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Object Oriented Analysis and Design. Networking. Contents. Network concepts. Network Concepts. Networks connect computers Each computer has a unique address MAC Address on network card IP Address assigned by router The Domain Name System Translates host names into IP addresses
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Object Oriented Analysis and Design Networking
Contents • Network concepts
Network Concepts • Networks connect computers • Each computer has a unique address • MAC Address on network card • IP Address assigned by router • The Domain Name System • Translates host names into IP addresses • Networks transmit bytes • They neither know nor care what they bytes mean
Connectionless Protocol • UDP send datagrams containing • The address to send to • The data to send • There is no guarantee a datagram will be received • Datagrams are • Efficient • Unreliable • Useful for streaming media
Connection Oriented Protocols • TCP is a connection oriented protocol which sets up a virtual circuit • TCP adds controls to ensure that every packet is delivered correctly and in order • TCP is • Slower than UDP • Reliable • Used for communication where data cannot be lost
Ports • Every computer has an address to which data can be sent • How do you know which program should receive the data? • Each computer has 65535 ports • Every network connection is assigned a port number • This let’s many programs share the same internet address and not get the data mixed up
Sockets • A socket represents • One end of an internet connection • A socket consists of • An IP address for the computer • A port representing the program sending or receiving the data
Servers • Internet servers • Listen for connections from clients • Provide data and / or services to the clients • A typical serial server • Listens on a known port • Waits for a client to connect • Creates a new client socket to represent the connection • Exchanges data with the client • Closes the client socket • Returns to listen for new connections
Concurrent Servers • Sometimes new requests arrive before the first request has been handled • The operating maintains a short queue • When that is full, requests are refused • The problem is the server is handling requests rather than listening for connections • A concurrent server • Listens for connections • Creates a socket for the new connection • Spawns a thread to communicate with the client • Returns to listening for connections
SDL_net • A set of networking functions for SDL • Download from libsdl.org/projects • Copy header files to SDL include directory • Copy .lib and .dll files to SDL lib directory • These are lower-level networking classes • We will use a set of classes built from the lower-level networking functions
CNetMessage • A buffer of 256 characters which can be used to exchange data between a client and server class CNetMessage { public: CNetMessage(); //constructor virtual intNumToLoad(); // number of bytes left in buffer virtual intNumToUnLoad(); // number of bytes in buffer to be sent void LoadBytes(charbuf& inputbuffer, int n); //Load a char set into the message buffer void UnLoadBytes(charbuf& destbuffer); //Unload a char set from the buffer void finish(); //set the state object to full. No more data to be loaded };
CIpAddress • Represents an internet address as a combination of an IP address and a port number class CIpAddress { public: CIpAddress(); //constructor CIpAddress (Uint16 port); //create and associate a port to the instance CIpAddress (std::string host, Uint16 port); //create and associate a port and a host //to the instance void SetIp (IPaddresssdl_ip); //set a CIpAddress object from an //existing SDL IPaddress bool Ok() const; //True if the object has a port and a host associated IPaddressGetIpAddress() const; //return a SDL_netIPaddress structure Uint32 GetHost() const; //return the host Uint16 GetPort() const; //return the port friend std::ostream& operator<<(std::ostream &os, CIpAddress const adr); };
CHostSocket • Represents a server socket class CHostSocket : public CTcpSocket { public: CHostSocket (CIpAddress& the_ip_address); //create and open a new socket, //with an existing CIpAddressobject CHostSocket (Uint16 port); //create and open a new socket with the desired port bool Accept (CClientSocket&); //set a client CTcpSocket object after listening to // the port virtual void OnReady(); //pure virtual };
CClientSocket • Used to create a client to connect to a server class CClientSocket : public CTcpSocket { public: CClientSocket(); //constructor CClientSocket (std::string host, Uint16 port); //Create the object and connect to a // host, in a given port bool Connect (CIpAddress& remoteip); //make a connection to communicate // with a remote host bool Connect (CHostSocket& the_listener_socket); //make a connection to // communicate with a client void SetSocket (TCPsocketthe_sdl_socket); //set a CTcpSocket object from an // existing SDL_net socket CIpAddressgetIpAddress () const; //return a CIpAddress object associated //to the remote host virtual void OnReady(); //pure virtual bool Receive(CNetMessage& rData); //receive data into a CNetMessage object bool Send (CNetMessage& sData); //send data from a CNetMessage object };
Exchanging Data Across a Network • Networks deliver streams of bytes • We seldom want to deliver streams of bytes • We want to deliver • Integers, Strings, floats • Images, objects, structures, requests • This raises the question of how do we • Translate complex data structures to bytes • Translate the resulting stream of bytes back into the original data structures
Serialization • Serialization is the process of transforming a series of complex connected objects into a stream of bytes • De-serialization transforms the stream of bytes into the original objects
Challenges in Serialization • The problems are: • How to get a binary representation of everything • How to only encode each object once • How to store the format so it can be decoded
