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1.. _socket-howto:
2
3****************************
4  Socket Programming HOWTO
5****************************
6
7:Author: Gordon McMillan
8
9
10.. topic:: Abstract
11
12   Sockets are used nearly everywhere, but are one of the most severely
13   misunderstood technologies around. This is a 10,000 foot overview of sockets.
14   It's not really a tutorial - you'll still have work to do in getting things
15   operational. It doesn't cover the fine points (and there are a lot of them), but
16   I hope it will give you enough background to begin using them decently.
17
18
19Sockets
20=======
21
22I'm only going to talk about INET sockets, but they account for at least 99% of
23the sockets in use. And I'll only talk about STREAM sockets - unless you really
24know what you're doing (in which case this HOWTO isn't for you!), you'll get
25better behavior and performance from a STREAM socket than anything else. I will
26try to clear up the mystery of what a socket is, as well as some hints on how to
27work with blocking and non-blocking sockets. But I'll start by talking about
28blocking sockets. You'll need to know how they work before dealing with
29non-blocking sockets.
30
31Part of the trouble with understanding these things is that "socket" can mean a
32number of subtly different things, depending on context. So first, let's make a
33distinction between a "client" socket - an endpoint of a conversation, and a
34"server" socket, which is more like a switchboard operator. The client
35application (your browser, for example) uses "client" sockets exclusively; the
36web server it's talking to uses both "server" sockets and "client" sockets.
37
38
39History
40-------
41
42Of the various forms of :abbr:`IPC (Inter Process Communication)`,
43sockets are by far the most popular.  On any given platform, there are
44likely to be other forms of IPC that are faster, but for
45cross-platform communication, sockets are about the only game in town.
46
47They were invented in Berkeley as part of the BSD flavor of Unix. They spread
48like wildfire with the Internet. With good reason --- the combination of sockets
49with INET makes talking to arbitrary machines around the world unbelievably easy
50(at least compared to other schemes).
51
52
53Creating a Socket
54=================
55
56Roughly speaking, when you clicked on the link that brought you to this page,
57your browser did something like the following::
58
59   #create an INET, STREAMing socket
60   s = socket.socket(
61       socket.AF_INET, socket.SOCK_STREAM)
62   #now connect to the web server on port 80
63   # - the normal http port
64   s.connect(("www.mcmillan-inc.com", 80))
65
66When the ``connect`` completes, the socket ``s`` can be used to send
67in a request for the text of the page. The same socket will read the
68reply, and then be destroyed. That's right, destroyed. Client sockets
69are normally only used for one exchange (or a small set of sequential
70exchanges).
71
72What happens in the web server is a bit more complex. First, the web server
73creates a "server socket"::
74
75   #create an INET, STREAMing socket
76   serversocket = socket.socket(
77       socket.AF_INET, socket.SOCK_STREAM)
78   #bind the socket to a public host,
79   # and a well-known port
80   serversocket.bind((socket.gethostname(), 80))
81   #become a server socket
82   serversocket.listen(5)
83
84A couple things to notice: we used ``socket.gethostname()`` so that the socket
85would be visible to the outside world.  If we had used ``s.bind(('localhost',
8680))`` or ``s.bind(('127.0.0.1', 80))`` we would still have a "server" socket,
87but one that was only visible within the same machine.  ``s.bind(('', 80))``
88specifies that the socket is reachable by any address the machine happens to
89have.
90
91A second thing to note: low number ports are usually reserved for "well known"
92services (HTTP, SNMP etc). If you're playing around, use a nice high number (4
93digits).
94
95Finally, the argument to ``listen`` tells the socket library that we want it to
96queue up as many as 5 connect requests (the normal max) before refusing outside
97connections. If the rest of the code is written properly, that should be plenty.
98
99Now that we have a "server" socket, listening on port 80, we can enter the
100mainloop of the web server::
101
102   while 1:
103       #accept connections from outside
104       (clientsocket, address) = serversocket.accept()
105       #now do something with the clientsocket
106       #in this case, we'll pretend this is a threaded server
107       ct = client_thread(clientsocket)
108       ct.run()
109
110There's actually 3 general ways in which this loop could work - dispatching a
111thread to handle ``clientsocket``, create a new process to handle
112``clientsocket``, or restructure this app to use non-blocking sockets, and
113multiplex between our "server" socket and any active ``clientsocket``\ s using
114``select``. More about that later. The important thing to understand now is
115this: this is *all* a "server" socket does. It doesn't send any data. It doesn't
116receive any data. It just produces "client" sockets. Each ``clientsocket`` is
117created in response to some *other* "client" socket doing a ``connect()`` to the
118host and port we're bound to. As soon as we've created that ``clientsocket``, we
119go back to listening for more connections. The two "clients" are free to chat it
120up - they are using some dynamically allocated port which will be recycled when
121the conversation ends.
