eventmachine-win32 0.5.2

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+
data/README ADDED
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+ $Id: README 2484 2006-05-12 16:55:59Z francis $
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+
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+ = RUBY/EventMachine
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+
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+ Homepage:: http://rubyeventmachine.com
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+ Copyright:: (C) 2006 by Francis Cianfrocca. All Rights Reserved.
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+ Email:: gmail address: garbagecat10
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+
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+ This program is made available under the terms of the Lesser-GPL version 2.
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+ See EventMachine and EventMachine::Connection for documentation and
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+ usage examples.
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+
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+ EventMachine implements a fast, single-threaded engine for arbitrary network
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+ communications. It's extremely easy to use in Ruby. EventMachine wraps all
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+ interactions with IP sockets, allowing programs to concentrate on the
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+ implementation of network protocols. It can be used to create both network
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+ servers and clients. To create a server or client, a Ruby program only needs
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+ to specify the IP address and port, and provide a Module that implements the
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+ communications protocol. Implementations of several standard network protocols
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+ are provided with the package, primarily to serve as examples. The real goal
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+ of EventMachine is to enable programs to easily interface with other programs
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+ using TCP/IP, especially if custom protocols are required.
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+
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+ A Ruby program uses EventMachine by registering the addresses and ports of
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+ network servers and clients, and then entering an event-handling loop.
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+ EventMachine contains glue code in Ruby which will execute callbacks to
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+ user-supplied code for all significant events occurring in the clients
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+ and servers. These events include connection acceptance, startup, data-receipt,
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+ shutdown, and timer events. Arbitrary processing can be performed by user code
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+ during event callbacks, including sending data to one or more remote network
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+ peers, startup and shutdown of network connections, and installation of new
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+ event handlers.
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+
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+ The EventMachine implements a very familiar model for network programming.
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+ It emphasizes: 1) the maximum possible isolation of user code from network
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+ objects like sockets; 2) maximum performance and scalability; and 3) extreme
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+ ease-of-use for user code. It attempts to provide a higher-level interface
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+ than similar projects which expose a variety of low-level event-handling
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+ and networking objects to Ruby programs.
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+
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+ The design and implementation of EventMachine grows out of nearly ten years
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+ of experience writing high-performance, high-scaling network server applications.
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+ We have taken particular account of the challenges and lessons described as
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+ the "C10K problem" by Dan Kegel and others.
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+
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+ EventMachine consists of an extension library written in C++ (which can be
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+ accessed from languages other than Ruby), and a Ruby module which can be dropped
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+ into user programs. The current implementation uses the <tt>select(2)</tt> system call
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+ and may be used on a range of Unix-like systems. A future version of EventMachine
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+ for Linux will use <tt>epoll(4)</tt> and will thus require a Linux 2.6 kernel.
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+ Here's a fully-functional echo server written with EventMachine:
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+
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+ require 'rubygems'
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+ require 'eventmachine'
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+
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+ module EchoServer
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+ def receive_data data
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+ send_data ">>>you sent: #{data}"
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+ close_connection if data =~ /quit/i
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+ end
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+ end
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+
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+ EventMachine::run {
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+ EventMachine::start_server "192.168.0.100", 8081, EchoServer
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+ }
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+
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+
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+ # vim: sts=2 sw=2 ts=4 et ai tw=77
data/RELEASE_NOTES ADDED
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+ $Id: RELEASE_NOTES 2477 2006-05-11 13:22:39Z francis $
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+
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+ RUBY/EventMachine RELEASE NOTES
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+
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+ --------------------------------------------------
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+ Version: 0.5.2, released 05May06
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+ Made several nonvisible improvements to the Windows
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+ implementation.
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+ Added an exception-handling patch contributed by Jeff Rose, jeff@rosejn.net.
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+ Added a dir-config patch contributed anonymously.
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+ Supported builds on Solaris.
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+
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+ --------------------------------------------------
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+ Version: 0.5.1, released 05May06
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+ Made it possible to pass a Class rather than a Module
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+ to a protocol handler.
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+ Added Windows port.
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+
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+ --------------------------------------------------
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+ Version: 0.5.0, released 30Apr06
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+ Added a preliminary SSL/TLS extension. This will probably
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+ change over the next few releases.
