===== Socket communication ===== The client sends requests to the server over a TCP socket connection, and the server responds to these requests. Here are the basic steps involved in integrating software systems or components using TCP socket communication: - **Select a protocol**: TCP/IP is a common protocol for socket communication, but other protocols like UDP can also be used depending on the requirements. - **Determine the message format**: Decide on the format of the messages that will be exchanged between the client and server. This could be a simple text-based format or a more complex binary format. - **Define the communication interface**: Define the functions or APIs that will be used for communication between the client and server. - **Create the server**: Write the code for the server that listens for incoming client connections and handles incoming requests. - **Create the client**: Write the code for the client that connects to the server and sends requests. - **Handle errors**: Implement error handling mechanisms to ensure that communication errors are handled gracefully and do not cause the system to crash or become unstable. - **Test and iterate**: Test the system thoroughly and make any necessary changes or improvements to ensure that it is functioning correctly. **Features**: * Socket ::= IP address + (TCP/UPD) port number. A Socket is a combination of ip address and port number. * TCP Sockets provides 'real-time' data transfer * binary data transfer but can be normal text or JSON, XML as well * no direct method sharing (can be implemented by hand) * TCP and UDP connections are possible. UDP is min 3 times quicker but one-way communication * Persistent or On-Demand communication channel * because of connection time-loss usually persistent channels are better, but periodically 'ping' messages should be sent. (in order to avoid connection closing). In case of any problems reconnection is possible * in case of UDP channels an extra TCP channel is available for synchronizing - in online games * Results in the fastest possible transmission: * Where the number of transactions per second up to ~ 50 transactions, there should have been applied. (20ms / sec transfer) [[Java example for Blocking and Non-Blocking Socket]] ** Exercise 1. ** Create a simplified FTP (file transport) client and **blocking** server where the client can send or download text files from the server: == General use-cases == -) Client connects to the server and sends a 'file listing' message -) Server sends back the list of the downloadable files -) Client lists the files and asks the user what action they want to take? Upload or download? ('u' or 'd') -) In both cases users must give the full file name with extension -) The client sends the selected file to the server (upload) or downloads the selected file from the server to a specific directory. == Server viewpoint == -) After connecting, it reads the files from the /store subdirectory and sends the file names to the client after receiving the listing message. -) We are waiting for the client's 'u' or 'd' operation -) We get a filename from the client and if the action is 'd' (download), we read the file content and return its contents -) If the operation is 'u' (upload), we open a new file with the specified name and wait for the data to be written to the file. == Client viewpoint == -) The client connects and waits for the list of files coming back and writes it to the console -) We ask for the "u" or "d" key -) Then we'll ask for the file-name as well. -) The client reads the files from the /files folder, or creates the downloaded file here -) If you press "d", it creates /files/ and writes data from the server -) If you press "u", /files/ is sent to the server ** Exercise 2. ** Modify the **non-blocking** code so that you can transfer a burned-in name and existing text or image file larger than 2 kbytes and verify that it was successfully sent.