<para>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.</para>
<para>Fine, we know it is running in the background. But is
it working? How do we know it is a proper
<emphasis>daytime</emphasis> server? Simple:</para>
<screen>&prompt.user; <userinput>telnet localhost 13</userinput>
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;</screen>
<para><application>telnet</application> tried the new
<acronym>IP</acronym>v6, and failed. It retried with
<acronym>IP</acronym>v4 and succeeded. The daemon
works.</para>
<para>If you have access to another &unix; system via
<application>telnet</application>, you can use it to test
accessing the server remotely. My computer does not have a
static <acronym>IP</acronym> address, so this is what I
did:</para>
<screen>&prompt.user; <userinput>who</userinput>
whizkid ttyp0 Jun 19 16:59 (216.127.220.143)
xxx ttyp1 Jun 19 16:06 (xx.xx.xx.xx)
&prompt.user; <userinput>telnet 216.127.220.143 13</userinput>
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;</screen>
<para>Again, it worked. Will it work using the domain name?
</para>
<screen>&prompt.user; <userinput>telnet r47.bfm.org 13</userinput>
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;</screen>
<para>By the way, <application>telnet</application> prints
the <emphasis>Connection closed by foreign host</emphasis>
message after our daemon has closed the socket. This shows
us that, indeed, using
<function>fclose(client);</function> in our code works as
advertised.</para>
</sect4>
</sect3>
</sect2>
</sect1>
<sect1 id="sockets-helper-functions">
<title>Helper Functions</title>
<para>FreeBSD C library contains many helper functions for sockets
programming. For example, in our sample client we hard coded
the <hostid role="domainname">time.nist.gov</hostid>
<acronym>IP</acronym> address. But we do not always know the
<acronym>IP</acronym> address. Even if we do, our software is
more flexible if it allows the user to enter the
<acronym>IP</acronym> address, or even the domain name.
</para>
<sect2 id="sockets-gethostbyname">
<title><function>gethostbyname</function></title>
<para>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 <filename>netdb.h</filename>.</para>
<programlisting>
struct hostent * gethostbyname(const char *name);
struct hostent * gethostbyname2(const char *name, int af);
</programlisting>
<para>Both return a pointer to the <varname>hostent</varname>
structure, with much information about the domain. For our
purposes, the <varname>h_addr_list[0]</varname> field of the
structure points at <varname>h_length</varname> bytes of the
correct address, already stored in the <emphasis>network byte
order</emphasis>.</para>
<para>This allows us to create a much more flexible&mdash;and
much more useful&mdash;version of our
<application>daytime</application> program:</para>
<programlisting>
/*
* daytime.c
*
* Programmed by G. Adam Stanislav
* 19 June 2001
*/
#include &lt;stdio.h&gt;
#include &lt;string.h&gt;
#include &lt;sys/types.h&gt;
#include &lt;sys/socket.h&gt;
#include &lt;netinet/in.h&gt;
#include &lt;netdb.h&gt;
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)) &lt; 0) {
perror("socket");
return 1;
}
bzero(&amp;sa, sizeof sa);
sa.sin_family = AF_INET;
sa.sin_port = htons(13);
host = (argc &gt; 1) ? (char *)argv[1] : "time.nist.gov";
if ((he = gethostbyname(host)) == NULL) {
herror(host);
return 2;
}
bcopy(he-&gt;h_addr_list[0],&amp;sa.sin_addr, he-&gt;h_length);
if (connect(s, (struct sockaddr *)&amp;sa, sizeof sa) &lt; 0) {
perror("connect");
return 3;
}
while ((bytes = read(s, buf, BUFSIZ)) &gt; 0)
write(1, buf, bytes);
close(s);
return 0;
}
</programlisting>
<para>We now can type a domain name (or an <acronym>IP</acronym>
address, it works both ways) on the command line, and the
program will try to connect to its
<emphasis>daytime</emphasis> server. Otherwise, it will still
default to <hostid
role="domainname">time.nist.gov</hostid>. However, even in
this case we will use <function>gethostbyname</function>
rather than hard coding <hostid
role="ipaddr">192.43.244.18</hostid>. That way, even if its
<acronym>IP</acronym> address changes in the future, we will
still find it.</para>
<para>Since it takes virtually no time to get the time from your
local server, you could run <application>daytime</application>
twice in a row: First to get the time from <hostid
role="domainname">time.nist.gov</hostid>, the second time from
your own system. You can then compare the results and see how
exact your system clock is:</para>
<screen>&prompt.user; <userinput>daytime ; daytime localhost</userinput>
52080 01-06-20 04:02:33 50 0 0 390.2 UTC(NIST) *
2001-06-20T04:02:35Z
&prompt.user;</screen>
<para>As you can see, my system was two seconds ahead of the
<acronym>NIST</acronym> time.</para>
</sect2>
<sect2 id="sockets-getservbyname">
<title><function>getservbyname</function></title>
<para>Sometimes you may not be sure what port a certain service
uses. The &man.getservbyname.3; function, also declared in
<filename>netdb.h</filename> comes in very handy in those
cases:</para>
<programlisting>
struct servent * getservbyname(const char *name, const char *proto);
</programlisting>
<para>The <varname>servent</varname> structure contains the
<varname>s_port</varname>, which contains the proper port,
already in <emphasis>network byte order</emphasis>.</para>
<para>Had we not known the correct port for the
<emphasis>daytime</emphasis> service, we could have found it
this way:</para>
<programlisting>
struct servent *se;
...
