Linux 版 (精华区)
发信人: netiscpu (说不如做), 信区: Linux
标 题: Linux Network Programming (Chapter 54)
发信站: 紫 丁 香 (Thu Jul 23 09:14:28 1998), 转信
o Ports and Sockets
o Socket Programming
# socket()
# The bind() System Call
# The listen() System Call
# The accept() System Call
# The connect() System Call
# Connectionless Socket Programming
o Record and File Locking
o Interprocess Communications
o Summary
_________________________________________________________________
54
Network Programming
This chapter will look at the basic concepts you need for network
programming:
* Ports and sockets
* Record and file locking
* Interprocess communications
It is impossible to tell you how to program applications for a network
in just a few pages. Indeed, the best reference to network programming
available takes almost 800 pages in the first volume alone! If you
really want to do network programming, you need a lot of experience
with compilers, TCP/IP, network operating systems, and a great deal of
patience.
For information on details of TCP/IP, check the book Teach Yourself
TCP/IP in 14 Days by Tim Parker (Sams).
Ports and Sockets
Network programming relies on the use of sockets to accept and
transmit information. Although there is a lot of mystique about
sockets, the concept is actually very simple to understand.
Most applications that use the two primary network protocols,
Transmission Control Protocol (TCP) or User Datagram Protocol (UDP)
have a port number that identifies the application. A port number is
used for each different application the machine is handling, so it can
keep track of them by numbers instead of names. The port number makes
it easier for the operating system to know how many applications are
using the system and which services are available.
In theory, port numbers can be assigned on individual machines by the
system administrator, but some conventions have been adopted to allow
better communications. This convention enables the port number to
identify the type of service that one system is requesting from
another. For this reason, most systems maintain a file of port numbers
and their corresponding services.
Port numbers are assigned starting from the number 1. Normally, port
numbers above 255 are reserved for the private use of the local
machine, but numbers between 1 and 255 are used for processes
requested by remote applications or for networking services.
Each network communications circuit that goes into and out of the host
computer's TCP application layer is uniquely identified by a
combination of two numbers, together called the socket. The socket is
composed of the IP address of the machine and the port number used by
the TCP software.
Because there are at least two machines involved in network
communications, there will be a socket on both the sending and
receiving machine. The IP address of each machine is unique, and the
port numbers are unique to each machine, so socket numbers will also
be unique across the network. This enables an application to talk to
another application across the network based entirely on the socket
number.
The sending and receiving machines maintain a port table that lists
all active port numbers. The two machines involved have reversed
entries for each session between the two, a process called binding. In
other words, if one machine has the source port number 23 and the
destination port number set at 25, then the other machine will have
its source port number set at 25 and the destination port number set
at 23.
Socket Programming
Linux supports BSD style socket programming. Both connection-oriented
and connectionless types of sockets are supported. In
connection-oriented communication, the server and client establish a
connection before any data is exchanged. In connectionless
communication, data is exchanged as part of a message. In either case,
the server always starts up first, binds itself to a socket, and
listens to messages. How the server attempts to listen depends on the
type of connection for which you have programmed it.
You need to know about only a few system calls:
* socket()
* bind()
* accept()
* listen()
* connect()
* sendto()
* recvfrom()
We will cover these in the following examples.
socket()
The socket() system call creates a socket for the client or the
server. The socket function is defined as follows:
#include<sys/types.h>
#include<sys/socket.h>
int socket(int family, int type, int protocol)
For Linux, you will have family = AF_UNIX. The type is either
SOCK_STREAM for reliable, though slower communications or SOCK_DGRAM
for faster, but less reliable communications. The protocol should be
IPPROTO_TCP for SOCK_STREAM and IPPROTO_UDP for SOCK_DGRAM.
The return value from this function is -1 if there was an error;
otherwise, it's a socket descriptor. You will use this socket
descriptor to refer to this socket in all subsequent calls in your
program.
Sockets are created without a name. Clients use the name of the socket
in order to read or write to it. This is where the bind function comes
in.
The bind() System Call
The bind() system call assigns a name to an unnamed socket.
#include<sys/types.h>
#include<sys/socket.h>
int bind(int sockfd, struct sockaddr *saddr, int addrlen)
The first item is a socket descriptor. The second is a structure with
the name to use, and the third item is the size of the structure.
Now that you have bound an address for your server or client, you can
connect() to it or listen on it. If your program is a server, then it
sets itself up to listen and accept connections. Let's look at the
function available for such an endeavor.
The listen() System Call
The listen() system call is used by the server. It is defined as
follows:
#include<sys/types.h>
#include<sys/socket.h>
int listen(int sockfd, int backlog);
The sockfd is the descriptor of the socket. The backlog is the number
of waiting connections at one time before rejecting any. Use the
standard value of 5 for backlog. A returned value of less than 1
indicates an error.
If this call is successful, you can accept connections.
The accept() System Call
The accept() system call is used by a server to accept any incoming
messages from clients' connect() calls. Be aware that this function
will not return if no connections are received.
