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Communication

Explore the OSI model and various network protocols with a focus on layers, interfaces, and communication mechanisms. Learn about TCP, IP, UDP, and client-server interactions in this comprehensive guide.

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Communication

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  1. Communication

  2. References • The 402 web site has many links to socket tutorials. • Chapter 2.1 of the Tanenbaum, van Steen textbook • Chapter 15, of the Steven’s book on TCP/IP

  3. Layered Protocols • All communication is based on exchanging messages. • Protocols control the sending and receiving of messages • e.g., TCP, IP, HTTP,FTP

  4. Layered Protocols • Many different protocols are needed at a variety of levels e.g., • How many volts needed for a 0 bit and for a 1 bit • How does the receiver know which is the last bit of the message? • How is a lost message detected? • ISO developed the OSI model. • Very useful as a reference point • Internet protocols such as TCP, IP are mostly used.

  5. Layered Protocols Layers, interfaces, and protocols in the OSI model. 2-1

  6. Physical Layer • The physical layer is concerned with the transmission of 0’s and 1’s. • How many volts to use for 0 and 1 • How many bits per second can be sent • Many physical layer standards have been developed for different media e.g., • RS-232-C standard for serial communication lines

  7. Data Link Layer • The physical layer just sends bits. • A mechanism is needed to detect and correct errors such as damaged or lost messages • The data link layer groups bits into units (frames). Each frame has • Sequence numbers for detecting lost messages • Checksums for detecting damage

  8. Network Layer • For a message to get from the sender to the receiver, it may need to make a number of hops (in a wide-area network) • There is usually more than one path. • Choosing a path is called routing • Most widely used network protocol is the connectionless IP (Internet Protocol)

  9. Transport Protocols • The transport layer turns the underlying network into something that an application developer can use. • Upon receiving a message from the application layer, the transport layer breaks it into small pieces enough for transmission, assigns each one a sequence number and then sends them all.

  10. Transport Protocols • At the receiving end, the transport layer has to put back together the pieces into the message before passing it to the application. • The Internet transport protocol is called Transmission Control Protocol (TCP). • TCP is a reliable transport protocol i.e., it can deal with losses • The Internet transport protocol that does not deal with losses is called UDP. • The official ISO transport protocol has 5 variants • The Internet does not have protocols higher than TCP/UDP except for application layer protocols such as nntp, ftp, http.

  11. Client-Server Paradigm • Many network applications use a form of communication known as the client-server paradigm • Server application waits (passively) for contact. • Client initiates the contact. • Client and server applications interact directly with a transport-layer protocol for establishing communication and to send and receive information. • The transport layer uses lower layer protocols to send and receive individual messages.

  12. Application Programming Interface: API • The interface an application uses when it interacts with the transport protocol software is known as an Application Programming Interface (API). • An API defines a set of operations that an application can perform when it interacts with a protocol. • APIs are defined as follows: • Provide a set of procedures that can be called • For each procedure, define the arguments expected • Usually there is a procedure for each basic operation e.g., send, receive

  13. Socket API • Introduced in 1981 • Originally only Unix • Implemented as a library • This can be used to communicate with TCP or UDP

  14. process process TCP with buffers, variables TCP with buffers, variables socket socket Socket Programming using TCP Socket: a door between application process and end-end-transport protocol (UDP or TCP) TCP service: reliable transfer of bytes from one process to another UDP service: does not guarantee a reliable transfer of bytes controlled by application developer controlled by application developer controlled by operating system controlled by operating system internet host or server host or server

  15. Unix File I/O • How is a socket implemented? • To understand this, let us look at file I/O. • A file descriptor is a small, positive integer. int fd; char buf[256]; fd = open(“a.txt”, O_RDWR); write(fd, buf, sizeof(buf)); close(fd) • The file descriptor is used to refer to the file a.txt

  16. Unix Descriptor Table Each process has a descriptor table Each socket has an entry in the descriptor table Descriptor Table Data structure for file 0 0 1 Data structure for file 1 2 3 Data structure for socket 4

