Hey! Socket programming got you down? Is this stuff just a little too
difficult to figure out from the man pages? You want to do cool
Internet programming, but you don't have time to wade through a gob of
structs trying to figure out if you have to call bind() before
you connect(), etc., etc.
Well, guess what! I've already done this nasty business, and I'm dying to
share the information with everyone! You've come to the right place. This
document should give the average competent C programmer the edge s/he needs to
get a grip on this networking noise.
Beej's Guide to Network Programming Using Internet Sockets
Brian "Beej" Hall
beej@beej.us
Version 2.3.20
October 8, 2005
Copyright © 2005 Brian "Beej Jorgensen" Hall
Contents
- 1. Intro
- 1.1. Audience
- 1.2. Platform and Compiler
- 1.3. Official Homepage
- 1.4. Note for Solaris/SunOS Programmers
- 1.5. Note for Windows Programmers
- 1.6. Email Policy
- 1.7. Mirroring
- 1.8. Note for Translators
- 1.9. Copyright and Distribution
- 2. What is a socket?
- 2.1. Two Types of Internet Sockets
- 2.2. Low level Nonsense and Network Theory
- 3. structs and Data Handling
- 3.1. Convert the Natives!
- 3.2. IP Addresses and How to Deal With Them
- 4. System Calls or Bust
- 4.1. socket()--Get the File Descriptor!
- 4.2. bind()--What port am I on?
- 4.3. connect()--Hey, you!
- 4.4. listen()--Will somebody please call me?
- 4.5. accept()--"Thank you for calling port
3490."
- 4.6. send() and recv()--Talk to me,
baby!
- 4.7. sendto() and recvfrom()--Talk
to me, DGRAM-style
- 4.8. close() and shutdown()--Get
outta my face!
- 4.9. getpeername()--Who are you?
- 4.10. gethostname()--Who am I?
- 4.11. DNS--You say "whitehouse.gov", I say
"63.161.169.137"
- 5. Client-Server Background
- 5.1. A Simple Stream Server
- 5.2. A Simple Stream Client
- 5.3. Datagram Sockets
- 6. Slightly Advanced Techniques
- 6.1. Blocking
- 6.2. select()--Synchronous I/O Multiplexing
- 6.3. Handling Partial send()s
- 6.4. Son of Data Encapsulation
- 7. Common Questions
- 8. Man Pages
- 8.1. accept()
- 8.2. bind()
- 8.3. connect()
- 8.4. close()
- 8.5. gethostname()
- 8.6. gethostbyname(),
gethostbyaddr()
- 8.7. getpeername()
- 8.8. errno
- 8.9. fcntl()
- 8.10. htons(), htonl(),
ntohs(), ntohl()
- 8.11. inet_ntoa(), inet_aton()
- 8.12. listen()
- 8.13. perror(), strerror()
- 8.14. poll()
- 8.15. recv(), recvfrom()
- 8.16. select()
- 8.17. setsockopt(),
getsockopt()
- 8.18. send(), sendto()
- 8.19. shutdown()
- 8.20. socket()
- 8.21. struct sockaddr_in, struct
in_addr
- 9. More References
- 9.1. Books
- 9.2. Web References
- 9.3. RFCs
Hey! Socket programming got you down? Is this stuff just a little too
difficult to figure out from the man pages? You want to do cool
Internet programming, but you don't have time to wade through a gob of
structs trying to figure out if you have to call bind() before
you connect(), etc., etc.
Well, guess what! I've already done this nasty business, and I'm dying to
share the information with everyone! You've come to the right place. This
document should give the average competent C programmer the edge s/he needs to
get a grip on this networking noise.
This document has been written as a tutorial, not a reference. It is probably
at its best when read by individuals who are just starting out with socket
programming and are looking for a foothold. It is certainly not the
complete guide to sockets programming, by any means.
Hopefully, though, it'll be just enough for those man pages to start making
sense... :-)
The code contained within this document was compiled on a Linux PC using
Gnu's gcc compiler. It should, however, build on just about any
platform that uses gcc. Naturally, this doesn't apply if you're
programming for Windows--see the section on Windows
programming, below.
This official location of this document is http://beej.us/guide/bgnet/.
