| .. _socket-howto: | |
| **************************** | |
| Socket Programming HOWTO | |
| **************************** | |
| .. topic:: Abstract | |
| Sockets are used nearly everywhere, but are one of the most severely | |
| misunderstood technologies around. This is a 10,000 foot overview of sockets. | |
| It's not really a tutorial - you'll still have work to do in getting things | |
| operational. It doesn't cover the fine points (and there are a lot of them), but | |
| I hope it will give you enough background to begin using them decently. | |
| Sockets | |
| ======= | |
| I'm only going to talk about INET (i.e. IPv4) sockets, but they account for at least 99% of | |
| the sockets in use. And I'll only talk about STREAM (i.e. TCP) sockets - unless you really | |
| know what you're doing (in which case this HOWTO isn't for you!), you'll get | |
| better behavior and performance from a STREAM socket than anything else. I will | |
| try to clear up the mystery of what a socket is, as well as some hints on how to | |
| work with blocking and non-blocking sockets. But I'll start by talking about | |
| blocking sockets. You'll need to know how they work before dealing with | |
| non-blocking sockets. | |
| Part of the trouble with understanding these things is that "socket" can mean a | |
| number of subtly different things, depending on context. So first, let's make a | |
| distinction between a "client" socket - an endpoint of a conversation, and a | |
| "server" socket, which is more like a switchboard operator. The client | |
| application (your browser, for example) uses "client" sockets exclusively; the | |
| web server it's talking to uses both "server" sockets and "client" sockets. | |
| History | |
| ------- | |
| Of the various forms of :abbr:`IPC (Inter Process Communication)`, | |
| sockets are by far the most popular. On any given platform, there are | |
| likely to be other forms of IPC that are faster, but for | |
| cross-platform communication, sockets are about the only game in town. | |
| They were invented in Berkeley as part of the BSD flavor of Unix. They spread | |
| like wildfire with the internet. With good reason --- the combination of sockets | |
| with INET makes talking to arbitrary machines around the world unbelievably easy | |
| (at least compared to other schemes). | |
| Creating a Socket | |
| ================= | |
| Roughly speaking, when you clicked on the link that brought you to this page, | |
| your browser did something like the following:: | |
| # create an INET, STREAMing socket | |
| s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) | |
| # now connect to the web server on port 80 - the normal http port | |
| s.connect(("www.python.org", 80)) | |
| When the ``connect`` completes, the socket ``s`` can be used to send | |
| in a request for the text of the page. The same socket will read the | |
| reply, and then be destroyed. That's right, destroyed. Client sockets | |
| are normally only used for one exchange (or a small set of sequential | |
| exchanges). | |
| What happens in the web server is a bit more complex. First, the web server | |
| creates a "server socket":: | |
| # create an INET, STREAMing socket | |
| serversocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) | |
| # bind the socket to a public host, and a well-known port | |
| serversocket.bind((socket.gethostname(), 80)) | |
| # become a server socket | |
| serversocket.listen(5) | |
| A couple things to notice: we used ``socket.gethostname()`` so that the socket | |
| would be visible to the outside world. If we had used ``s.bind(('localhost', | |
| 80))`` or ``s.bind(('127.0.0.1', 80))`` we would still have a "server" socket, | |
| but one that was only visible within the same machine. ``s.bind(('', 80))`` | |
| specifies that the socket is reachable by any address the machine happens to | |
| have. | |
| A second thing to note: low number ports are usually reserved for "well known" | |
| services (HTTP, SNMP etc). If you're playing around, use a nice high number (4 | |
| digits). | |
| Finally, the argument to ``listen`` tells the socket library that we want it to | |
| queue up as many as 5 connect requests (the normal max) before refusing outside | |
| connections. If the rest of the code is written properly, that should be plenty. | |
| Now that we have a "server" socket, listening on port 80, we can enter the | |
| mainloop of the web server:: | |
| while True: | |
| # accept connections from outside | |
| (clientsocket, address) = serversocket.accept() | |
| # now do something with the clientsocket | |
| # in this case, we'll pretend this is a threaded server | |
| ct = make_client_thread(clientsocket) | |
| ct.start() | |
| There's actually 3 general ways in which this loop could work - dispatching a | |
| thread to handle ``clientsocket``, create a new process to handle | |
| ``clientsocket``, or restructure this app to use non-blocking sockets, and | |