if ((se = getservbyname("daytime", "tcp")) == NULL {
fprintf(stderr, "Cannot determine which port to use.\n");
return 7;
}
sa.sin_port = se-&gt;s_port;
</programlisting>
<para>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
<filename>/etc/services</filename>, which is where
<function>getservbyname</function> looks). Instead of
returning an error in the above code, you just use the
temporary port number. Once you have listed the protocol in
<filename>/etc/services</filename>, your software will find
its port without you having to rewrite the code.</para>
</sect2>
</sect1>
<sect1 id="sockets-concurrent-servers">
<title>Concurrent Servers</title>
<para>Unlike a sequential server, a <emphasis>concurrent
server</emphasis> has to be able to serve more than one client
at a time. For example, a <emphasis>chat server</emphasis> may
be serving a specific client for hours&mdash;it cannot wait till
it stops serving a client before it serves the next one.</para>
<para>This requires a significant change in our flowchart:</para>
<mediaobject>
<imageobject>
<imagedata fileref="sockets/serv2">
</imageobject>
<textobject>
<literallayout class="monospaced">+-----------------+
| Create Socket |
+-----------------+
|
+-----------------+
| Bind Port | Daemon Process
+-----------------+
| +--------+
+-------------+--&gt;| Init |
| | +--------+
+-----------------+ | |
| Exit | | +--------+
+-----------------+ | | Listen |
| +--------+
| |
| +--------+
| | Accept |
| +--------+
| | +------------------+
| +------&gt;| Close Top Socket |
| | +------------------+
| +--------+ |
| | Close | +------------------+
| +--------+ | Serve |
| | +------------------+
|&lt;--------+ |
+------------------+
| Close Acc Socket |
+--------+ +------------------+
| Signal | |
+--------+ +------------------+
| Exit |
+------------------+</literallayout>
</textobject>
<textobject>
<phrase>Concurrent Server</phrase>
</textobject>
</mediaobject>
<para>We moved the <emphasis>serve</emphasis> from the
<emphasis>daemon process</emphasis> to its own <emphasis>server
process</emphasis>. 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 <emphasis><quote>accepted
handle,</quote></emphasis> i.e., the socket returned by the
<function>accept</function> call, but also the <emphasis>top
socket</emphasis>, i.e., the one opened by the top process right
at the beginning.</para>
<para>However, the <emphasis>server process</emphasis> does not
need this socket and should <function>close</function> it
immediately. Similarly, the <emphasis>daemon process</emphasis>
no longer needs the <emphasis>accepted socket</emphasis>, and
not only should, but <emphasis>must</emphasis>
<function>close</function> it&mdash;otherwise, it will run out
of available <emphasis>file descriptors</emphasis> sooner or
later.</para>
<para>After the <emphasis>server process</emphasis> is done
serving, it should close the <emphasis>accepted
socket</emphasis>. Instead of returning to
<function>accept</function>, it now exits.
</para>
<para>Under &unix;, a process does not really
<emphasis>exit</emphasis>. Instead, it
<emphasis>returns</emphasis> to its parent. Typically, a parent
process <function>wait</function>s for its child process, and
obtains a return value. However, our <emphasis>daemon
process</emphasis> cannot simply stop and wait. That would
defeat the whole purpose of creating additional processes. But
if it never does <function>wait</function>, its children will
become <emphasis>zombies</emphasis>&mdash;no longer functional
but still roaming around.</para>
<para>For that reason, the <emphasis>daemon process</emphasis>
needs to set <emphasis>signal handlers</emphasis> in its
<emphasis>initialize daemon</emphasis> phase. At least a
<symbol>SIGCHLD</symbol> 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.</para>
<para>That is why our flowchart now contains a <emphasis>process
signals</emphasis> box, which is not connected to any other box.
By the way, many servers also process <symbol>SIGHUP</symbol>,
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.</para>
</sect1>
</chapter>