When compiling for Solaris or SunOS, you need to specify some extra
command-line switches for linking in the proper libraries. In order to do this,
simply add "-lnsl -lsocket -lresolv" to the end of the compile command,
like so:
$ cc -o server server.c -lnsl -lsocket -lresolv
|
If you still get errors, you could try further adding a "-lxnet" to
the end of that command line. I don't know what that does, exactly, but some
people seem to need it.
Another place that you might find problems is in the call to
setsockopt(). The prototype differs from that on my Linux box, so
instead of:
enter this:
As I don't have a Sun box, I haven't tested any of the above
information--it's just what people have told me through email.
I have a particular dislike for Windows, and encourage you to try Linux, BSD,
or Unix instead. That being said, you can still use this stuff under
Windows.
First, ignore pretty much all of the system header files I mention in here.
All you need to include is:
Wait! You also have to make a call to WSAStartup() before doing
anything else with the sockets library. The code to do that looks something like
this:
#include
{ WSADATA wsaData; // if this doesn't work //WSAData wsaData; // then try this instead
if (WSAStartup(MAKEWORD(1, 1), &wsaData) != 0) { fprintf(stderr, "WSAStartup failed.
"); exit(1); }
|
You also have to tell your compiler to link in the Winsock library, usually
called wsock32.lib or winsock32.lib or somesuch.
Under VC++, this can be done through the Project menu, under
Settings.... Click the Link tab, and look for the box titled
"Object/library modules". Add "wsock32.lib" to that list.
Or so I hear.
Finally, you need to call WSACleanup() when you're all through with
the sockets library. See your online help for details.
Once you do that, the rest of the examples in this tutorial should generally
apply, with a few exceptions. For one thing, you can't use close() to
close a socket--you need to use closesocket(), instead. Also,
select() only works with socket descriptors, not file descriptors (like
0 for stdin).
There is also a socket class that you can use, CSocket. Check your
compilers help pages for more information.
To get more information about Winsock, read the Winsock FAQ and go from there.
Finally, I hear that Windows has no fork() system call which is,
unfortunately, used in some of my examples. Maybe you have to link in a POSIX
library or something to get it to work, or you can use CreateProcess()
instead. fork() takes no arguments, and CreateProcess() takes
about 48 billion arguments. If you're not up to that, the
CreateThread() is a little easier to digest...unfortunately a
discussion about multithreading is beyond the scope of this document. I can only
talk about so much, you know!
I'm generally available to help out with email questions so feel free to
write in, but I can't guarantee a response. I lead a pretty busy life and there
are times when I just can't answer a question you have. When that's the case, I
usually just delete the message. It's nothing personal; I just won't ever have
the time to give the detailed answer you require.
As a rule, the more complex the question, the less likely I am to respond. If
you can narrow down your question before mailing it and be sure to include any
pertinent information (like platform, compiler, error messages you're getting,
and anything else you think might help me troubleshoot), you're much more likely
to get a response. For more pointers, read ESR's document, How To Ask Questions
The Smart Way.
If you don't get a response, hack on it some more, try to find the answer,
and if it's still elusive, then write me again with the information you've found
and hopefully it will be enough for me to help out.
Now that I've badgered you about how to write and not write me, I'd just like
to let you know that I fully appreciate all the praise the guide has
received over the years. It's a real morale boost, and it gladdens me to hear
that it is being used for good! :-) Thank you!
You are more than welcome to mirror this site, whether publically or
privately. If you publically mirror the site and want me to link to it from the
main page, drop me a line at beej@beej.us.
If you want to translate the guide into another language, write me at beej@beej.us and I'll link to your
translation from the main page.
Feel free to add your name and email address to the translation.
Sorry, but due to space constraints, I cannot host the translations
myself.
Beej's Guide to Network Programming is Copyright © 2005 Brian "Beej"
Hall.
This guide may be freely reprinted in any medium provided that its content is
not altered, it is presented in its entirety, and this copyright notice remains
intact.
Educators are especially encouraged to recommend or supply copies of this
guide to their students.
This guide may be freely translated into any language, provided the
translation is accurate, and the guide is reprinted in its entirety. The
translation may also include the name and contact information for the
translator.
The C source code presented in this document is hereby granted to the public
domain.
Contact beej@beej.us for more
information.
You hear talk of "sockets" all the time, and perhaps you are wondering just
what they are exactly. Well, they're this: a way to speak to other programs
using standard Unix file descriptors.
What?