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+
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+ --------------------------------------------------
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+ Version: 0.4.5, released 29Apr06
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+ Changed ext files so the ruby.h is installed after unistd.h
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+ otherwise it doesn't compile on gcc 4.1
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+
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+ --------------------------------------------------
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+ Version: 0.4.2, released 19Apr06
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+ Changed the Ruby-glue so the extension will play nicer
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+ in the sandbox with Ruby threads.
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+ Added an EventMachine::run_without_threads API to
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+ switch off the thread-awareness for better performance
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+ in programs that do not spin any Ruby threads.
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+
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+ --------------------------------------------------
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+ Version: 0.4.1, released 15Apr06
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+ Reworked the shared-object interface to make it easier to
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+ use EventMachine from languages other than Ruby.
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+
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+ --------------------------------------------------
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+ Version: 0.3.2, released 12Apr06
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+ Added support for a user-supplied block in EventMachine#connect.
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+
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+ --------------------------------------------------
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+ Version: 0.3.1, released 11Apr06
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+ Fixed bug that prevented EventMachine from being run multiple
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+ times in a single process.
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+
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+ --------------------------------------------------
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+ Version: 0.3.0, released 10Apr06
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+ Added method EventHandler::Connection::post_init
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+
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+ --------------------------------------------------
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+ Version: 0.2.0, released 10Apr06
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+ Added method EventHandler::stop
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+
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+
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+ # $Id: eventmachine.rb 2469 2006-05-10 18:11:10Z francis $
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+ #
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+ # Author:: blackhedd (gmail address: garbagecat20).
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+ # Date:: 8 Apr 2006
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+ #
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+ # Copyright (C) 2006 by Francis Cianfrocca. All Rights Reserved.
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+ #
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+ # This program is made available under the terms of the GPL version 2.
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+ #
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+ # See EventMachine and EventMachine::Connection for documentation and
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+ # usage examples.
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+ #
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+ #----------------------------------------------------------------------------
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+ #
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+ # Copyright (C) 2006 by Francis Cianfrocca. All Rights Reserved.
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+ #
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+ # Gmail: garbagecat10
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+ #
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+ # This program is free software; you can redistribute it and/or modify
20
+ # it under the terms of the GNU General Public License as published by
21
+ # the Free Software Foundation; either version 2 of the License, or
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+ # (at your option) any later version.
23
+ #
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+ # This program is distributed in the hope that it will be useful,
25
+ # but WITHOUT ANY WARRANTY; without even the implied warranty of
26
+ # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
27
+ # GNU General Public License for more details.
28
+ #
29
+ # You should have received a copy of the GNU General Public License
30
+ # along with this program; if not, write to the Free Software
31
+ # Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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+ #
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+ #---------------------------------------------------------------------------
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+ #
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+ #
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+
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+ require 'rubyeventmachine'
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+
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+ # == Introduction
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+ # EventMachine provides a fast, lightweight framework for implementing
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+ # Ruby programs that can use the network to communicate with other
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+ # processes. Using EventMachine, Ruby programmers can easily connect
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+ # to remote servers and act as servers themselves. EventMachine does not
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+ # supplant the Ruby IP libraries. It does provide an alternate technique
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+ # for those applications requiring better performance, scalability,
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+ # and discipline over the behavior of network sockets, than is easily
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+ # obtainable using the built-in libraries, especially in applications
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+ # which are structurally well-suited for the event-driven programming model.
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+ #
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+ # EventMachine provides a perpetual event-loop which your programs can
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+ # start and stop. Within the event loop, TCP network connections are
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+ # initiated and accepted, based on EventMachine methods called by your
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+ # program. You also define callback methods which are called by EventMachine
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+ # when events of interest occur within the event-loop.
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+ #
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+ # User programs will be called back when the following events occur:
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+ # * When the event loop accepts network connections from remote peers
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+ # * When data is received from network connections
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+ # * When connections are closed, either by the local or the remote side
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+ # * When user-defined timers expire
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+ #
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+ # == Usage example
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+ #
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+ # Here's a fully-functional echo server implemented in EventMachine:
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+ #
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+ # require 'rubygems'
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+ # require 'eventmachine'
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+ #
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+ # module EchoServer
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+ # def receive_data data
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+ # send_data ">>>you sent: #{data}"
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+ # close_connection if data =~ /quit/i
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+ # end
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+ # end
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+ #
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+ # EventMachine::run {
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+ # EventMachine::start_server "192.168.0.100", 8081, EchoServer
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+ # }
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+ #
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+ # What's going on here? Well, we have defined the module EchoServer to
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+ # implement the semantics of the echo protocol (more about that shortly).