122
123
124IPC
125---
126
127If you need fast IPC between two processes on one machine, you should look into
128whatever form of shared memory the platform offers. A simple protocol based
129around shared memory and locks or semaphores is by far the fastest technique.
130
131If you do decide to use sockets, bind the "server" socket to ``'localhost'``. On
132most platforms, this will take a shortcut around a couple of layers of network
133code and be quite a bit faster.
134
135
136Using a Socket
137==============
138
139The first thing to note, is that the web browser's "client" socket and the web
140server's "client" socket are identical beasts. That is, this is a "peer to peer"
141conversation. Or to put it another way, *as the designer, you will have to
142decide what the rules of etiquette are for a conversation*. Normally, the
143``connect``\ ing socket starts the conversation, by sending in a request, or
144perhaps a signon. But that's a design decision - it's not a rule of sockets.
145
146Now there are two sets of verbs to use for communication. You can use ``send``
147and ``recv``, or you can transform your client socket into a file-like beast and
148use ``read`` and ``write``. The latter is the way Java presents its sockets.
149I'm not going to talk about it here, except to warn you that you need to use
150``flush`` on sockets. These are buffered "files", and a common mistake is to
151``write`` something, and then ``read`` for a reply. Without a ``flush`` in
152there, you may wait forever for the reply, because the request may still be in
153your output buffer.
154
155Now we come to the major stumbling block of sockets - ``send`` and ``recv`` operate
156on the network buffers. They do not necessarily handle all the bytes you hand
157them (or expect from them), because their major focus is handling the network
158buffers. In general, they return when the associated network buffers have been
159filled (``send``) or emptied (``recv``). They then tell you how many bytes they
160handled. It is *your* responsibility to call them again until your message has
161been completely dealt with.
162
163When a ``recv`` returns 0 bytes, it means the other side has closed (or is in
164the process of closing) the connection.  You will not receive any more data on
165this connection. Ever.  You may be able to send data successfully; I'll talk
166more about this later.
167
168A protocol like HTTP uses a socket for only one transfer. The client sends a
169request, then reads a reply.  That's it. The socket is discarded. This means that
170a client can detect the end of the reply by receiving 0 bytes.
171
172But if you plan to reuse your socket for further transfers, you need to realize
173that *there is no* :abbr:`EOT (End of Transfer)` *on a socket.* I repeat: if a socket
174``send`` or ``recv`` returns after handling 0 bytes, the connection has been
175broken.  If the connection has *not* been broken, you may wait on a ``recv``
176forever, because the socket will *not* tell you that there's nothing more to
177read (for now).  Now if you think about that a bit, you'll come to realize a
178fundamental truth of sockets: *messages must either be fixed length* (yuck), *or
179be delimited* (shrug), *or indicate how long they are* (much better), *or end by
180shutting down the connection*. The choice is entirely yours, (but some ways are
181righter than others).
182
183Assuming you don't want to end the connection, the simplest solution is a fixed
184length message::
185
186   class mysocket:
187       '''demonstration class only
188         - coded for clarity, not efficiency
189       '''
190
191       def __init__(self, sock=None):
192           if sock is None:
193               self.sock = socket.socket(
194                   socket.AF_INET, socket.SOCK_STREAM)
195           else:
196               self.sock = sock
197
198       def connect(self, host, port):
199           self.sock.connect((host, port))
200
201       def mysend(self, msg):
202           totalsent = 0
203           while totalsent < MSGLEN:
204               sent = self.sock.send(msg[totalsent:])
205               if sent == 0:
206                   raise RuntimeError("socket connection broken")
207               totalsent = totalsent + sent
208
209       def myreceive(self):
210           chunks = []
211           bytes_recd = 0
212           while bytes_recd < MSGLEN:
213               chunk = self.sock.recv(min(MSGLEN - bytes_recd, 2048))
214               if chunk == '':
215                   raise RuntimeError("socket connection broken")
216               chunks.append(chunk)
217               bytes_recd = bytes_recd + len(chunk)
218           return ''.join(chunks)
219
220The sending code here is usable for almost any messaging scheme - in Python you
221send strings, and you can use ``len()`` to determine its length (even if it has
222embedded ``\0`` characters). It's mostly the receiving code that gets more
223complex. (And in C, it's not much worse, except you can't use ``strlen`` if the
224message has embedded ``\0``\ s.)