  17. Socket Descriptor Data Structure Descriptor Table Family: AF_INET Service: SOCK_STREAM Local IP: 158.108.33.66 Remote IP: 158.108.2.71 Local Port: 2249 Remote Port: 21 0 1 2 3 4

  18. Sockets and Descriptors • In Unix sockets are integrated with I/O. • The OS provides a single set of descriptors for files, devices, communication. • Read and Write can be used for both files and communication • However, socket programming does differ from file I/O in that there are many details needed to use a socket e.g., transport protocol, address of the remote machine, etc

  19. Sockets and Descriptors • Before an application can communicate, it must request that the operating system create a socket to be used for communication. • The system returns a small integer descriptor that identifies the socket. • The application uses the descriptor as an argument in a procedure of the API that is defined for communication.

  20. Socket Creation • descriptor = socket(domain, type, protocol) • domain specifies the specifies the addressing format to be used by the socket. AF_INET specifies Internet address and AF_UNIX specifies file path names. • type specifies the type of communication the socket will use. • SOCK_STREAM: connection-oriented stream transfer • SOCK_DGRAM: connectionless message-oriented transfer • protocol specifies a particular transport protocol; usually 0 = default for type • A –1 is returned if an error occurs.

  21. Socket Creation • Transport Protocols • TCP -- connection-oriented • UDP -- connectionless • It is possible to have more than one transport protocol for a specific type of communication.

  22. Socket Creation • Example #include <sys/types.h> #include <sys/socket.h> if ((s = socket(AF_INET, SOCK_STREAM, 0) ) < 0){ perror(“socket”);}

  23. Endpoint Addresses • A socket association is characterized as follows: • communication protocol, local address, local port, remote address, remote port • Local address, port are defined using the bind call • Remote address, port are defined using connect, sendto

  24. Address Representation • This structure holds socket address information for many types of sockets. struct sockaddr { unsigned short sa_family; // address family, char sa_data[14]; // 14 bytes of protocol address }; • sa_family represents the address format i.e., AF_INET. • sa_data contains an address and port number for the socket. • This structure is considered “unyieldy” since most programmers do not want to pack sa_data by hand. • Programmers deal with the sockaddr_in structure

  25. Address Representation • Internally an address is represented as a 32-bit integer struct in_addr { u_long s_addr; } struct sockaddr_in { short sin_family; /*Address Family*/ u_short sin_port /*port number*/ struct in_addr sin_addr /* network address*/ char sin_zero[8]; /*unused*/ }

  26. Address Representation • sin_family represents the address format • sin_port specifies a port number which is associated with a process. • sin_addr specifies the address of a host machine • sin_zero is used to fill out the structure.

  27. Address Representation • sockaddr_in is used for TCP (connection-oriented) and sockaddr_un is used for UDP (connectionless) • The API procedures assume that a variable that is a pointer to sockaddr is used. • The programmer should cast a variable of type sockaddr_in (or sockaddr_out) to a variable that is a pointer to sockaddr

  28. Data Representation • Integers are not represented the same on all machine architectures • little endian: least significant byte first; the Intel series, VAX • big endian: most significant byte first (this is network byte order); IBM 370, Motorola 68000 and Sun Sparc • When little endian computers are going to pass integers over the network (e.g., IP addresses), they need to convert them to network byte order.

  29. Data Representation • m = ntohl(m): network to host byte order (32 bit) • m = htonl(m): host to network byte order (32 bit) • m = ntohs(m): network to host byte order (16 bit) • m = htons(m): host to network byte order (16 bit)

  30. Address Conversion • host name to IP address: gethostbyname() • IP address to name: gethostbyaddr()

  31. bind () • bind(int socket, struct sockaddr *localaddr, int addrlen) • localaddr is a structure that specifies the local address to be assigned to the socket. • addrlen specifies the length of the sockaddr structure pointed to by the address argument. • Used by both TCP and UDP.