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+ # The last three lines invoke the event-machine itself, which runs forever
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+ # unless one of your callbacks terminates it. The block that you supply
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+ # to EventMachine::run contains code that runs immediately after the event
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+ # machine is initialized and before it starts looping. This is the place
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+ # to open up a TCP server by specifying the address and port it will listen
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+ # on, together with the module that will process the data.
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+ #
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+ # Our EchoServer is extremely simple as the echo protocol doesn't require
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+ # much work. Basically you want to send back to the remote peer whatever
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+ # data it sends you. We'll dress it up with a little extra text to make it
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+ # interesting. Also, we'll close the connection in case the received data
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+ # contains the word "quit."
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+ #
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+ # So what about this module EchoServer? Well, whenever a network connection
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+ # (either a client or a server) starts up, EventMachine instantiates an anonymous
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+ # class, that your module has been mixed into. Exactly one of these class
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+ # instances is created for each connection. Whenever an event occurs on a
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+ # given connection, its corresponding object automatically calls specific
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+ # instance methods which your module may redefine. The code in your module
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+ # always runs in the context of a class instance, so you can create instance
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+ # variables as you wish and they will be carried over to other callbacks
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+ # made on that same connection.
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+ #
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+ # Looking back up at EchoServer, you can see that we've defined the method
106
+ # receive_data which (big surprise) is called whenever data has been received
107
+ # from the remote end of the connection. Very simple. We get the data
108
+ # (a String object) and can do whatever we wish with it. In this case,
109
+ # we use the method send_data to return the received data to the caller,
110
+ # with some extra text added in. And if the user sends the word "quit,"
111
+ # we'll close the connection with (naturally) close_connection.
112
+ # (Notice that closing the connection doesn't terminate the processing loop,
113
+ # or change the fact that your echo server is still accepting connections!)
114
+ #
115
+ #
116
+ # == Questions and Futures
117
+ # Encryption: EventMachine needs the capability to run SSL/TLS on any
118
+ # of its clients and servers. Coming soon.
119
+ #
120
+ # <tt>epoll(4):</tt> EventMachine currently is based on the <tt>select(2)</tt>
121
+ # system call in order to be compatible with the widest variety of platforms,
122
+ # but it would be interesting to re-base it on <tt>epoll(4).</tt>
123
+ # While requiring a Linux 2.6 kernel, this might possibly give much better
124
+ # performance and scalability. EventMachine's C++ antecedents already work
125
+ # with <tt>kqueue</tt> from the BSD world, but it's not yet clear that this
126
+ # is worth doing. Depends on how many people ask for it.
127
+ #
128
+ # Would it be useful for EventMachine to incorporate the Observer pattern
129
+ # and make use of the corresponding Ruby <tt>observer</tt> package?
130
+ # Interesting thought.
131
+ #
132
+ #
133
+ module EventMachine
134
+
135
+
136
+ # EventMachine::run initializes and runs an event loop.
137
+ # This method only returns if user-callback code calls stop_event_loop.
138
+ # Use the supplied block to define your clients and servers.
139
+ # The block is called by EventMachine::run immediately after initializing
140
+ # its internal event loop but <i>before</i> running the loop.
141
+ # Therefore this block is the right place to call start_server if you
142
+ # want to accept connections from remote clients.
143
+ #
144
+ # For programs that are structured as servers, it's usually appropriate
145
+ # to start an event loop by calling EventMachine::run, and let it
146
+ # run forever. It's also possible to use EventMachine::run to make a single
147
+ # client-connection to a remote server, process the data flow from that
148
+ # single connection, and then call stop_event_loop to force EventMachine::run
149
+ # to return. Your program will then continue from the point immediately
150
+ # following the call to EventMachine::run.
151
+ #
152
+ # You can of course do both client and servers simultaneously in the same program.
153
+ # One of the strengths of the event-driven programming model is that the
154
+ # handling of network events on many different connections will be interleaved,
155
+ # and scheduled according to the actual events themselves. This maximizes
156
+ # efficiency.
157
+ #
158
+ # === Server usage example
159
+ #
160
+ # See the text at the top of this file for an example of an echo server.
161
+ #
162
+ # === Client usage example
163
+ #
164
+ # See the description of stop_event_loop for an extremely simple client example.
