How websockets work in respect to TCP/IP and HTTP? - sockets

Hi guys I'm new to understanding protocols used over the web and need some help in understanding the basics of websockets,TCP/IP and HTTP.
My understanding of the relation between TCP/IP and HTTP is that IP is required to connect all networks. TCP is a mechanism that allows us to transfer data safely and HTTP, which utilizes TCP to transfer its data, is a specific protocol used by Web servers and clients.
Does this mean you can't send a HTTP request without TCP?
Websockets communicate using TCP layer and a connection between client and server is established through HTTP which is known as the handshake process.
Does websockets have its own protocol? How can you send a http request(hand shake process) to establish TCP/IP when you need TCP to carry out an HTTP request. I know I am missing something really important here and would be great to get my understanding of these protocols sharpened!

Firstly, IP is not necessarily required to connect all networks. However, it is the most widely used and adopted today (For now that is). Old network protocols such as Appletalk, IPX, and DECNet are all legacy network protocols that are not much used anymore, however they are still around to an extent. Don't forget IPv6 is out there as well, in some places, and can ride over IPv4 networks if your configuration is done properly.
When you say TCP being "safe", I would give it another word, and that would be intelligent. TCP is a transport protocol, and is the header that comes directly after the IPv4 header. TCP is primarily used for flow control and has become very efficient at error recovery in case a part of a packet or packets has been last when transferring/receiving. While this is great for some transactions, the error control requires an additional amount of overhead in the packet. Some applications, let's say VoIP for example, is very sensitive to delay, jitter (Variation in delay) and congestion. This is why it uses UDP.
Like TCP, UDP is a transport protocol, however there is no flow control. Think of it this way: When sending packets over TCP, it's like asking the other end if they received your message. If they did, they will acknowledge it. If not, you now have to determine how you will resend this information. UDP has none of this. You send your message to the other side, and hope it gets there.
Now if you want to talk about "safe" protocols, this is usually done at either the network layer (IPSec) or the application layer (SSL). Safe typically means secured.
A usual TCP three-way handshake looks like this:
Whoever sends the SYN is the client. Whoever receives that initial SYN is the server.
Client sends SYN --> Server
Now, if the server is listening, and/or there's not a firewall blocking the service (Which in that case you'd receive a TCP frame from the server with the RST,ACK bits set most likely), the server will respond with a SYN-ACK:
Server sends SYN/ACK --> Client
If the client received this packet, he will acknowledge he received it. This completes the three-way handshake and these two may begin exchanging information.
Client sends ACK --> Server
Here's a good site for some info:
http://www.tcpipguide.com/free/index.htm

Related

Why do we need SIP "100 Trying" response over TCP?

SIP over UDP: It's necessary to have SIP response "100 Trying" for SIP over UDP to shut the Timer-A off that would have been started by caller and hence stopping the re-transmission of the SIP message. Its really important because other responses (provisional and final) might take a while for initial INVITE message as we have to consider the scenario of forking, UE-B not reachable, fallback... etc It might take some time.
SIP over TCP: Timer-A will not be started by caller and thus no re-transmission of message. TCP being reliable, not re-transmission required. Even then, why do most implementation sends 100 Trying over TCP ???
There are few reasons that 100 Trying is still needed for SIP over TCP.
Having a TCP Connection does not guarantee that the SIP Application is working or if its a SIP - Aware application at all. The 100 Trying provides you the feedback that your request is being processed by a SIP Application.
The lack of 100 Trying can also be the right trigger for not just re-transmissions but to re-attempt to maybe a different server in the configuration. You may not want to elapse 32 seconds for every Server in configuration even when the connection is TCP.
In deployment scenarios, if there are elements like a SBC or Load Balancer, the TCP Connection is established with them. The Application behind it can be a different entity and usually these edge elements pass on all messaging or generate messaging to indicate the call in action state.
Probably because it makes the SIP stack implementation easier. It makes life easier if the SIP transaction layer is the same irrespective of the SIP transport that is used. If the transaction layer has different rules for different transports that's extra code for no real benefit, i.e. the bandwidth save by not sending the 100 Trying response is negligible in the scheme of things.

TCP server vs HTTP server in vert.x

What is the difference between a TCP server/Net server in vertex and HTTP server?
What are the use cases for each?
I tried googling and went through the official website, none of them have a clear explanation.
First off, in General Networking, there are 2 common types of handling connections. This can be done either over TCP (Transmission Control Protocol) or UDP (User Datagram Protocol). The most import difference between these two is that UDP will continuously send out streams/buffers of bytes without checking to see if the network packets made it to the other side of the line. This is useful in situations where security isn't much of an issue and where speed is important. Most VoIP services (Skype, Hangouts), XMPP (chat) and even YouTube (I think) use UDP for their streaming, as it has huge gains on performances and it doesn't matter all that much if a frame made it to the other side of the line, as the person could simply repeat themselves.
TCP on the other hand, is "secure" by default. It performs several handshakes on a regular basis with the endpoint so maintain connectivity and make sure that all packets are received on the other side of the line.
Now, there are a LOT of protocols out there in the Wild Wild West called Internet.
List of TCP and UDP port numbers
As you can see, a lot of protocols support either TCP or UDP. HTTP on it's own is a TCP protocol with port 80 (as you might know). Therefore, HTTPServer is pretty much just an extension of a TCPServer, but with some add-ons such as REST. These add-ons are much welcome as HTTP processing is a pretty common use case. Without HTTPServer, you would need to declare loads of functions on your own.
There are many articles online explaining the difference between HTTP and TCP, so here is: http://www.differencebetween.net/technology/internet/difference-between-tcp-and-http/
Vert.x naturally offers the capacity to do "raw" networking at TCP level or at HTTP-level, the latter offering facilities to deal with the protocol, including decoding TCP packets into HTTTP requests, supporting the creation of HTTP responses, ...