225
226The easiest enhancement is to make the first character of the message an
227indicator of message type, and have the type determine the length. Now you have
228two ``recv``\ s - the first to get (at least) that first character so you can
229look up the length, and the second in a loop to get the rest. If you decide to
230go the delimited route, you'll be receiving in some arbitrary chunk size, (4096
231or 8192 is frequently a good match for network buffer sizes), and scanning what
232you've received for a delimiter.
233
234One complication to be aware of: if your conversational protocol allows multiple
235messages to be sent back to back (without some kind of reply), and you pass
236``recv`` an arbitrary chunk size, you may end up reading the start of a
237following message. You'll need to put that aside and hold onto it, until it's
238needed.
239
240Prefixing the message with its length (say, as 5 numeric characters) gets more
241complex, because (believe it or not), you may not get all 5 characters in one
242``recv``. In playing around, you'll get away with it; but in high network loads,
243your code will very quickly break unless you use two ``recv`` loops - the first
244to determine the length, the second to get the data part of the message. Nasty.
245This is also when you'll discover that ``send`` does not always manage to get
246rid of everything in one pass. And despite having read this, you will eventually
247get bit by it!
248
249In the interests of space, building your character, (and preserving my
250competitive position), these enhancements are left as an exercise for the
251reader. Lets move on to cleaning up.
252
253
254Binary Data
255-----------
256
257It is perfectly possible to send binary data over a socket. The major problem is
258that not all machines use the same formats for binary data. For example, a
259Motorola chip will represent a 16 bit integer with the value 1 as the two hex
260bytes 00 01. Intel and DEC, however, are byte-reversed - that same 1 is 01 00.
261Socket libraries have calls for converting 16 and 32 bit integers - ``ntohl,
262htonl, ntohs, htons`` where "n" means *network* and "h" means *host*, "s" means
263*short* and "l" means *long*. Where network order is host order, these do
264nothing, but where the machine is byte-reversed, these swap the bytes around
265appropriately.
266
267In these days of 32 bit machines, the ascii representation of binary data is
268frequently smaller than the binary representation. That's because a surprising
269amount of the time, all those longs have the value 0, or maybe 1. The string "0"
270would be two bytes, while binary is four. Of course, this doesn't fit well with
271fixed-length messages. Decisions, decisions.
272
273
274Disconnecting
275=============
276
277Strictly speaking, you're supposed to use ``shutdown`` on a socket before you
278``close`` it.  The ``shutdown`` is an advisory to the socket at the other end.
279Depending on the argument you pass it, it can mean "I'm not going to send
280anymore, but I'll still listen", or "I'm not listening, good riddance!".  Most
281socket libraries, however, are so used to programmers neglecting to use this
282piece of etiquette that normally a ``close`` is the same as ``shutdown();
283close()``.  So in most situations, an explicit ``shutdown`` is not needed.
284
285One way to use ``shutdown`` effectively is in an HTTP-like exchange. The client
286sends a request and then does a ``shutdown(1)``. This tells the server "This
287client is done sending, but can still receive."  The server can detect "EOF" by
288a receive of 0 bytes. It can assume it has the complete request.  The server
289sends a reply. If the ``send`` completes successfully then, indeed, the client
290was still receiving.
291
292Python takes the automatic shutdown a step further, and says that when a socket
293is garbage collected, it will automatically do a ``close`` if it's needed. But
294relying on this is a very bad habit. If your socket just disappears without
295doing a ``close``, the socket at the other end may hang indefinitely, thinking
296you're just being slow. *Please* ``close`` your sockets when you're done.
297
298
299When Sockets Die
300----------------
301
302Probably the worst thing about using blocking sockets is what happens when the
303other side comes down hard (without doing a ``close``). Your socket is likely to
304hang. SOCKSTREAM is a reliable protocol, and it will wait a long, long time
305before giving up on a connection. If you're using threads, the entire thread is
306essentially dead. There's not much you can do about it. As long as you aren't
307doing something dumb, like holding a lock while doing a blocking read, the
308thread isn't really consuming much in the way of resources. Do *not* try to kill
309the thread - part of the reason that threads are more efficient than processes
310is that they avoid the overhead associated with the automatic recycling of
311resources. In other words, if you do manage to kill the thread, your whole
312process is likely to be screwed up.
313
314
315Non-blocking Sockets
316====================
317
318If you've understood the preceding, you already know most of what you need to
319know about the mechanics of using sockets. You'll still use the same calls, in
320much the same ways. It's just that, if you do it right, your app will be almost
321inside-out.
