Cooperative Discovery Using UDP Broadcasts
Multicast tends to be seen as more modern and âbetterâ than broadcast. In IPv6, broadcast doesnât work at all: you always have to use multicast. Nonetheless, all IPv4 local network discovery protocols end up using UDP broadcast anyhow. The reason: broadcast and multicast end up working much the same, except broadcast is simpler and less risky. Multicast is seen by network admins as kind of dangerous, as it can leak over network segments.
If youâve never used UDP, youâll discover itâs quite a nice protocol. In some ways it reminds me of ÃMQ, sending whole messages to peers using two different patterns: one-to-one and one-to-many. The main problems with UDP are that (a) the POSIX socket API was designed for universal flexibility, not simplicity, (b) UDP messages are limited for practical purposes to about 512 bytes, and (c) when you start to use UDP for real data youâll find that a lot of messages get dropped, especially as infrastructure tends to favor TCP over UDP.
Example 8-1 is a minimal ping program that uses UDP instead of ICMP_ECHO
.
Example 8-1. UDP discovery, model 1 (udpping1.c)
//
// UDP ping command
// Model 1, does UDP work inline
//
#include <czmq.h>
#define PING_PORT_NUMBER 9999
#define PING_MSG_SIZE 1
#define PING_INTERVAL 1000
// Once per second
static
void
derp
(
char
*
s
)
{
perror
(
s
);
exit
(
1
);
}
int
main
(
void
)
{
zctx_t
*
ctx
=
zctx_new
();
// Create UDP socket
int
fd
;
if
((
fd
=
socket
(
AF_INET
,
SOCK_DGRAM
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