#include<sys/types.h>
#include<sys/socket.h>
int accept(int sockfd, struct sockaddr *peeraddr, int addrlen)
The parameters are the same as that for the bind call, with the
exception that the peeraddr points to information about the client
that is making a connection request. Based on the incoming message,
the fields in the structure pointed at by peeraddr are filled out.
So how does a client connect to a server. Let's look at the connect()
call.
The connect() System Call
The connect() system call is used by clients to connect to a server in
a connection-oriented system. This connect() call should be made after
the bind() call.
#include<sys/types.h>
#include<sys/socket.h>
int connect(int sockfd, struct sockaddr *servsaddr, int addrlen)
The parameters are the same as that for the bind call, with the
exception that the servsaddr points to information about the server
that the client is connecting to. The accept call creates a new socket
for the server to work with the request. This way the server can
fork() off a new process and wait for more connections. On the server
side of things, you would have code that looks like that shown in
Listing 54.1.
Listing 54.1. Server side for socket-oriented protocol.
#include <sys/types.h>
#include <sys/socket.h>
#include <linux/in.h>
#include <linux/net.h>
#define MY_PORT 6545
main(int argc, char *argv[])
{
int sockfd, newfd;
int cpid; /* child id */
struct sockaddr_in servaddr;
struct sockaddr_in clientInfo;
if ((sockfd = socket(AF_INET, SOCK_STREAM, 0) < 0)
{
myabort("Unable to create socket");
}
bzero((char *)&servaddr, sizeof(servaddr));
servaddr.sin_family = AF_INET;
servaddr.sin_addr.s_addr = htonl(INADDR_ANY);
servaddr.sin_family = htons(MY_PORT);
/*
* The htonl(for a long integer) and htons(for short integer) convert
* a host oriented byte order * into a network order.
*/
if (bind(sockfd,(struct sockaddr *)&servaddr,sizeof(struct sockaddr)) < 0)
{
myabort("Unable to bind socket");
}
listen(sockfd,5);
for (;;)
{
/* wait here */
newfd=accept(sockfd,(struct sockaddr *)&clientInfo,
sizeof(struct sockaddr);
if (newfd < 0)
{
myabort("Unable to accept on socket");
}
if ((cpid = fork()) < 0)
{
myabort("Unable to fork on accept");
}
else if (cpid == 0) { /* child */
close(sockfd); /* no need for original */
do_your_thing(newfd);
exit(0);
}
close(newfd); /* in the parent */
}
}
In the case of connection-oriented protocols, the server performs the
following functions:
* Creates a socket with a call to the socket() function.
* Binds itself to an address with the bind() function call.
* Listens for connections with the listen() function call.
* Accepts any incoming requests with the accept() function call.
* Gets incoming messages with the read() function and replies back
with the write() call.
Now let's look at the client side of things in Listing 54.2.
Listing 54.2. Client side function.
#include <sys/types.h>
#include <sys/socket.h>
#include <linux/in.h>
#include <linux/net.h>
#define MY_PORT 6545
#define MY_HOST_ADDR "204.25.13.1"
int getServerSocketId()
{
int fd, len;
struct sockaddr_in unix_addr;
/* create a Unix domain stream socket */
if ( (fd = socket(AF_UNIX, SOCK_STREAM, 0)) < 0)
{
return(-1);
}
/* fill socket address structure w/our address */
memset(&unix_addr, 0, sizeof(unix_addr));
unix_addr.sin_family = AF_INET;
/* convert internet address to binary value*/
unix_addr.sin_addr.s_addr = inet_addr(MY_HOST_ADDR);
unix_addr.sin_family = htons(MY_PORT);
if (bind(fd, (struct sockaddr *) &unix_addr, len) < 0)
return(-2);
memset(&unix_addr, 0, sizeof(unix_addr));
if (connect(fd, (struct sockaddr *) &unix_addr, len) < 0)
return(-3);
return(fd);
}
The client for connection-oriented communication also takes the
following steps:
* Creates a socket with a call to the socket() function.
* Attempts to connect to the server with a connect() call.
* If a connection is made, requests for data with the write() call,
and reads incoming replies with the read() function.
Connectionless Socket Programming
Now let's consider the case of a connectionless exchange of
information. The principle on the server side is different from the
connection-oriented server side in that the server calls recvfrom()
instead of the listen and accept calls. Also, to reply to messages,
the server uses the sendto() function call. See Listing 54.3 for the
server side.
Listing 54.3. The server side.
#include <sys/types.h>
#include <sys/socket.h>
#include <linux/in.h>
#include <linux/net.h>
#define MY_PORT 6545
#define MAXM 4096
char mesg[MAXM];
main(int argc, char *argv[])
{
int sockfd, newfd;
int cpid; /* child id */
struct sockaddr_in servaddr;
struct sockaddr_in clientInfo;
if ((sockfd = socket(AF_INET, SOCK_STREAM, 0) < 0)
{
myabort("Unable to create socket");
}
bzero((char *)&servaddr, sizeof(servaddr));
servaddr.sin_family = AF_INET;
servaddr.sin_addr.s_addr = htonl(INADDR_ANY);
servaddr.sin_family = htons(MY_PORT);
/*
* The htonl(for a long integer) and htons(for short integer) convert
* a host oriented byte order * into a network order.