Ok--you may have heard some Unix hacker state, "Jeez, everything in
Unix is a file!" What that person may have been talking about is the fact that
when Unix programs do any sort of I/O, they do it by reading or writing to a
file descriptor. A file descriptor is simply an integer associated with an open
file. But (and here's the catch), that file can be a network connection, a FIFO,
a pipe, a terminal, a real on-the-disk file, or just about anything else.
Everything in Unix is a file! So when you want to communicate with
another program over the Internet you're gonna do it through a file descriptor,
you'd better believe it.
"Where do I get this file descriptor for network communication, Mr.
Smarty-Pants?" is probably the last question on your mind right now, but I'm
going to answer it anyway: You make a call to the socket() system
routine. It returns the socket descriptor, and you communicate through it using
the specialized send() and recv() (man
send, man
recv) socket calls.
"But, hey!" you might be exclaiming right about now. "If it's a file
descriptor, why in the name of Neptune can't I just use the normal
read() and write() calls to communicate through the socket?"
The short answer is, "You can!" The longer answer is, "You can, but
send() and recv() offer much greater control over your data
transmission."
What next? How about this: there are all kinds of sockets. There are DARPA
Internet addresses (Internet Sockets), path names on a local node (Unix
Sockets), CCITT X.25 addresses (X.25 Sockets that you can safely ignore), and
probably many others depending on which Unix flavor you run. This document deals
only with the first: Internet Sockets.
What's this? There are two types of Internet sockets? Yes. Well, no. I'm
lying. There are more, but I didn't want to scare you. I'm only going to talk
about two types here. Except for this sentence, where I'm going to tell you that
"Raw Sockets" are also very powerful and you should look them up.
All right, already. What are the two types? One is "Stream Sockets"; the
other is "Datagram Sockets", which may hereafter be referred to as
"SOCK_STREAM" and "SOCK_DGRAM", respectively.
Datagram sockets are sometimes called "connectionless sockets". (Though they can
be connect()'d if you really want. See connect(), below.)
Stream sockets are reliable two-way connected communication streams. If you
output two items into the socket in the order "1, 2", they will arrive in the
order "1, 2" at the opposite end. They will also be error free. Any errors you
do encounter are figments of your own deranged mind, and are not to be discussed
here.
What uses stream sockets? Well, you may have heard of the
telnet application, yes? It uses stream sockets. All the
characters you type need to arrive in the same order you type them, right? Also,
web browsers use the HTTP protocol which uses stream sockets to get pages.
Indeed, if you telnet to a web site on port 80, and type "GET /
HTTP/1.0" and hit RETURN twice, it'll dump the HTML back at you!
How do stream sockets achieve this high level of data transmission quality?
They use a protocol called "The Transmission Control Protocol", otherwise known
as "TCP" (see RFC-793 for
extremely detailed info on TCP.) TCP makes sure your data arrives sequentially
and error-free. You may have heard "TCP" before as the better half of "TCP/IP"
where "IP" stands for "Internet Protocol" (see RFC-791.) IP deals primarily
with Internet routing and is not generally responsible for data integrity.
Cool. What about Datagram sockets? Why are they called connectionless? What
is the deal, here, anyway? Why are they unreliable? Well, here are some facts:
if you send a datagram, it may arrive. It may arrive out of order. If it
arrives, the data within the packet will be error-free.
Datagram sockets also use IP for routing, but they don't use TCP; they use
the "User Datagram Protocol", or "UDP" (see RFC-768.)
Why are they connectionless? Well, basically, it's because you don't have to
maintain an open connection as you do with stream sockets. You just build a
packet, slap an IP header on it with destination information, and send it out.
No connection needed. They are generally used for packet-by-packet transfers of
information. Sample applications: tftp, bootp,
etc.
"Enough!" you may scream. "How do these programs even work if datagrams might
get lost?!" Well, my human friend, each has it's own protocol on top of UDP. For
example, the tftp protocol says that for each packet that gets sent, the
recipient has to send back a packet that says, "I got it!" (an "ACK" packet.) If
the sender of the original packet gets no reply in, say, five seconds, he'll
re-transmit the packet until he finally gets an ACK. This acknowledgment
procedure is very important when implementing SOCK_DGRAM
applications.
Since I just mentioned layering of protocols, it's time to talk about how
networks really work, and to show some examples of how
SOCK_DGRAM packets are built. Practically, you can probably skip
this section. It's good background, however.