| multiplex between our "server" socket and any active ``clientsocket``\ s using | |
| ``select``. More about that later. The important thing to understand now is | |
| this: this is *all* a "server" socket does. It doesn't send any data. It doesn't | |
| receive any data. It just produces "client" sockets. Each ``clientsocket`` is | |
| created in response to some *other* "client" socket doing a ``connect()`` to the | |
| host and port we're bound to. As soon as we've created that ``clientsocket``, we | |
| go back to listening for more connections. The two "clients" are free to chat it | |
| up - they are using some dynamically allocated port which will be recycled when | |
| the conversation ends. | |
| IPC | |
| --- | |
| If you need fast IPC between two processes on one machine, you should look into | |
| pipes or shared memory. If you do decide to use AF_INET sockets, bind the | |
| "server" socket to ``'localhost'``. On most platforms, this will take a | |
| shortcut around a couple of layers of network code and be quite a bit faster. | |
| .. seealso:: | |
| The :mod:`multiprocessing` integrates cross-platform IPC into a higher-level | |
| API. | |
| Using a Socket | |
| ============== | |
| The first thing to note, is that the web browser's "client" socket and the web | |
| server's "client" socket are identical beasts. That is, this is a "peer to peer" | |
| conversation. Or to put it another way, *as the designer, you will have to | |
| decide what the rules of etiquette are for a conversation*. Normally, the | |
| ``connect``\ ing socket starts the conversation, by sending in a request, or | |
| perhaps a signon. But that's a design decision - it's not a rule of sockets. | |
| Now there are two sets of verbs to use for communication. You can use ``send`` | |
| and ``recv``, or you can transform your client socket into a file-like beast and | |
| use ``read`` and ``write``. The latter is the way Java presents its sockets. | |
| I'm not going to talk about it here, except to warn you that you need to use | |
| ``flush`` on sockets. These are buffered "files", and a common mistake is to | |
| ``write`` something, and then ``read`` for a reply. Without a ``flush`` in | |
| there, you may wait forever for the reply, because the request may still be in | |
| your output buffer. | |
| Now we come to the major stumbling block of sockets - ``send`` and ``recv`` operate | |
| on the network buffers. They do not necessarily handle all the bytes you hand | |
| them (or expect from them), because their major focus is handling the network | |
| buffers. In general, they return when the associated network buffers have been | |
| filled (``send``) or emptied (``recv``). They then tell you how many bytes they | |
| handled. It is *your* responsibility to call them again until your message has | |
| been completely dealt with. | |
| When a ``recv`` returns 0 bytes, it means the other side has closed (or is in | |
| the process of closing) the connection. You will not receive any more data on | |
| this connection. Ever. You may be able to send data successfully; I'll talk | |
| more about this later. | |
| A protocol like HTTP uses a socket for only one transfer. The client sends a | |
| request, then reads a reply. That's it. The socket is discarded. This means that | |
| a client can detect the end of the reply by receiving 0 bytes. | |
| But if you plan to reuse your socket for further transfers, you need to realize | |
| that *there is no* :abbr:`EOT (End of Transfer)` *on a socket.* I repeat: if a socket | |
| ``send`` or ``recv`` returns after handling 0 bytes, the connection has been | |
| broken. If the connection has *not* been broken, you may wait on a ``recv`` | |
| forever, because the socket will *not* tell you that there's nothing more to | |
| read (for now). Now if you think about that a bit, you'll come to realize a | |
| fundamental truth of sockets: *messages must either be fixed length* (yuck), *or | |
| be delimited* (shrug), *or indicate how long they are* (much better), *or end by | |
| shutting down the connection*. The choice is entirely yours, (but some ways are | |
| righter than others). | |
| Assuming you don't want to end the connection, the simplest solution is a fixed | |
| length message:: | |
| class MySocket: | |
| """demonstration class only | |
| - coded for clarity, not efficiency | |
| """ | |
| def __init__(self, sock=None): | |
| if sock is None: | |
| self.sock = socket.socket( | |
| socket.AF_INET, socket.SOCK_STREAM) | |
| else: | |
| self.sock = sock | |
| def connect(self, host, port): | |
| self.sock.connect((host, port)) | |
| def mysend(self, msg): | |
| totalsent = 0 | |
| while totalsent < MSGLEN: | |
| sent = self.sock.send(msg[totalsent:]) | |
| if sent == 0: | |
| raise RuntimeError("socket connection broken") | |
| totalsent = totalsent + sent | |
| def myreceive(self): | |
| chunks = [] | |
| bytes_recd = 0 | |
| while bytes_recd < MSGLEN: | |