UDP for multiplayer game

I have no experience with sockets nor multiplayer programming.
I need to code a multiplayer mode for a game I made in c++. It's a puzzle game but the game mode will not be turn-based, it's more like cooperative.
I decided to use UDP, so I've read some tutorials, and all the samples I find decribes how to create a client that sends data and a server that receives it.
My game will be played by two players, and both will send and receive data to/from the other.
Do I need to code a client and a server?
Should I use the same socket to send and receive?
Should I send and receive data in the same port?
Thanks, I'm kind of lost.
Read how the masters did it:
http://www.bluesnews.com/abrash/chap70.shtml
Read the code:
git clone git://quake.git.sourceforge.net/gitroot/quake/quake
Open one UDP socket and use sendto and recvfrom. The following file contains the functions for the network client.
quake/libs/net/nc/net_udp.c
UDP_OpenSocket calls socket (PF_INET, SOCK_DGRAM, IPPROTO_UDP)
NET_SendPacket calls sendto
NET_GetPacket calls recvfrom
Do I need to code a client and a server?
It depends. For a two player game, with both computers on the same LAN, or both on the open Internet, you could simply have the two computers send packets to each other directly.
On the other hand, if you want your game to work across the Internet, when one or both players are behind a NAT and/or firewall, then you have the problem that the NAT and/or firewall will probably filter out the other player's incoming UDP packets, unless the local player goes to the trouble of setting up port-forwarding in their firewall... something that many users are not willing (or able) to do. In that case, you might be better off running a public server that both clients can connect to, which forwards data from one client to another. (You might also consider using TCP instead of UDP in that case, at least as a fallback, since TCP streams are in general likely to have fewer issues with firewalls than UDP packets)
Should I use the same socket to send and receive?
Should I send and receive data in the same port?
You don't have to, but you might as well -- there's no downside to using just a single socket and a single port, and it will simplify your code a bit.
Note that this answer is all about using UDP sockets. If you change your mind to use TCP sockets, it will almost all be irrelevant.
Do I need to code a client and a server?
Since you've chosen to to use UDP (a fair choice if your data isn't really important and benefits more from lower latency than reliable communication), you don't have much of a choice here: a "server" is a piece of code for receiving packets from the network, and your "client" is for sending packets into the network. UDP doesn't provide any mechanism for the server to communicate to the client (unlike TCP which establishes a 2 way socket). In this case, if you want to have two way communication between your two hosts, they'll each need server and client code.
Now, you could choose to use UDP broadcasts, where both clients listen and send on the broadcast address (usually 192.168.1.255 for home networks, but it can be anything and is configurable). This is slightly more complex to code for, but it would eliminate the need for client/server configuration and may be seen as more plug 'n play for your users. However, note that this will not work over the Internet.
Alternatively, you can create a hybrid method where hosts are discovered by broadcasting and listening for broadcasts, but then once the hosts are chosen you use host to host unicast sockets. You could provide fallback to manually specify network settings (remote host/port for each) so that it can work over the Internet.
Finally, you could provide a true "server" role that all clients connect to. The server would then know which clients connected to it and would in turn try to connect back to them. This is a server at a higher level, not at the socket level. Both hosts still need to have packet sending (client) and receiving (server) code.
Should I use the same socket to send and receive?
Well, since you're using UDP, you don't really have a choice. UDP doesn't establish any kind of persistent connection that they can communicate back and forth over. See the above point for more details.
Should I send and receive data in the same port?
In light of the above question, your question may be better phrased "should each host listen on the same port?". I think that would certainly make your coding easier, but it doesn't have to. If you don't and you opt for the 3rd option of the first point, you'll need a "connect back to me on this port" datafield in the "client's" first message to the server.