Data Encapsulation.
Hey, kids, it's time to learn about Data
Encapsulation! This is very very important. It's so important that you
might just learn about it if you take the networks course here at Chico State
;-). Basically, it says this: a packet is born, the packet is wrapped
("encapsulated") in a header (and rarely a footer) by the first protocol (say,
the TFTP protocol), then the whole thing (TFTP header included) is encapsulated
again by the next protocol (say, UDP), then again by the next (IP), then again
by the final protocol on the hardware (physical) layer (say, Ethernet).
When another computer receives the packet, the hardware strips the Ethernet
header, the kernel strips the IP and UDP headers, the TFTP program strips the
TFTP header, and it finally has the data.
Now I can finally talk about the infamous Layered Network Model. This
Network Model describes a system of network functionality that has many
advantages over other models. For instance, you can write sockets programs that
are exactly the same without caring how the data is physically transmitted
(serial, thin Ethernet, AUI, whatever) because programs on lower levels deal
with it for you. The actual network hardware and topology is transparent to the
socket programmer.
Without any further ado, I'll present the layers of the full-blown model.
Remember this for network class exams:
-
Application
-
Presentation
-
Session
-
Transport
-
Network
-
Data Link
-
Physical
The Physical Layer is the hardware (serial, Ethernet, etc.). The Application
Layer is just about as far from the physical layer as you can imagine--it's the
place where users interact with the network.
Now, this model is so general you could probably use it as an automobile
repair guide if you really wanted to. A layered model more consistent with Unix
might be:
-
Application Layer (telnet, ftp, etc.)
-
Host-to-Host Transport Layer (TCP, UDP)
-
Internet Layer (IP and routing)
-
Network Access Layer (Ethernet, ATM, or whatever)
At this point in time, you can probably see how these layers correspond to
the encapsulation of the original data.
See how much work there is in building a simple packet? Jeez! And you have to
type in the packet headers yourself using "cat"! Just kidding.
All you have to do for stream sockets is send() the data out. All you
have to do for datagram sockets is encapsulate the packet in the method of your
choosing and sendto() it out. The kernel builds the Transport Layer and
Internet Layer on for you and the hardware does the Network Access Layer. Ah,
modern technology.
So ends our brief foray into network theory. Oh yes, I forgot to tell you
everything I wanted to say about routing: nothing! That's right, I'm not going
to talk about it at all. The router strips the packet to the IP header, consults
its routing table, blah blah blah. Check out the IP RFC if you really really
care. If you never learn about it, well, you'll live.
Well, we're finally here. It's time to talk about programming. In this
section, I'll cover various data types used by the sockets interface, since some
of them are a real bear to figure out.
First the easy one: a socket descriptor. A socket descriptor is the following
type:
Just a regular int.
Things get weird from here, so just read through and bear with me. Know this:
there are two byte orderings: most significant byte (sometimes called an
"octet") first, or least significant byte first. The former is called "Network
Byte Order". Some machines store their numbers internally in Network Byte Order,
some don't. When I say something has to be in Network Byte Order, you have to
call a function (such as htons()) to change it from "Host Byte Order".
If I don't say "Network Byte Order", then you must leave the value in Host Byte
Order.
(For the curious, "Network Byte Order" is also known as "Big-Endian Byte
Order".)
My First StructTM--struct sockaddr.
This structure holds socket address information for many types of sockets:
struct sockaddr { unsigned short sa_family; // address family, AF_xxx char sa_data[14]; // 14 bytes of protocol address };
|
sa_family can be a variety of things, but it'll be
AF_INET for everything we do in this document.
sa_data contains a destination address and port number for the
socket. This is rather unwieldy since you don't want to tediously pack the
address in the sa_data by hand.
To deal with struct sockaddr, programmers created a parallel
structure: struct sockaddr_in ("in" for "Internet".)
struct sockaddr_in { short int sin_family; // Address family unsigned short int sin_port; // Port number struct in_addr sin_addr; // Internet address unsigned char sin_zero[8]; // Same size as struct sockaddr };
|
This structure makes it easy to reference elements of the socket address.