| chunk = self.sock.recv(min(MSGLEN - bytes_recd, 2048)) | |
| if chunk == b'': | |
| raise RuntimeError("socket connection broken") | |
| chunks.append(chunk) | |
| bytes_recd = bytes_recd + len(chunk) | |
| return b''.join(chunks) | |
| The sending code here is usable for almost any messaging scheme - in Python you | |
| send strings, and you can use ``len()`` to determine its length (even if it has | |
| embedded ``\0`` characters). It's mostly the receiving code that gets more | |
| complex. (And in C, it's not much worse, except you can't use ``strlen`` if the | |
| message has embedded ``\0``\ s.) | |
| The easiest enhancement is to make the first character of the message an | |
| indicator of message type, and have the type determine the length. Now you have | |
| two ``recv``\ s - the first to get (at least) that first character so you can | |
| look up the length, and the second in a loop to get the rest. If you decide to | |
| go the delimited route, you'll be receiving in some arbitrary chunk size, (4096 | |
| or 8192 is frequently a good match for network buffer sizes), and scanning what | |
| you've received for a delimiter. | |
| One complication to be aware of: if your conversational protocol allows multiple | |
| messages to be sent back to back (without some kind of reply), and you pass | |
| ``recv`` an arbitrary chunk size, you may end up reading the start of a | |
| following message. You'll need to put that aside and hold onto it, until it's | |
| needed. | |
| Prefixing the message with its length (say, as 5 numeric characters) gets more | |
| complex, because (believe it or not), you may not get all 5 characters in one | |
| ``recv``. In playing around, you'll get away with it; but in high network loads, | |
| your code will very quickly break unless you use two ``recv`` loops - the first | |
| to determine the length, the second to get the data part of the message. Nasty. | |
| This is also when you'll discover that ``send`` does not always manage to get | |
| rid of everything in one pass. And despite having read this, you will eventually | |
| get bit by it! | |
| In the interests of space, building your character, (and preserving my | |
| competitive position), these enhancements are left as an exercise for the | |
| reader. Lets move on to cleaning up. | |
| Binary Data | |
| ----------- | |
| It is perfectly possible to send binary data over a socket. The major problem is | |
| that not all machines use the same formats for binary data. For example, | |
| `network byte order <https://en.wikipedia.org/wiki/Endianness#Networking>`_ | |
| is big-endian, with the most significant byte first, | |
| so a 16 bit integer with the value ``1`` would be the two hex bytes ``00 01``. | |
| However, most common processors (x86/AMD64, ARM, RISC-V), are little-endian, | |
| with the least significant byte first - that same ``1`` would be ``01 00``. | |
| Socket libraries have calls for converting 16 and 32 bit integers - ``ntohl, | |
| htonl, ntohs, htons`` where "n" means *network* and "h" means *host*, "s" means | |
| *short* and "l" means *long*. Where network order is host order, these do | |
| nothing, but where the machine is byte-reversed, these swap the bytes around | |
| appropriately. | |
| In these days of 64-bit machines, the ASCII representation of binary data is | |
| frequently smaller than the binary representation. That's because a surprising | |
| amount of the time, most integers have the value 0, or maybe 1. | |
| The string ``"0"`` would be two bytes, while a full 64-bit integer would be 8. | |
| Of course, this doesn't fit well with fixed-length messages. | |
| Decisions, decisions. | |
| Disconnecting | |
| ============= | |
| Strictly speaking, you're supposed to use ``shutdown`` on a socket before you | |
| ``close`` it. The ``shutdown`` is an advisory to the socket at the other end. | |
| Depending on the argument you pass it, it can mean "I'm not going to send | |
| anymore, but I'll still listen", or "I'm not listening, good riddance!". Most | |
| socket libraries, however, are so used to programmers neglecting to use this | |
| piece of etiquette that normally a ``close`` is the same as ``shutdown(); | |
| close()``. So in most situations, an explicit ``shutdown`` is not needed. | |
| One way to use ``shutdown`` effectively is in an HTTP-like exchange. The client | |
| sends a request and then does a ``shutdown(1)``. This tells the server "This | |
| client is done sending, but can still receive." The server can detect "EOF" by | |
| a receive of 0 bytes. It can assume it has the complete request. The server | |
| sends a reply. If the ``send`` completes successfully then, indeed, the client | |
| was still receiving. | |
| Python takes the automatic shutdown a step further, and says that when a socket | |
| is garbage collected, it will automatically do a ``close`` if it's needed. But | |
| relying on this is a very bad habit. If your socket just disappears without | |
