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ScreenshotsNote: The demo can be started in Client or Server mode, executed with "/C" (or "/CLIENT") or "/S" (or "/SERVER", which is the default).
IntroductionThis article is about a client/server multi-threaded socket class. The thread is optional since the developer/designer is still responsible for deciding if he/she needs it. There are other Socket classes here and other places over the Internet, but none of them can provide feedback (event detection) to your application like this one does. It provides you with the following events detection: connection established, connection dropped, connection failed and data reception (including 0 byte packet). DescriptionThis article presents a new socket class which supports both TCP and UDP communication. It provides some advantages compared to other classes that you may find here or on some other Socket Programming articles. First of all, this class doesn't have any limitation like the need to provide a window handle to be used. This limitation is bad if all you want is a simple console application. So, this library doesn't have such a limitation. It also provides threading support automatically for you, which handles the socket connection and disconnection to a peer. It also features some options not yet found in any socket classes that I have seen so far. It supports both client and server sockets. A server socket can be referred as to a socket that can accept many connections. A client socket is a socket that is connected to a server socket. You may still use this class to communicate between two applications without establishing a connection. In the latter case, you will want to create two UDP server sockets (one for each application). This class also helps reduce coding needed to create chat-like applications and IPC (Inter-Process Communication) between two or more applications (processes). Reliable communication between two peers is also supported with TCP/IP with error handling. You may want to use the smart addressing operation to control the destination of the data being transmitted (UDP only). TCP operation of this class deals only with communication between two peers. Now for those not familiar with IP Socket, the following section will give some details on how it works. This is also the goal with this article: to explain the basic functionality behind socket objects. TCP/IP StackThe TCP/IP stack is shorter than the OSI one:
TCP is a connection-oriented protocol, while UDP (User Datagram Protocol) is a connectionless protocol. IP DatagramsThe IP layer provides a connectionless and unreliable delivery system. It considers each datagram independently of the others. Any association between datagrams must be supplied by the higher layers. The IP layer supplies a checksum that includes its own header. The header includes the source and destination addresses. The IP layer handles routing through the Internet. It is also responsible for breaking up large datagrams into smaller ones for transmission and reassembling them at the other end. UDPUDP is also connectionless and unreliable. What it adds to IP is a checksum for the contents of the datagram and port numbers. These are used to give a client/server model: see later. TCPTCP supplies logic to give a reliable connection-oriented protocol above IP. It provides a virtual circuit that two processes can use to communicate. Internet AddressesIn order to use a service, you must be able to find it. The Internet uses an address scheme for machines so that they can be located. The address is a 32-bit integer which gives the IP address. This encodes a network ID and more addressing. The network ID falls into various classes according to the size of the network address. Network AddressClass A uses 8 bits for the network address with 24 bits left over for other addressing. Class B uses 16-bit network addressing; class C uses 24-bit network addressing and class D uses all 32. Subnet AddressInternally, the Unix network is divided into subnetworks. Building 11 is currently on one subnetwork and uses 10-bit addressing, allowing 1024 different hosts. Host Address8 bits are finally used for host addresses within our subnet. This places a limit of 256 machines that can be on the subnet. Total Address
The 32-bit address is usually written as 4 integers separated by dots. Port AddressesA service exists on a host and is identified by its port. This is a 16-bit number. To send a message to a server, you send it to the port for that service of the host that it is running on. This is not location transparency! Certain of these ports are "well known." For example:
Ports in the region 1-255 are reserved by TCP/IP. The system may reserve more. User processes may have their own ports above 1023. The function SocketsA socket is a data structure maintained by the system to handle network connections. A socket is created using the call #include <sys/types.h>
#include <sys/socket.h>
int socket(int family, int type, int protocol);
Here, "family" will be Connection Oriented (TCP)One process (server) makes its socket known to the system using Server:
Client:
Connectionless (UDP)In a connectionless protocol, both sockets have to make their existence known to the system using Server:
Client:
Version History////////////////////////////////////////////////////////////////////////
// File: SocketComm.cpp
// Version: 1.2
//
// 1.0 - Initial release.
// 1.1 - Added support for Smart Addressing mode
// 1.2 - Fixed various issues with address list (in UDP mode)
////////////////////////////////////////////////////////////////////////
How to UseThis class can be used to create a TCP or UDP socket. Its use is very simple. First of all, the // To use TCP socket
// no smart addressing - we use connection oriented
m_SocketObject.SetSmartAddressing( false );
m_SocketObject.CreateSocket( m_strPort, AF_INET, SOCK_STREAM,0); // TCP
// To use UDP socket
m_SocketObject.SetSmartAddressing( true );
m_SocketObject.CreateSocket( m_strPort,
AF_INET, SOCK_DGRAM, SO_BROADCAST); // UDP
// Now you may start the server/client thread to do the work for you...
m_SocketObject.WatchComm();
To create and start a client socket, do the following: // To use TCP socket
m_SocketObject.ConnectTo( strServer, m_strPort, AF_INET, SOCK_STREAM); // TCP
// To use UDP socket
m_SocketObject.ConnectTo( strServer, m_strPort, AF_INET, SOCK_DGRAM); // UDP
// Now you may start the server/client thread to do the work for you...
m_SocketObject.WatchComm();
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