Note that sin_zero (which is included to pad the structure to
the length of a struct sockaddr) should be set to all zeros with the
function memset(). Also, and this is the important bit, a
pointer to a struct sockaddr_in can be cast to a pointer to a
struct sockaddr and vice-versa. So even though connect() wants
a struct sockaddr*, you can still use a struct sockaddr_in and
cast it at the last minute! Also, notice that sin_family
corresponds to sa_family in a struct sockaddr and
should be set to "AF_INET". Finally, the
sin_port and sin_addr must be in Network Byte
Order!
"But," you object, "how can the entire structure, struct in_addr
sin_addr, be in Network Byte Order?" This question requires careful
examination of the structure struct in_addr, one of the worst unions
alive:
// Internet address (a structure for historical reasons) struct in_addr { unsigned long s_addr; // that's a 32-bit long, or 4 bytes };
|
Well, it used to be a union, but now those days seem to be gone. Good
riddance. So if you have declared ina to be of type struct
sockaddr_in, then ina.sin_addr.s_addr references the 4-byte
IP address (in Network Byte Order). Note that even if your system still uses the
God-awful union for struct in_addr, you can still reference the 4-byte
IP address in exactly the same way as I did above (this due to
#defines.)
We've now been lead right into the next section. There's been too much talk
about this Network to Host Byte Order conversion--now is the time for
action!
All righty. There are two types that you can convert: short (two
bytes) and long (four bytes). These functions work for the
unsigned variations as well. Say you want to convert a short
from Host Byte Order to Network Byte Order. Start with "h" for "host", follow it
with "to", then "n" for "network", and "s" for "short": h-to-n-s, or
htons() (read: "Host to Network Short").
It's almost too easy...
You can use every combination of "n", "h", "s", and "l" you want, not
counting the really stupid ones. For example, there is NOT a stolh()
("Short to Long Host") function--not at this party, anyway. But there are:
-
htons() -- "Host to Network Short"
-
htonl() -- "Host to Network Long"
-
ntohs() -- "Network to Host Short"
-
ntohl() -- "Network to Host Long"
Now, you may think you're wising up to this. You might think, "What do I do
if I have to change byte order on a char?" Then you might think, "Uh,
never mind." You might also think that since your 68000 machine already uses
network byte order, you don't have to call htonl() on your IP
addresses. You would be right, BUT if you try to port to a machine that
has reverse network byte order, your program will fail. Be portable! This is a
Unix world! (As much as Bill Gates would like to think otherwise.) Remember: put
your bytes in Network Byte Order before you put them on the network.
A final point: why do sin_addr and sin_port
need to be in Network Byte Order in a struct sockaddr_in, but
sin_family does not? The answer: sin_addr and
sin_port get encapsulated in the packet at the IP and UDP
layers, respectively. Thus, they must be in Network Byte Order. However, the
sin_family field is only used by the kernel to determine what
type of address the structure contains, so it must be in Host Byte Order. Also,
since sin_family does not get sent out on the network, it
can be in Host Byte Order.
Fortunately for you, there are a bunch of functions that allow you to
manipulate IP addresses. No need to figure them out by hand and stuff them in a
long with the << operator.
First, let's say you have a struct sockaddr_in ina, and you have an
IP address "10.12.110.57" that you want to store into it. The function
you want to use, inet_addr(), converts an IP address in
numbers-and-dots notation into an unsigned long. The assignment can be made as
follows:
ina.sin_addr.s_addr = inet_addr("10.12.110.57");
|
Notice that inet_addr() returns the address in Network Byte Order
already--you don't have to call htonl(). Swell!
Now, the above code snippet isn't very robust because there is no error
checking. See, inet_addr() returns -1 on error.
Remember binary numbers? (unsigned)-1 just happens to correspond
to the IP address 255.255.255.255! That's the broadcast address!
Wrongo. Remember to do your error checking properly.
Actually, there's a cleaner interface you can use instead of
inet_addr(): it's called inet_aton() ("aton" means "ascii to
network"):
#include #include #include
int inet_aton(const char *cp, struct in_addr *inp);
|
And here's a sample usage, while packing a struct sockaddr_in (this
example will make more sense to you when you get to the sections on bind() and connect().)
struct sockaddr_in my_addr;
my_addr.sin_family = AF_INET; // host byte order my_addr.sin_port = htons(MYPORT); // short, network byte order inet_aton("10.12.110.57", &(my_addr.sin_addr)); memset(&(my_addr.sin_zero), ' ', 8); // zero the rest of the struct
|
inet_aton(), unlike practically every other socket-related
function, returns non-zero on success, and zero on failure. And the address
is passed back in inp.