165
+ #
166
+ #--
167
+ # Obsoleted the use_threads mechanism.
168
+ #
169
+ def EventMachine::run &block
170
+ #def EventMachine::run use_threads = true, &block
171
+ @conns = {}
172
+ @acceptors = {}
173
+ @timers = {}
174
+ initialize_event_machine
175
+ block and add_timer 0, block
176
+ #use_threads ? run_machine : run_machine_without_threads
177
+ run_machine
178
+ release_machine
179
+ end
180
+
181
+ # +deprecated+
182
+ #--
183
+ # EventMachine#run_without_threads is semantically identical
184
+ # to EventMachine#run, but it runs somewhat faster.
185
+ # However, it must not be used in applications that spin
186
+ # Ruby threads.
187
+ def EventMachine::run_without_threads &block
188
+ #EventMachine::run false, &block
189
+ EventMachine::run &block
190
+ end
191
+
192
+ # EventMachine#add_timer adds a one-shot timer to the event loop.
193
+ # Call it with one or two parameters. The first parameters is a delay-time
194
+ # expressed in <i>seconds</i> (not milliseconds). The second parameter, if
195
+ # present, must be a proc object. If a proc object is not given, then you
196
+ # can also simply pass a block to the method call.
197
+ #
198
+ # EventMachine#add_timer may be called from the block passed to EventMachine#run
199
+ # or from any callback method. It schedules execution of the proc or block
200
+ # passed to add_timer, after the passage of an interval of time equal to
201
+ # <i>at least</i> the number of seconds specified in the first parameter to
202
+ # the call.
203
+ #
204
+ # EventMachine#add_timer is a <i>non-blocking</i> call. Callbacks can and will
205
+ # be called during the interval of time that the timer is in effect.
206
+ # There is no built-in limit to the number of timers that can be outstanding at
207
+ # any given time.
208
+ #
209
+ # === Usage example
210
+ #
211
+ # This example shows how easy timers are to use. Observe that two timers are
212
+ # initiated simultaneously. Also, notice that the event loop will continue
213
+ # to run even after the second timer event is processed, since there was
214
+ # no call to EventMachine#stop_event_loop. There will be no activity, of
215
+ # course, since no network clients or servers are defined. Stop the program
216
+ # with Ctrl-C.
217
+ #
218
+ # require 'rubygems'
219
+ # require 'eventmachine'
220
+ #
221
+ # EventMachine::run {
222
+ # puts "Starting the run now: #{Time.now}"
223
+ # EventMachine::add_timer 5, proc { puts "Executing timer event: #{Time.now}" }
224
+ # EventMachine::add_timer( 10 ) { puts "Executing timer event: #{Time.now}" }
225
+ # }
226
+ #
227
+ #
228
+ def EventMachine::add_timer *args, &block
229
+ interval = args.shift
230
+ code = args.shift || block
231
+ if code
232
+ # check too many timers!
233
+ s = add_oneshot_timer interval
234
+ @timers[s] = code
235
+ end
236
+ end
237
+
238
+ # EventMachine#add_periodic_timer adds a periodic timer to the event loop.
239
+ # It takes the same parameters as the one-shot timer method, EventMachine#add_timer.
240
+ # This method schedules execution of the given block repeatedly, at intervals
241
+ # of time <i>at least</i> as great as the number of seconds given in the first
242
+ # parameter to the call.
243
+ #
244
+ # === Usage example
245
+ #
246
+ # The following sample program will write a dollar-sign to stderr every five seconds.
247
+ # (Of course if the program defined network clients and/or servers, they would
248
+ # be doing their work while the periodic timer is counting off.)
249
+ #
250
+ # EventMachine::run {
251
+ # EventMachine::add_periodic_timer( 5 ) { $stderr.write "$" }
252
+ # }
253
+ #
254
+ def EventMachine::add_periodic_timer *args, &block
255
+ interval = args.shift
256
+ code = args.shift || block
257
+ if code
258
+ block_1 = proc {
259
+ code.call
260
+ EventMachine::add_periodic_timer interval, code
261
+ }
262
+ add_timer interval, block_1
263
+ end
264
+ end
265
+
266
+
267
+ # stop_event_loop may called from within a callback method
268
+ # while EventMachine's processing loop is running.