Emulating accept() for UDP (timing-issue in setting up demultiplexed UDP sockets)

For an UDP server architecture that will have long-lived connections, one architecture is to have one socket that listens to all incoming UDP traffic, and then create separate sockets for each connection using connect() to set the remote address. My question is whether it is possible to do this atomically similar to what accept() does for TCP.
The reason for creating a separate socket and using connect() is that this makes it easy to spread the packet-processing across multiple threads, and also make it easier to have the socket directly associated with the data structures that are needed for processing.
The demultiplexing logic in the networking stack will route the incoming packets to the most specific socket.
Now my question is basically what happens when one wants to emulate accept() for UDP like this:
Use select() with a fd-set that includes the UDP server-socket.
Then read a packet from the UDP server-socket.
Then create a new UDP socket which is then connect()ed to the remote address
I call select() with a fd-set that includes both sockets.
What is returned?
given that a packet arrives to the OS somewhere between 1 and 3.
Will the packet be demultiplexed to the UDP server-socket, or will it be demultiplexed to the more specific socket created in 3. That is, at what point does demultiplexing take place? When the packet arrives, or must it happen "as if" it arrived at point 4?
Follow-up question in case the above does not work: What's the best way to do this?
I see that this discussion is from 2009, but since it keeps popping up when I search, I thought I should share my approach. Both to get some feedback and because I am curios about how the author of the question solved the problem.
The way I chose emulate UDP-accept was a combination of number one and two in nik's answer. I have a root thread which listens on a given socket. I have chosen to use TCP for simplicity, but changing this socket to UDP is not very hard. When a client wants to "connect" to my server using UDP, it first connects to the TCP socket and requests a new connection.
The root thread then proceeds by creating a UDP socket, binds it to a local interface, does connect and sets up data structures. This file descriptor is then passed to the thread that will be responsible for the connection. The IP/port information of the new UDP socket is passed back to the client, which creates a new UDP socket and sends data to the provided IP/port.
This approach works well for my use, but the additional steps for setting up a flow introduces an overhead. In some cases, this overhead might not be acceptable.
I found this question after asking it myself here...
UDP server and connected sockets
Since connect() is available for UDP to specify the peer address, I wonder why accept() wasn't made available to effectively complete the connected UDP session from the server side. It could even move the datagram (and any others from the same client) that triggered the accept() over to the new descriptor.
This would enable better server scalability (see the rationale behind SO_REUSEPORT for more background), as well as reliable DTLS authentication.
This will not work.
You have two simple options.
Create a multi-threaded program that has a 'root' thread listening on the UDP socket and 'dispatching' received packets to the correct thread based on the source. This is because you want to segregate processing by source.
Extend your protocol so the the sources accept an incoming connection on some fixed port and then continue with the protocol communication. In this case you would let the source request on the standard UDP port (of your choice), then your end will respond from a new UDP socket to the sources' UDP port. This way you have initiated a new UDP path from your end backwards to the known UDP port of each source. That way you have different UDP sockets at your end.

UDP Response

UDP doesnot sends any ack back, but will it send any response?
I have set up client server UDP program. If I give client to send data to non existent server then will client receive any response?
My assumption is as;
Client -->Broadcast server address (ARP)
Server --> Reply to client with its mac address(ARP)
Client sends data to server (UDP)
In any case Client will only receive ARP response. If server exists or not it will not get any UDP response?
Client is using sendto function to send data. We can get error information after sendto call.
So my question is how this info is available when client doesn't get any response.
Error code can be get from WSAGetLastError.
I tried to send data to non existent host and sendto call succeeded . As per documentation it should fail with return value SOCKET_ERROR.
Any thoughts??
You can never receive an error, or notice for a UDP packet that did not reach destination.
The sendto call didn't fail. The datagram was sent to the destination.
The recipient of the datagram or some router on the way to it might return an error response (host unreachable, port unreachable, TTL exceeded). But the sendto call will be history by the time your system receives it. Some operating systems do provide a way to find out this occurred, often with a getsockopt call. But since you can't rely on getting an error reply anyway since it depends on network conditions you have no control over, it's generally best to ignore it.
Sensible protocols layered on top of UDP use replies. If you don't get a reply, then either the other end didn't get your datagram or the reply didn't make it back to you.
"UDP is a simpler message-based connectionless protocol. In connectionless protocols, there is no effort made to set up a dedicated end-to-end connection. Communication is achieved by transmitting information in one direction, from source to destination without checking to see if the destination is still there, or if it is prepared to receive the information."
The machine to which you're sending packets may reply with an ICMP UDP port unreachable message.
The UDP protocol is implemented on top of IP. You send UDP packets to hosts identified by IP addresses, not MAC addresses.
And as pointed out, UDP itself will not send a reply, you will have to add code to do that yourself. Then you will have to add code to expect the reply, and take the proper action if the response is lost (typically resend on a timer, until you decide the other end is "dead"), and so on.
If you need reliable UDP as in ordering or verification such that TCP/IP will give you take a look at RUDP or Reliable UDP. Sometimes you do need verification but a mixture of UDP and TCP can be held up on the TCP reliability causing a bottleneck.
For most large scale MMO's for isntance UDP and Reliablity UDP are the means of communication and reliability. All RUDP does is add a smaller portion of TCP/IP to validate and order certain messages but not all.
A common game development networking library is Raknet which has this built in.
RUDP
http://www.javvin.com/protocolRUDP.html
An example of RUDP using Raknet and Python
http://pyraknet.slowchop.com/