Unfortunately, not all platforms implement inet_aton() so, although
its use is preferred, the older more common inet_addr() is used in this
guide.
All right, now you can convert string IP addresses to their binary
representations. What about the other way around? What if you have a struct
in_addr and you want to print it in numbers-and-dots notation? In this
case, you'll want to use the function inet_ntoa() ("ntoa" means
"network to ascii") like this:
printf("%s", inet_ntoa(ina.sin_addr));
|
That will print the IP address. Note that inet_ntoa() takes a
struct in_addr as an argument, not a long. Also notice that it
returns a pointer to a char. This points to a statically stored char array
within inet_ntoa() so that each time you call inet_ntoa() it
will overwrite the last IP address you asked for. For example:
char *a1, *a2;
a1 = inet_ntoa(ina1.sin_addr); // this is 192.168.4.14 a2 = inet_ntoa(ina2.sin_addr); // this is 10.12.110.57 printf("address 1: %s
",a1); printf("address 2: %s
",a2);
|
will print:
address 1: 10.12.110.57 address 2: 10.12.110.57
|
If you need to save the address, strcpy() it to your own character
array.
That's all on this topic for now. Later, you'll learn to convert a string
like "whitehouse.gov" into its corresponding IP address (see DNS, below.)
This is the section where we get into the system calls that allow you to
access the network functionality of a Unix box. When you call one of these
functions, the kernel takes over and does all the work for you
automagically.
The place most people get stuck around here is what order to call these
things in. In that, the man pages are no use, as you've probably
discovered. Well, to help with that dreadful situation, I've tried to lay out
the system calls in the following sections in exactly (approximately) the
same order that you'll need to call them in your programs.
That, coupled with a few pieces of sample code here and there, some milk and
cookies (which I fear you will have to supply yourself), and some raw guts and
courage, and you'll be beaming data around the Internet like the Son of Jon
Postel!
I guess I can put it off no longer--I have to talk about the
socket() system call. Here's the breakdown:
#include #include
int socket(int domain, int type, int protocol);
|
But what are these arguments? First, domain should be set to
"PF_INET". Next, the type argument tells the
kernel what kind of socket this is: SOCK_STREAM or
SOCK_DGRAM. Finally, just set protocol to
"0" to have socket() choose the correct protocol based
on the type. (Notes: there are many more domains
than I've listed. There are many more types than I've listed.
See the socket() man page. Also, there's a "better" way to get the
protocol, but specifying 0 works in 99.9% of all
cases. See the getprotobyname() man page if you're curious.)
socket() simply returns to you a socket descriptor that you can use
in later system calls, or -1 on error. The global variable
errno is set to the error's value (see the perror() man
page.)
(This PF_INET thing is a close relative of the
AF_INET that you used when initializing the
sin_family field in your struct sockaddr_in. In fact,
they're so closely related that they actually have the same value, and many
programmers will call socket() and pass AF_INET as the
first argument instead of PF_INET. Now, get some milk and cookies,
because it's times for a story. Once upon a time, a long time ago, it was
thought that maybe a address family (what the "AF" in "AF_INET"
stands for) might support several protocols that were referred to by their
protocol family (what the "PF" in "PF_INET" stands for). That
didn't happen. And they all lived happily ever after, The End. So the most
correct thing to do is to use AF_INET in your struct
sockaddr_in and PF_INET in your call to
socket().)
Fine, fine, fine, but what good is this socket? The answer is that it's
really no good by itself, and you need to read on and make more system calls for
it to make any sense.
Once you have a socket, you might have to associate that socket with a port
on your local machine. (This is commonly done if you're going to
listen() for incoming connections on a specific port--MUDs do this when
they tell you to "telnet to x.y.z port 6969".) The port number is used by the
kernel to match an incoming packet to a certain process's socket descriptor. If
you're going to only be doing a connect(), this may be unnecessary.
Read it anyway, just for kicks.
Here is the synopsis for the bind() system call:
#include #include
int bind(int sockfd, struct sockaddr *my_addr, int addrlen);
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sockfd is the socket file descriptor returned by
socket(). my_addr is a pointer to a struct
sockaddr that contains information about your address, namely, port and IP
address. addrlen can be set to sizeof(struct
sockaddr).