*/
if (bind(sockfd,(struct sockaddr *)&servaddr,sizeof(struct sockaddr)) < 0)
{
myabort("Unable to bind socket");
}
for (;;)
{
/* wait here */
n = recvfrom(sockfd, mesg, MAXM, 0,
(struct sockaddr *)&clientInfo,
sizeof(struct sockaddr));
doSomethingToIt(mesg);
sendto(sockfd,mesg,n,0,
(struct sockaddr *)&clientInfo,
sizeof(struct sockaddr));
}
}
As you can see, the two function calls to process each message make
this an easier implementation than a connection-oriented one. However,
you have to process each message one at a time because messages from
multiple clients can be multiplexed together. In a connection-oriented
scheme, the child process always knows where each message originated.
The client does not have to call the connect() system call either.
Instead, the client can call the sendto() function directly. The
client side is identical to the server side, with the exception that
the sendto call is made before the recvfrom() call.
#include <sys/types.h>
#include <sys/socket.h>
int sendto((int sockfd,
const void *message__, /* the pointer to message */
int length, /* of message */
unsigned int type, /* of routing, leave 0 *
const struct sockaddr * client, /* where to send it */
int length ); /* of sockaddr);
______________________________________________________________
NOTE: If you are a BSD user, use the sendto() call, do not use
sendmsg() call. The sendto() call is more efficient.
______________________________________________________________
Any errors are indicated by a return value of -1. Only local errors
are detected.
The recvfrom() system call is defined as follows:
#include <sys/types.h>
#include <sys/socket.h>
int recvfrom(int sockfd,
const void *message__, /* the pointer to message */
int length, /* of message */
unsigned int flags, /* of routing, leave 0 *
const struct sockaddr * client, /* where to send it */
int length ); /* of sockaddr);
If a message is too long to fit in the supplied buffer, the extra
bytes are discarded. The call may return immediately or wait forever,
depending on the type of the flag being set. You can even set time out
values. Check the man pages for recvfrom for more information.
There you have it: the very basics of how to program applications to
take advantage of the networking capabilities under Linux. We have not
even scratched the surface of all the intricacies of programming for
networks. A good starting point for more detailed information would be
UNIX Network Programming by W. Richard Stevens, published in 1990 by
Prentice Hall. This book is a classic used in universities and is, by
far, the most detailed book to date.
Record and File Locking
When two processes want to share a file, the danger exists that one
process might affect the contents of the file, and thereby affect the
other process. For this reason, most operating systems use a mutually
exclusive principle: When one process has a file open, no other
process can touch it. This is called file locking.
The technique is simple to implement. What usually happens is that a
"lock file" is created with the same name as the original file but
with the extension .lock, which tells other processes that the file is
unavailable. This is how many Linux spoolers, such as the print system
and UUCP, implement file locking. It is a brute-force method, perhaps,
but effective and easy to program.
Unfortunately, this technique is not good when you must have several
processes access the same information quickly because the delays
waiting for file opening and closing can grow to be appreciable. Also,
if one process doesn't release the file properly, other processes can
hang there, waiting for access.
For this reason, record locking is sometimes implemented. With record
locking, a single part of a larger file is locked to prevent two
processes from changing its contents at the same time. Record locking
enables many processes to access the same file at the same time, each
updating different records within the file, if necessary. The
programming necessary to implement record locking is more complex than
file locking, of course.
Normally, to implement record locking, you use a file offset, or the
number of characters from the beginning of the file. In most cases, a
range of characters are locked, so the program has to note the start
of the locking region and the length of it, and then store that
information somewhere other processes can examine it.
Writing either file locking or record locking code requires a good
understanding of the operating system, but is otherwise not difficult,
especially because there are thousands of programs readily available
from the Internet, in networking programming books, and on BBSes to
examine for example code.
Interprocess Communications
Network programming always involves two or more processes talking to
each other (interprocess communications), so the way in which
processes communicate is vitally important to network programmers.
Network programming differs from the usual method of programming in a
few important aspects. A traditional program can talk to different
modules (or even other applications on the same machine) through
global variables and function calls. That doesn't work across
networks.
A key goal of network programming is to ensure that processes don't
interfere with each other. Otherwise, systems can get bogged down or
lock up. Therefore, processes must have a clean and efficient method
of communicating. UNIX is particularly strong in this regard, because
many of the basic UNIX capabilities, such as pipes and queues, are
used effectively across networks.
Writing code for interprocess communications is quite difficult
compared to single application coding. If you want to write this type
of routine, you should study sample programs from a network
programming book or a BBS site to see how they accomplish the task.
Summary
Few people need to write network applications, so the details of the
process are best left to those who want them. Experience and lots of
examples are the best way to begin writing network code, and mastering
the skills can take many years.
--
Enjoy Linux!
-----It's FREE!-----
※ 来源:.紫 丁 香 bbs.hit.edu.cn.[FROM: mtlab.hit.edu.cn]
Powered by KBS BBS 2.0 (http://dev.kcn.cn)
页面执行时间:204.176毫秒