269
+ # It causes the processing loop to stop executing, which
270
+ # will cause all open connections and accepting servers
271
+ # to be run down and closed. <i>Callbacks for connection-termination
272
+ # will be called</i> as part of the processing of stop_event_loop.
273
+ # (There currently is no option to panic-stop the loop without
274
+ # closing connections.) When all of this processing is complete,
275
+ # the call to EventMachine::run which started the processing loop
276
+ # will return and program flow will resume from the statement
277
+ # following EventMachine::run call.
278
+ #
279
+ # === Usage example
280
+ #
281
+ # require 'rubygems'
282
+ # require 'eventmachine'
283
+ #
284
+ # module Redmond
285
+ #
286
+ # def post_init
287
+ # puts "We're sending a dumb HTTP request to the remote peer."
288
+ # send_data "GET / HTTP/1.1\r\nHost: www.microsoft.com\r\n\r\n"
289
+ # end
290
+ #
291
+ # def receive_data data
292
+ # puts "We received #{data.length} bytes from the remote peer."
293
+ # puts "We're going to stop the event loop now."
294
+ # EventMachine::stop_event_loop
295
+ # end
296
+ #
297
+ # def unbind
298
+ # puts "A connection has terminated."
299
+ # end
300
+ #
301
+ # end
302
+ #
303
+ # puts "We're starting the event loop now."
304
+ # EventMachine::run {
305
+ # EventMachine::connect "www.microsoft.com", 80, Redmond
306
+ # }
307
+ # puts "The event loop has stopped."
308
+ #
309
+ # This program will produce approximately the following output:
310
+ #
311
+ # We're starting the event loop now.
312
+ # We're sending a dumb HTTP request to the remote peer.
313
+ # We received 1440 bytes from the remote peer.
314
+ # We're going to stop the event loop now.
315
+ # A connection has terminated.
316
+ # The event loop has stopped.
317
+ #
318
+ #
319
+ def EventMachine::stop_event_loop
320
+ EventMachine::stop
321
+ end
322
+
323
+ # EventMachine::start_server initiates a TCP server (socket
324
+ # acceptor) on the specified IP address and port.
325
+ # The IP address must be valid on the machine where the program
326
+ # runs, and the process must be privileged enough to listen
327
+ # on the specified port (on Unix-like systems, superuser privileges
328
+ # are usually required to listen on any port lower than 1024).
329
+ # Only one listener may be running on any given address/port
330
+ # combination. start_server will fail if the given address and port
331
+ # are already listening on the machine, either because of a prior call
332
+ # to start_server or some unrelated process running on the machine.
333
+ # If start_server succeeds, the new network listener becomes active
334
+ # immediately and starts accepting connections from remote peers,
335
+ # and these connections generate callback events that are processed
336
+ # by the code specified in the handler parameter to start_server.
337
+ #
338
+ # The optional handler which is passed to start_server is the key
339
+ # to EventMachine's ability to handle particular network protocols.
340
+ # The handler parameter passed to start_server must be a Ruby Module
341
+ # that you must define. When the network server that is started by
342
+ # start_server accepts a new connection, it instantiates a new
343
+ # object of an anonymous class that is inherited from EventMachine::Connection,
344
+ # <i>into which the methods from your handler have been mixed.</i>
345
+ # Your handler module may redefine any of the methods in EventMachine::Connection
346
+ # in order to implement the specific behavior of the network protocol.
347
+ #
348
+ # Callbacks invoked in response to network events <i>always</i> take place
349
+ # within the execution context of the object derived from EventMachine::Connection
350
+ # extended by your handler module. There is one object per connection, and
351
+ # all of the callbacks invoked for a particular connection take the form
352
+ # of instance methods called against the corresponding EventMachine::Connection
353
+ # object. Therefore, you are free to define whatever instance variables you
354
+ # wish, in order to contain the per-connection state required by the network protocol you are
355
+ # implementing.
356
+ #
357
+ # start_server is often called inside the block passed to EventMachine::run,
358
+ # but it can be called from any EventMachine callback. start_server will fail
359
+ # unless the EventMachine event loop is currently running (which is why
360
+ # it's often called in the block suppled to EventMachine::run).
361
+ #
362
+ # You may call start_server any number of times to start up network
363
+ # listeners on different address/port combinations. The servers will
364
+ # all run simultaneously. More interestingly, each individual call to start_server
365
+ # can specify a different handler module and thus implement a different
366
+ # network protocol from all the others.