Whew. That's a bit to absorb in one chunk. Let's have an example:
#include #include #include #include #include
#define MYPORT 3490
main() { int sockfd; struct sockaddr_in my_addr;
sockfd = socket(PF_INET, SOCK_STREAM, 0); // do some error checking!
my_addr.sin_family = AF_INET; // host byte order my_addr.sin_port = htons(MYPORT); // short, network byte order my_addr.sin_addr.s_addr = inet_addr("10.12.110.57"); memset(&(my_addr.sin_zero), ' ', 8); // zero the rest of the struct
// don't forget your error checking for bind(): bind(sockfd, (struct sockaddr *)&my_addr, sizeof(struct sockaddr)); . . .
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There are a few things to notice here: my_addr.sin_port is in
Network Byte Order. So is my_addr.sin_addr.s_addr. Another thing
to watch out for is that the header files might differ from system to system. To
be sure, you should check your local man pages.
Lastly, on the topic of bind(), I should mention that some of the
process of getting your own IP address and/or port can be automated:
my_addr.sin_port = 0; // choose an unused port at random my_addr.sin_addr.s_addr = INADDR_ANY; // use my IP address
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See, by setting my_addr.sin_port to zero, you are telling
bind() to choose the port for you. Likewise, by setting
my_addr.sin_addr.s_addr to INADDR_ANY, you are
telling it to automatically fill in the IP address of the machine the process is
running on.
If you are into noticing little things, you might have seen that I didn't put
INADDR_ANY into Network Byte Order! Naughty me. However, I have
inside info: INADDR_ANY is really zero! Zero still has zero on
bits even if you rearrange the bytes. However, purists will point out that there
could be a parallel dimension where INADDR_ANY is, say, 12 and
that my code won't work there. That's ok with me:
my_addr.sin_port = htons(0); // choose an unused port at random my_addr.sin_addr.s_addr = htonl(INADDR_ANY); // use my IP address
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Now we're so portable you probably wouldn't believe it. I just wanted to
point that out, since most of the code you come across won't bother running
INADDR_ANY through htonl().
bind() also returns -1 on error and sets
errno to the error's value.
Another thing to watch out for when calling bind(): don't go
underboard with your port numbers. All ports below 1024 are RESERVED (unless
you're the superuser)! You can have any port number above that, right up to
65535 (provided they aren't already being used by another program.)
Sometimes, you might notice, you try to rerun a server and bind()
fails, claiming "Address already in use." What does that mean? Well, a little
bit of a socket that was connected is still hanging around in the kernel, and
it's hogging the port. You can either wait for it to clear (a minute or so), or
add code to your program allowing it to reuse the port, like this:
int yes=1; //char yes='1'; // Solaris people use this
// lose the pesky "Address already in use" error message if (setsockopt(listener,SOL_SOCKET,SO_REUSEADDR,&yes,sizeof(int)) == -1) { perror("setsockopt"); exit(1); }
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One small extra final note about bind(): there are times when you
won't absolutely have to call it. If you are connect()ing to a remote
machine and you don't care what your local port is (as is the case with
telnet where you only care about the remote port), you can
simply call connect(), it'll check to see if the socket is unbound, and
will bind() it to an unused local port if necessary.
Let's just pretend for a few minutes that you're a telnet application. Your
user commands you (just like in the movie TRON) to get a socket file
descriptor. You comply and call socket(). Next, the user tells you to
connect to "10.12.110.57" on port "23" (the standard telnet
port.) Yow! What do you do now?
Lucky for you, program, you're now perusing the section on
connect()--how to connect to a remote host. So read furiously onward!
No time to lose!
The connect() call is as follows:
#include #include
int connect(int sockfd, struct sockaddr *serv_addr, int addrlen);
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sockfd is our friendly neighborhood socket file descriptor,
as returned by the socket() call, serv_addr is a
struct sockaddr containing the destination port and IP address, and
addrlen can be set to sizeof(struct sockaddr).