Data Representations for Serialization • You could send everything as strings, but • It takes time to convert to / from strings • The string representation can be larger than the binary • This makes using strings slow • To get the binary representation • Get the address of what you want • Get the length of it in bytes using sizeof or strlen • Use memcpy to copy it to a byte buffer
Network Protocols • A protocol is a pre-defined way for two entities to interact • For networking software a protocol defines • The messages which will be exchanged • The data representations which will be sent • Protocols range from the very simple to highly complex
A Simple Command / Parameter Protocol • This can be made as a very simple binary protocol • Every request / response consists of • 1 byte identifying the type of the request or response • 4 bytes containing and integer or float • The type could be • Get value of specific variable • Set value of specific variable • Return value of requested variable • Perform some action on foreign machine
A Simple Command / Parameter Protocol • This protocol has numerous drawbacks • There are a limited number of request/ response types • The number and type of parameter is fixed • Since pure binary is transferred, both machines must have the same number representation • Strings cannot be transferred • Adding new requests / responses requires that they programs at both ends be modified • It does have the advantages • Simple to implement • Short requests and responses
Remote Procedure Calls • A remote procedure call allows • A method on one computer to call a method on another computer • Parameters to be passed with the method call • A result to be returned from the method • Remote procedure calls must • Be able to identify objects on a remote computer • Be able to invoke methods on these objects movePlayer( X, Y, Z)
Remote References • To call a method on an object on a computer we need: • The address of the computer • The address of the object on the foreign computer • One way to represent this would be to create class RemoteReference { private: IPAddressremoteHost; unsigned intremoteAddress; ... }
Using Remote References • To invoke a method with a remote reference we must • Get the remote reference • Add the name of the method • Add all of the parameters required • Send this to a class which knows how to send it across the net • The receiving end must • Unpack the request • Find the local object to call • Somehow call the method and pass it the parameters • Package the return value and send it back to the calling method
The Trouble with Remote References • All of the data must be prepared • It must be passed to a class which can send it across the net • The result must be unpacked • This is • Not a natural way to call a method • Requires that you know how to package data for the network • Forces you to write extra code every time you want to call a remote method
The Proxy Approach • A proxy is • Something which looks like the original • But acts slightly differently • A proxy class • Has the same methods as the original class • But the methods • Package the parameters for the net • Use a remote reference to call the remote method • Receive and unpack the return value • Calling a method on a remote proxy is just like calling a method on a local object
The Proxy Approach 4. Proxy method receives call Computer 1 Computer 2 Program Program Internet Obj Obj Listen 1. Object calls proxy method 2. Proxy transmits call across internet 3. Listener receives call and makes local call to real object
Data Serialization • The difficulty with serialization is that the receiver does not know what type of data is being received • If just data is being transmitted, the receiver needs to know • The type of the data • The definition of that data type • If a method is being called, the receiver must know • The name of the method • The types of all the parameters • The number of parameters • The definition of the types of all parameters
Data Serialization • This means the receiver must have • The definition of all classes on which methods can be called • The definition of all methods which can be called • The definition of all data types which can be exchanged • We need a way to represent these definitions so that • They can be distributed to various computers • They can be sent across the net if necessary • They are independent of any computer language • They can be easily edited • Software is readily available to read the format
Data Type Representation • One of the better solutions is XML • We can easily create an XML notation to represent • A class, its data members and methods • Primitive data types • For example, we could represent primitives as <int name=‘count’ value=‘42’ /> <string name=‘address’ value=‘unknown’ /> • We could easily add all the primitives • Name and value attributes could be optional if not needed in all cases
Class Representation Representing classes is more difficult than representing primitives <class name=“Weapon” > <int name=“lethality” init=‘0’ /> <string name=‘description’ init=‘””’ /> <method name=‘setName’ return=‘void’ > <param name=‘name’ type=‘string’ /> </method> </class> • Representing classes as XML can get surprisingly complicated
Transmitting Serialized Data Request sent over network Used for primitives and classes Type Name Value 1 Value 2 ... Value n Type name as a text string Binary values for the type @ARRAY Type Name length Value 1 Value 2 ... Value n Indicatesarray Type ofthe array length ofthe array Used for arrays, Including strings
Data Which Cannot be Serialized • File pointers • I/O streams • Local pointers and references • Any data which has to be calculated when a class is constructed
Requirements for Deserializability • Any class which can be serialized / deserialized must • Implement the Serializable interface • Provide a parameterless constructor • Provide public get and set methods following the pattern • void setVariableName(type variableValue) • variableTypegetVariableName()
Automating Serialization & RPC • You can write programs to: • Read the XML data representations • Write methods (as C++ code) to serialize and deserialize the class • Write code to act as internet proxies to make remote method calls • Once these programs write the code • It can be compiled • It can be incorporated into your program