| doing a ``close``, the socket at the other end may hang indefinitely, thinking | |
| you're just being slow. *Please* ``close`` your sockets when you're done. | |
| When Sockets Die | |
| ---------------- | |
| Probably the worst thing about using blocking sockets is what happens when the | |
| other side comes down hard (without doing a ``close``). Your socket is likely to | |
| hang. TCP is a reliable protocol, and it will wait a long, long time | |
| before giving up on a connection. If you're using threads, the entire thread is | |
| essentially dead. There's not much you can do about it. As long as you aren't | |
| doing something dumb, like holding a lock while doing a blocking read, the | |
| thread isn't really consuming much in the way of resources. Do *not* try to kill | |
| the thread - part of the reason that threads are more efficient than processes | |
| is that they avoid the overhead associated with the automatic recycling of | |
| resources. In other words, if you do manage to kill the thread, your whole | |
| process is likely to be screwed up. | |
| Non-blocking Sockets | |
| ==================== | |
| If you've understood the preceding, you already know most of what you need to | |
| know about the mechanics of using sockets. You'll still use the same calls, in | |
| much the same ways. It's just that, if you do it right, your app will be almost | |
| inside-out. | |
| In Python, you use ``socket.setblocking(False)`` to make it non-blocking. In C, it's | |
| more complex, (for one thing, you'll need to choose between the BSD flavor | |
| ``O_NONBLOCK`` and the almost indistinguishable POSIX flavor ``O_NDELAY``, which | |
| is completely different from ``TCP_NODELAY``), but it's the exact same idea. You | |
| do this after creating the socket, but before using it. (Actually, if you're | |
| nuts, you can switch back and forth.) | |
| The major mechanical difference is that ``send``, ``recv``, ``connect`` and | |
| ``accept`` can return without having done anything. You have (of course) a | |
| number of choices. You can check return code and error codes and generally drive | |
| yourself crazy. If you don't believe me, try it sometime. Your app will grow | |
| large, buggy and suck CPU. So let's skip the brain-dead solutions and do it | |
| right. | |
| Use ``select``. | |
| In C, coding ``select`` is fairly complex. In Python, it's a piece of cake, but | |
| it's close enough to the C version that if you understand ``select`` in Python, | |
| you'll have little trouble with it in C:: | |
| ready_to_read, ready_to_write, in_error = \ | |
| select.select( | |
| potential_readers, | |
| potential_writers, | |
| potential_errs, | |
| timeout) | |
| You pass ``select`` three lists: the first contains all sockets that you might | |
| want to try reading; the second all the sockets you might want to try writing | |
| to, and the last (normally left empty) those that you want to check for errors. | |
| You should note that a socket can go into more than one list. The ``select`` | |
| call is blocking, but you can give it a timeout. This is generally a sensible | |
| thing to do - give it a nice long timeout (say a minute) unless you have good | |
| reason to do otherwise. | |
| In return, you will get three lists. They contain the sockets that are actually | |
| readable, writable and in error. Each of these lists is a subset (possibly | |
| empty) of the corresponding list you passed in. | |
| If a socket is in the output readable list, you can be | |
| as-close-to-certain-as-we-ever-get-in-this-business that a ``recv`` on that | |
| socket will return *something*. Same idea for the writable list. You'll be able | |
| to send *something*. Maybe not all you want to, but *something* is better than | |
| nothing. (Actually, any reasonably healthy socket will return as writable - it | |
| just means outbound network buffer space is available.) | |
| If you have a "server" socket, put it in the potential_readers list. If it comes | |
| out in the readable list, your ``accept`` will (almost certainly) work. If you | |
| have created a new socket to ``connect`` to someone else, put it in the | |
| potential_writers list. If it shows up in the writable list, you have a decent | |
| chance that it has connected. | |
| Actually, ``select`` can be handy even with blocking sockets. It's one way of | |
| determining whether you will block - the socket returns as readable when there's | |
| something in the buffers. However, this still doesn't help with the problem of | |
| determining whether the other end is done, or just busy with something else. | |
| **Portability alert**: On Unix, ``select`` works both with the sockets and | |
| files. Don't try this on Windows. On Windows, ``select`` works with sockets | |
| only. Also note that in C, many of the more advanced socket options are done | |
| differently on Windows. In fact, on Windows I usually use threads (which work | |
| very, very well) with my sockets. | |