367
+ #
368
+ # === Usage example
369
+ # Here is an example of a server that counts lines of input from the remote
370
+ # peer and sends back the total number of lines received, after each line.
371
+ # Try the example with more than one client connection opened via telnet,
372
+ # and you will see that the line count increments independently on each
373
+ # of the client connections. Also very important to note, is that the
374
+ # handler for the receive_data function, which our handler redefines, may
375
+ # not assume that the data it receives observes any kind of message boundaries.
376
+ # Also, to use this example, be sure to change the server and port parameters
377
+ # to the start_server call to values appropriate for your environment.
378
+ #
379
+ # require 'rubygems'
380
+ # require 'eventmachine'
381
+ #
382
+ # module LineCounter
383
+ #
384
+ # MaxLinesPerConnection = 10
385
+ #
386
+ # def post_init
387
+ # puts "Received a new connection"
388
+ # @data_received = ""
389
+ # @line_count = 0
390
+ # end
391
+ #
392
+ # def receive_data data
393
+ # @data_received << data
394
+ # while @data_received.slice!( /^[^\n]*[\n]/m )
395
+ # @line_count += 1
396
+ # send_data "received #{@line_count} lines so far\r\n"
397
+ # @line_count == MaxLinesPerConnection and close_connection_after_writing
398
+ # end
399
+ # end
400
+ #
401
+ # end # module LineCounter
402
+ #
403
+ # EventMachine::run {
404
+ # host,port = "192.168.0.100", 8090
405
+ # EventMachine::start_server host, port, LineCounter
406
+ # puts "Now accepting connections on address #{host}, port #{port}..."
407
+ # EventMachine::add_periodic_timer( 10 ) { $stderr.write "*" }
408
+ # }
409
+ #
410
+ #
411
+ def EventMachine::start_server server, port, handler=nil
412
+ klass = if (handler and handler.is_a?(Class))
413
+ handler
414
+ else
415
+ Class.new( Connection ) {handler and include handler}
416
+ end
417
+
418
+ s = start_tcp_server server, port
419
+ @acceptors[s] = klass
420
+ end
421
+
422
+ # EventMachine#connect initiates a TCP connection to a remote
423
+ # server and sets up event-handling for the connection.
424
+ # You can call EventMachine#connect in the block supplied
425
+ # to EventMachine#run or in any callback method.
426
+ #
427
+ # EventMachine#connect takes the IP address (or hostname) and
428
+ # port of the remote server you want to connect to.
429
+ # It also takes an optional handler Module which you must define, that
430
+ # contains the callbacks that will be invoked by the event loop
431
+ # on behalf of the connection.
432
+ #
433
+ # See the description of EventMachine#start_server for a discussion
434
+ # of the handler Module. All of the details given in that description
435
+ # apply for connections created with EventMachine#connect.
436
+ #
437
+ # === Usage Example
438
+ #
439
+ # Here's a program which connects to a web server, sends a naive
440
+ # request, parses the HTTP header of the response, and then
441
+ # (antisocially) ends the event loop, which automatically drops the connection
442
+ # (and incidentally calls the connection's unbind method).
443
+ #
444
+ # require 'rubygems'
445
+ # require 'eventmachine'
446
+ #
447
+ # module DumbHttpClient
448
+ #
449
+ # def post_init
450
+ # send_data "GET / HTTP/1.1\r\nHost: _\r\n\r\n"
451
+ # @data = ""
452
+ # end
453
+ #
454
+ # def receive_data data
455
+ # @data << data
456
+ # if @data =~ /[\n][\r]*[\n]/m
457
+ # puts "RECEIVED HTTP HEADER:"
458
+ # $`.each {|line| puts ">>> #{line}" }
459
+ #
460
+ # puts "Now we'll terminate the loop, which will also close the connection"
461
+ # EventMachine::stop_event_loop
462
+ # end
463
+ # end
464
+ #
465
+ # def unbind
466
+ # puts "A connection has terminated"
467
+ # end
468
+ #
469
+ # end # DumbHttpClient
470
+ #
471
+ #
472
+ # EventMachine::run {
473
+ # EventMachine::connect "www.bayshorenetworks.com", 80, DumbHttpClient
474
+ # }
475
+ # puts "The event loop has ended"
476
+ #
477
+ #
478
+ # There are times when it's more convenient to define a protocol handler
479
+ # as a Class rather than a Module. Here's how to do this:
480
+ #
481
+ # class MyProtocolHandler < EventMachine::Connection
482
+ # def initialize *args
483
+ # super
484
+ # # whatever else you want to do here
485
+ # end
486
+ #
487
+ # #.......your other class code
488
+ # end # class MyProtocolHandler
489
+ #
490
+ # If you do this, then an instance of your class will be instantiated to handle
491
+ # every network connection created by your code or accepted by servers that you
492
+ # create. If you redefine #post_init in your protocol-handler class, your
493
+ # #post_init method will be called _inside_ the call to #super that you will
494
+ # make in your #initialize method (if you provide one).