  32. bind() #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> int s; struct sockaddr_in sin; if ((s = socket(AF_INET, SOCK_STREAM,0)) < 0 { /*error*/}; memset((char *) &sin, 0, sizeof(sin)); sin.sin_family = AF_INET: sin.sin_port = htons(6000); sin.sin_addr.s_addr = htonl(INADDR_ANY); if bind(s, (struct sockaddr *) &sin, sizeof(sin)) < 0) {…}

  33. connect() • Client contacts server by • Creating client-local TCP socket • Specifying IP address, port number of server process • Calling the connect() system call

  34. connect() int connect(int s, struct sockaddr *name, int namelen) • client issues connect() to establish remote address and port (stream, datagram sockets) • Establish connection (stream socket) • The call fails if the host is not listening to port.

  35. send() int send(int socket, const void *msg, int len, int flags); • msg specifies a pointer to the first of the data to be sent • len is an integer that specifies the amount of data to be sent • flags are used to specify special options which are mostly intended for system debugging (don’t worry about this; just set it to 0) • Used for stream communications

  36. recv() int recv(int socket, void *msg, int len, int flags); Similar to send() except this is used to receive data and put into msg

  37. listen() • Client must contact server • For a client to contact a server, the server process must first be running • The server must have created a socket that is used to welcome the client’s contact • The server must be “listening” for the client’s contact by using the listen() system call.

  38. listen() • int listen(int s, int queuesize) • queuesize specifies a length for the socket’s request queue. • The OS builds a separate request queue for each socket. • Client requests are put into the queue. • Socket being listened to can’t be used for client.

  39. accept() • When contacted by client, server TCP creates a newsocket for the server process to communicate with the client • Allows server to talk with multiple clients

  40. accept() • int accept (int s, struct sockaddr *addr, int *addrlen); • All servers begin by calling socket to create socket and bind to specify a protocol port number. • These two calls are sufficient for a server to start accepting messages in a connectionless transport. • An extra call ( accept() ) is needed for a connection-oriented protocol. • accept() fills in fields of argument addr with the address of the client that formed the connection and sets addrlen to the length of the address.

  41. accept() • The server uses the new socket to communicate with the client and then closes the socket when finished. • The original socket remains unchanged and this is used to accept the next connection from a client.

  42. Getting IP address/port from socket int getsockname(int sockfd, struct sockaddr *localaddr, socklen_t *addrlen) • Get the local IP/port bound to socket int getpeername(int sockfd, struct sockaddr *remoteaddr, socklen_t *addrlen) • Get the IP/port of remote endpoint

  43. Two other useful functions struct hostent *gethostbyaddr (void *addr, size_t len, int type); • Converts from IP address to domain name struct hostent *gethostbyname (char *name); • Converts from domain name to IP address struct hostent { char *h_name;/* official name of host */ char **h_aliases; /* alias list */ int h_addrtype; /* address type */ int h_length; /* address length*/ char **h_addr_list; /* address list */ } macro h_addris defined to beh_addr_list[0]

  44. bind listen Connection request connect accept send receive receive send EOF close Sequence of Socket System Calls Client Server socket socket close

  45. Example (Stream Socket; setting address) setaddr(sp, host, port) struct sockaddr_in *sp; char *host; int port; { struct hostent *hp; hp = gethostbyname(host);

  46. Example (Stream Socket; setting address) if (hp == NULL) { fprintf(stderr, "%s: unknown host\n", host); exit(1); } sp->sin_family = AF_INET; bcopy(hp->h_addr, &sp->sin_addr, hp->h_length); sp->sin_port = htons(port); }

  47. Example (Stream Socket; socket creation) streamsocket(port) int port; { int s; struct sockaddr_in sin; sin.sin_family = AF_INET; sin.sin_addr.s_addr = INADDR_ANY; sin.sin_port = htons(port); s = socket(AF_INET, SOCK_STREAM, 0);

  48. Example (Stream Socket; socket creation) if (s < 0) error("socket"); if (bind(s, (struct sockadd_in) &sin, sizeof (sin)) < 0) error("bind"); return s; }

  49. Example (Stream Socket; socket creation) /* * System call failed: print a message and give up. */ error(msg) char *msg; { extern char *myname; /* program name */ fprintf(stderr, "%s: ", myname); perror(msg); exit(1); }

  50. Example (Stream Socket; client) #include <stdio.h> #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> char *myname;

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