322
323In Python, you use ``socket.setblocking(0)`` to make it non-blocking. In C, it's
324more complex, (for one thing, you'll need to choose between the BSD flavor
325``O_NONBLOCK`` and the almost indistinguishable Posix flavor ``O_NDELAY``, which
326is completely different from ``TCP_NODELAY``), but it's the exact same idea. You
327do this after creating the socket, but before using it. (Actually, if you're
328nuts, you can switch back and forth.)
329
330The major mechanical difference is that ``send``, ``recv``, ``connect`` and
331``accept`` can return without having done anything. You have (of course) a
332number of choices. You can check return code and error codes and generally drive
333yourself crazy. If you don't believe me, try it sometime. Your app will grow
334large, buggy and suck CPU. So let's skip the brain-dead solutions and do it
335right.
336
337Use ``select``.
338
339In C, coding ``select`` is fairly complex. In Python, it's a piece of cake, but
340it's close enough to the C version that if you understand ``select`` in Python,
341you'll have little trouble with it in C::
342
343   ready_to_read, ready_to_write, in_error = \
344                  select.select(
345                     potential_readers,
346                     potential_writers,
347                     potential_errs,
348                     timeout)
349
350You pass ``select`` three lists: the first contains all sockets that you might
351want to try reading; the second all the sockets you might want to try writing
352to, and the last (normally left empty) those that you want to check for errors.
353You should note that a socket can go into more than one list. The ``select``
354call is blocking, but you can give it a timeout. This is generally a sensible
355thing to do - give it a nice long timeout (say a minute) unless you have good
356reason to do otherwise.
357
358In return, you will get three lists. They contain the sockets that are actually
359readable, writable and in error. Each of these lists is a subset (possibly
360empty) of the corresponding list you passed in.
361
362If a socket is in the output readable list, you can be
363as-close-to-certain-as-we-ever-get-in-this-business that a ``recv`` on that
364socket will return *something*. Same idea for the writable list. You'll be able
365to send *something*. Maybe not all you want to, but *something* is better than
366nothing.  (Actually, any reasonably healthy socket will return as writable - it
367just means outbound network buffer space is available.)
368
369If you have a "server" socket, put it in the potential_readers list. If it comes
370out in the readable list, your ``accept`` will (almost certainly) work. If you
371have created a new socket to ``connect`` to someone else, put it in the
372potential_writers list. If it shows up in the writable list, you have a decent
373chance that it has connected.
374
375One very nasty problem with ``select``: if somewhere in those input lists of
376sockets is one which has died a nasty death, the ``select`` will fail. You then
377need to loop through every single damn socket in all those lists and do a
378``select([sock],[],[],0)`` until you find the bad one. That timeout of 0 means
379it won't take long, but it's ugly.
380
381Actually, ``select`` can be handy even with blocking sockets. It's one way of
382determining whether you will block - the socket returns as readable when there's
383something in the buffers.  However, this still doesn't help with the problem of
384determining whether the other end is done, or just busy with something else.
385
386**Portability alert**: On Unix, ``select`` works both with the sockets and
387files. Don't try this on Windows. On Windows, ``select`` works with sockets
388only. Also note that in C, many of the more advanced socket options are done
389differently on Windows. In fact, on Windows I usually use threads (which work
390very, very well) with my sockets. Face it, if you want any kind of performance,
391your code will look very different on Windows than on Unix.
392
393
394Performance
395-----------
396
397There's no question that the fastest sockets code uses non-blocking sockets and
398select to multiplex them. You can put together something that will saturate a
399LAN connection without putting any strain on the CPU. The trouble is that an app
400written this way can't do much of anything else - it needs to be ready to
401shuffle bytes around at all times.
402
403Assuming that your app is actually supposed to do something more than that,
404threading is the optimal solution, (and using non-blocking sockets will be
405faster than using blocking sockets). Unfortunately, threading support in Unixes
406varies both in API and quality. So the normal Unix solution is to fork a
407subprocess to deal with each connection. The overhead for this is significant
408(and don't do this on Windows - the overhead of process creation is enormous
409there). It also means that unless each subprocess is completely independent,
410you'll need to use another form of IPC, say a pipe, or shared memory and
411semaphores, to communicate between the parent and child processes.
412
413Finally, remember that even though blocking sockets are somewhat slower than
414non-blocking, in many cases they are the "right" solution. After all, if your
415app is driven by the data it receives over a socket, there's not much sense in
416complicating the logic just so your app can wait on ``select`` instead of
417``recv``.
418
419