TCP/IP Networking
CS 321 2007 Lecture, Dr. Lawlor
Background
A network is just a way of getting information from one machine to
another. This is a simple idea, which means that everybody in the
world has tried to implement it from scratch--there are way too many networks out there, although thankfully the weirder ones are dying off.
You always start with a way to get bytes from one machine to the
other. For example, you can use the serial port, parallel port,
or a network card to send and receive bytes. Bytes actually
physically sent between machines are said to be "on the wire", even if
they're sent over a fiber optic cable or microwave radio link!
Just sending bytes back and forth, however, is almost never enough. You immediately find you need:
- Error checking, because almost no method of shipping bytes is fault-free.
- Error correction, like asking the other side to resend that piece, to use when an error occurs.
- Flow control, to keep a fast sender from swamping a slow
receiver. In a big network, you need congestion flow control,
where the sender and receiver can handle the traffic, but some piece in
between them can't. In a shared-bus network like ethernet, you
need collision control to keep several computers from using the same
wires to try to say two different things at once.
- Multiplexing, or the ability to use the same stream of bytes to handle several different ongoing communication streams.
There are quite a few different ways to handle these issues. The
standard way to do this is to wrap all data in little "packets". A
packet consists of a header, some data, and possibly a trailer.
The "header" indicates who the message is for, which piece of the
message it is, and other housekeeping. The trailer usually
includes a checksum for error detection.
The International Standards Organization (ISO) defined a very
complicated layered model for networking called the Open Systems
Interconnect (OSI) model. Almost nobody implements the thing, but
the conceptual model is pretty popular. The layers of the ISO OSI model are:
- Physical layer: how do you represent bits on the wire?
- Link layer: how do you decide who gets to put their bits on the wire?
- Network layer: routing and addressing--how do bits get where they need to go?
- Transport layer: correct bit errors and provide end-to-end reliable communication
- Session layer: manage connections between programs (handshaking)
- Presentation layer: compress, encrypt, and multiplex connections.
- Application layer: get stuff done for the user.
People have built lots and lots of different networking interfaces. Totally unique networking interfaces I've used include:
- Ethernet, the now-standard physical protocol. OSI network layer and below.
- PPP, the Point-to Point Protocol still spoken today by modems. OSI transport layer.
- NetBIOS/NetBEUI, the dying-out IBM PC network protocol. OSI session and transport layers.
- Appletalk, the almost extinct native Mac network protocol. OSI session and transport layers.
- Token Ring, the almost extinct cousin of ethernet. Used at IBM. OSI network layer.
Today, "the network" means TCP/IP, the standard protocol spoken on the
internet. TCP/IP is really at least three different protocols:
- IP, the Internet Protocol, is the lowest level protocol--close to
the OSI network layer. IP version 4 identifies machines with a
4-byte "IP address", often written in "dotted decimal", where you print
the value of each byte in decimal separated by periods, like
"127.0.0.1" (the IP address of your own machine). An IP packet
consists of 5 big-endian 32-bit integers.
- ARP, the Address Resolution Protocol, is a way to find out the
network-hardware addresses (Media Access Control, or MAC addresses) of
an IP address you want to talk to. ARP uses broadcasts "Hey,
anybody know who's using 10.0.0.2?", which makes it fundamentally
insecure.
- ICMP, the Internet Congestion and Messaging Protocol, is used for flow control and routing.
- UDP, the User Datagram Protocol, is an unreliable connectionless
(or "datagram") protocol built on IP. Datagram communication is
nice, because you don't have to tediously set up a connection before
you send a few bytes. But UDP is unreliable--if a UDP message is
lost on the network, it's up to the application to resend. Hence
it's almost never a good idea to use UDP for nontrivial interactions--use TCP instead.
- DNS, the Domain Name System, is built on UDP. The
overhead of setting up TCP connections would make DNS even more of a
bottleneck than it already is.
- TCP, the Transmission Control Protocol, is a reliable connection
oriented protocol also built on IP. TCP is what the web's built
on--all HTTP accesses go over TCP. "Reliable" means TCP will do
retransmission in case of errors or packet loss. "Connection
oriented" means you have to set up a connection between two machines
before they can actually exchange information.
Both TCP and UDP allow many different pieces of software to run on a
single machine at once. This means an IP address alone isn't
enough to specify who you're talking to--the IP address identifies the
machine, and the "TCP port number" identifies the program running on
that machine. TCP port numbers are 16-bit unsigned integers, so
there are 65,536 possible port numbers. Zero is not a valid port
number, and the low-numbered ports (below 1024) are often reserved for
"well-known services", which usually require special privileges to open.
For the next week, we'll focus on TCP, since it's by far the most
popular protocol for doing anything on the internet. For example,
the following all use TCP:
- Web servers, which listen on TCP port 80.
- Email servers, which use TCP port 25 (SMTP).
- IRC servers, which use TCP port 194.
- Bittorrent, which uses TCP ports 6881-6889.
Writing TCP Code
One can imagine lots of programming interfaces for talking to the
network, and there are in fact lots of totally different interfaces for
talking via NetBIOS, AppleTalk, etc. But suprisingly there's
basically
only one major programming interface used for talking on a TCP/IP
network, and that's "Berkeley sockets", the original UNIX interface as
implemented by the good folks at UC Berekeley.
The Berkeley sockets interface is implemented in:
- All flavors of UNIX, including Linux, Mac OS X, Solaris, all BSD flavors, etc.
- Windows 95 and higher, as "winsock".
Brian Hall, or "Beej", maintains the definitive readable introduction to Berkeley sockets programming, Beej's Guide to Network Programming. He's got a zillion examples and a readable style. Go there.
Bare Berkeley sockets are pretty tricky and ugly, especially for
creating connections. The problem is Berkeley sockets support all
sorts of other protocols, addressing modes, and other features like "raw
sockets" (that have serious security implications!). But when I write
TCP code, I find it a lot easier to use my own little library of public
domain utility routines called "socket.h". It's way too nasty
to write portable Berkeley code for basic TCP, so I'll give examples
using my library.
My library uses a few funny datatypes:
- SOCKET: datatype for a "socket": one end of a network connection between two machines. This is actually just an int.
- skt_ip_t: datatype for an IP address. It's just 4 bytes.
To connect to a server "serverName" at TCP port 80, and send some data to it, you'd call:
- skt_ip_t ip=skt_lookup_ip(serverName); to look up the server's IP address.
- SOCKET s=skt_connect(ip,80,2); to connect to that
server. "80" is the TCP port number. "2" is the timeout
in seconds.
- skt_sendN(s,"hello",5);
to send the 5-byte string "hello" to the other side. You can now
repeatedly send and receive data with the other side.
- skt_close(s); to close the socket afterwards.
Here's an example in NetRun:
#include "osl/socket.h" /* <- Dr. Lawlor's funky networking library */
#include "osl/socket.cpp"
int foo(void) {
skt_ip_t ip=skt_lookup_ip("127.0.0.1");
unsigned int port=80;
SOCKET s=skt_connect(ip,port,2);
skt_sendN(s,"hello",5);
skt_close(s);
return 0;
}
(executable NetRun link)
Easy, right? The same program is a great deal longer in pure
Berkeley sockets, since you've got to deal with error handling (and not
all errors are fatal!), a long and complicated address setup process,
etc.
This same code works in Windows, too. On NetRun, "Download this
file as a .tar archive" to get the socket.h and socket.cpp files, or
download them here.