Isn't this starting to make more sense? Let's have an example:
#include #include #include #include
#define DEST_IP "10.12.110.57" #define DEST_PORT 23
main() { int sockfd; struct sockaddr_in dest_addr; // will hold the destination addr
sockfd = socket(PF_INET, SOCK_STREAM, 0); // do some error checking!
dest_addr.sin_family = AF_INET; // host byte order dest_addr.sin_port = htons(DEST_PORT); // short, network byte order dest_addr.sin_addr.s_addr = inet_addr(DEST_IP); memset(&(dest_addr.sin_zero), ' ', 8); // zero the rest of the struct
// don't forget to error check the connect()! connect(sockfd, (struct sockaddr *)&dest_addr, sizeof(struct sockaddr)); . . .
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Again, be sure to check the return value from connect()--it'll
return -1 on error and set the variable
errno.
Also, notice that we didn't call bind(). Basically, we don't care
about our local port number; we only care where we're going (the remote port).
The kernel will choose a local port for us, and the site we connect to will
automatically get this information from us. No worries.
Ok, time for a change of pace. What if you don't want to connect to a remote
host. Say, just for kicks, that you want to wait for incoming connections and
handle them in some way. The process is two step: first you listen(),
then you accept() (see below.)
The listen call is fairly simple, but requires a bit of explanation:
int listen(int sockfd, int backlog);
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sockfd is the usual socket file descriptor from the
socket() system call. backlog is the number of
connections allowed on the incoming queue. What does that mean? Well, incoming
connections are going to wait in this queue until you accept() them
(see below) and this is the limit on how many can queue up. Most systems
silently limit this number to about 20; you can probably get away with setting
it to 5 or 10.
Again, as per usual, listen() returns -1 and sets
errno on error.
Well, as you can probably imagine, we need to call bind() before we
call listen() or the kernel will have us listening on a random port.
Bleah! So if you're going to be listening for incoming connections, the sequence
of system calls you'll make is:
socket(); bind(); listen(); /* accept() goes here */
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I'll just leave that in the place of sample code, since it's fairly
self-explanatory. (The code in the accept() section, below, is more
complete.) The really tricky part of this whole sha-bang is the call to
accept().
Get ready--the accept() call is kinda weird! What's going to happen
is this: someone far far away will try to connect() to your machine on
a port that you are listen()ing on. Their connection will be queued up
waiting to be accept()ed. You call accept() and you tell it to
get the pending connection. It'll return to you a brand new socket file
descriptor to use for this single connection! That's right, suddenly you
have two socket file descriptors for the price of one! The original one
is still listening on your port and the newly created one is finally ready to
send() and recv(). We're there!
The call is as follows:
#include #include
int accept(int sockfd, struct sockaddr *addr, socklen_t *addrlen);
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sockfd is the listen()ing socket descriptor. Easy
enough. addr will usually be a pointer to a local struct
sockaddr_in. This is where the information about the incoming connection
will go (and with it you can determine which host is calling you from which
port). addrlen is a local integer variable that should be set to
sizeof(struct sockaddr_in) before its address is passed to
accept(). Accept will not put more than that many bytes into
addr. If it puts fewer in, it'll change the value of
addrlen to reflect that.
Guess what? accept() returns -1 and sets
errno if an error occurs. Betcha didn't figure that.
Like before, this is a bunch to absorb in one chunk, so here's a sample code
fragment for your perusal:
#include #include #include #include
#define MYPORT 3490 // the port users will be connecting to
#define BACKLOG 10 // how many pending connections queue will hold
main() { int sockfd, new_fd; // listen on sock_fd, new connection on new_fd struct sockaddr_in my_addr; // my address information struct sockaddr_in their_addr; // connector's address information int sin_size;
sockfd = socket(PF_INET, SOCK_STREAM, 0); // do some error checking!
my_addr.sin_family = AF_INET; // host byte order my_addr.sin_port = htons(MYPORT); // short, network byte order my_addr.sin_addr.s_addr = INADDR_ANY; // auto-fill with my IP memset(&(my_addr.sin_zero), ' ', 8); // zero the rest of the struct
// don't forget your error checking for these calls: bind(sockfd, (struct sockaddr *)&my_addr, sizeof(struct sockaddr));
listen(sockfd, BACKLOG);
sin_size = sizeof(struct sockaddr_in); new_fd = accept(sockfd, (struct sockaddr *)&their_addr, &sin_size); . . .
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Again, note that we will use the socket descriptor new_fd for
all send() and recv() calls. If you're only getting one single
connection ever, you can close() the listening sockfd
in order to prevent more incoming connections on the same port, if you so
desire.