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Basic Socket Programming

Basic Socket Programming. TCP/IP overview. TCP interface Reference: UNIX Network Programming, by Richard Stevens. UNIX man page. Overview of TCP/IP protocols Application layer(ssh,http,etc) Transport layer (TCP, UDP) Network layer (IPv4, IPv6) Host to Network layer (Ethernet).

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Basic Socket Programming

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  1. Basic Socket Programming • TCP/IP overview. • TCP interface • Reference: • UNIX Network Programming, by Richard Stevens. • UNIX man page.

  2. Overview of TCP/IP protocols • Application layer(ssh,http,etc) • Transport layer (TCP, UDP) • Network layer (IPv4, IPv6) • Host to Network layer (Ethernet)

  3. Some concepts: • Entity (process/hardware/system calls) • Protocol: How peer entities interact with each other. • Service interface: How upper layer entities interact with lower layer entities.

  4. Socket Programming: the use of TCP and UDP. • TCP: Transmission control protocol. • connection-oriented, reliable, full duplex, byte stream service • Interface: socket, bind, listen, accept, connect, read, write, close.

  5. An analogy: Socket: telephone Bind: assign telephone number to a telephone Listen: turn on the ringer so that you can hear the phone call Connect: dial a phone number Accept: answer the phone Read/write: talking Close: ???

  6. To send: • Socket, connect write • To receive: • Socket, bind, listen, accept read • TCP endpoint: • IP address + port number

  7. Basic TCP sockets. #include <sys/socket.h> int socket(int family, int type, int protocol); • Family: AF_INET (PF_INET). • Type: SOCK_STREAM (TCP) SOCK_DGRAM (UDP) • Protocol: = 0 • Return descriptor, -1 on error.

  8. Connect: #include <sys/socket.h> int connect(int sockfd, const struct sockaddr *servaddr, socklen_t addrlen); • Servaddr: socket address structure (ip address and port)

  9. Socket Address structure: struct in_addr { in_addr_t s_addr; } 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]; } • Always use sockaddr_in type for manipulation and convert it to sockaddr. See example1.c. struct sockaddr { uint8_t sa_len; sa_family_t sa_family; char sa_data[14]; }

  10. Bind • Client does not have to bind, system assigns a dynamic port number. #include <sys/socket.h> int bind(int sockfd, const struct sockaddr &myaddr, socklen_t addlen);

  11. Myaddr: (address, port) = (INADDR_ANY, 0) system assigns addr and port. = (INADDR_ANY, !0) system selects addr, user selects port =(Local IP address, 0) user selects addr, system selects port =(Local IP address,!0) user selects both addr and port See example2.c

  12. Listen • Convert a socket into a passive socket #include <sys/socket.h> int listen(int sockfd, int backlog) • Backlog: number of connections that the kernel should queue for the socket.

  13. Accept: • Blocking by default #include <sys/socket.h> int accept (int sockfd, struct sockaddr *cliaddr, socklen_t *addrlen); • Return client’s address in cliaddr • See example2.c

  14. What happen when we run example2.c as server on diablo and example1.c as client on linprog? • Sockaddr_in revisit • sin_port and sin_addr must be in network byte order. • Check example3.c, what is the difference between diablo and quake?

  15. Some useful functions to convert the byte orders #include <netinet/in.h> uint16_t htons(uint16_t host16bitvalue); uint32_t htonl(uint32_t host32bitvalue); uint16_t ntohs(uint16_t net16bitvalue); Uint32_t ntohl(uint32_t net32bitvalue); • See example3.c

  16. Some byte manipulation functions: #include <strings.h> Void *memset(void *dst, int c, size_t len); Void *memcpy(void *dst, void *src, size_t nbytes); Void *memcmp(const void *ptr1, const void *ptr2, size_t nbytes); • Address conversion functions • inet_aton/inet_addr/inet_ntoa

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