495
+ #
496
+ #--
497
+ # EventMachine::connect initiates a TCP connection to a remote
498
+ # server and sets up event-handling for the connection.
499
+ # It internally creates an object that should not be handled
500
+ # by the caller. HOWEVER, it's often convenient to get the
501
+ # object to set up interfacing to other objects in the system.
502
+ # We return the newly-created anonymous-class object to the caller.
503
+ # It's expected that a considerable amount of code will depend
504
+ # on this behavior, so don't change it.
505
+ #
506
+ # Ok, added support for a user-defined block, 13Apr06.
507
+ # This leads us to an interesting choice because of the
508
+ # presence of the post_init call, which happens in the
509
+ # initialize method of the new object. We call the user's
510
+ # block and pass the new object to it. This is a great
511
+ # way to do protocol-specific initiation. It happens
512
+ # AFTER post_init has been called on the object, which I
513
+ # certainly hope is the right choice.
514
+ # Don't change this lightly, because accepted connections
515
+ # are different from connected ones and we don't want
516
+ # to have them behave differently with respect to post_init
517
+ # if at all possible.
518
+ #
519
+ def EventMachine::connect server, port, handler=nil
520
+
521
+ klass = if (handler and handler.is_a?(Class))
522
+ handler
523
+ else
524
+ Class.new( Connection ) {handler and include handler}
525
+ end
526
+
527
+ s = connect_server server, port
528
+ c = klass.new s
529
+ @conns[s] = c
530
+ block_given? and yield c
531
+ c
532
+ end
533
+
534
+
535
+ # EventMachine#open_datagram_socket is for support of UDP-based
536
+ # protocols. Its usage is similar to that of EventMachine#start_server.
537
+ # It takes three parameters: an IP address (which must be valid
538
+ # on the machine which executes the method), a port number,
539
+ # and an optional Module name which will handle the data.
540
+ # This method will create a new UDP (datagram) socket and
541
+ # bind it to the address and port that you specify.
542
+ # The normal callbacks (see EventMachine#start_server) will
543
+ # be called as events of interest occur on the newly-created
544
+ # socket, but there are some differences in how they behave.
545
+ #
546
+ # Connection#receive_data will be called when a datagram packet
547
+ # is received on the socket, but unlike TCP sockets, the message
548
+ # boundaries of the received data will be respected. In other words,
549
+ # if the remote peer sent you a datagram of a particular size,
550
+ # you may rely on Connection#receive_data to give you the
551
+ # exact data in the packet, with the original data length.
552
+ # Also observe that Connection#receive_data may be called with a
553
+ # <i>zero-length</i> data payload, since empty datagrams are permitted
554
+ # in UDP.
555
+ #
556
+ # Connection#send_data is available with UDP packets as with TCP,
557
+ # but there is an important difference. Because UDP communications
558
+ # are <i>connectionless,</i> there is no implicit recipient for the packets you
559
+ # send. Ordinarily you must specify the recipient for each packet you send.
560
+ # However, EventMachine
561
+ # provides for the typical pattern of receiving a UDP datagram
562
+ # from a remote peer, performing some operation, and then sending
563
+ # one or more packets in response to the same remote peer.
564
+ # To support this model easily, just use Connection#send_data
565
+ # in the code that you supply for Connection:receive_data.
566
+ # EventMachine will
567
+ # provide an implicit return address for any messages sent to
568
+ # Connection#send_data within the context of a Connection#receive_data callback,
569
+ # and your response will automatically go to the correct remote peer.
570
+ # (TODO: Example-code needed!)
571
+ #
572
+ # Observe that the port number that you supply to EventMachine#open_datagram_socket
573
+ # may be zero. In this case, EventMachine will create a UDP socket
574
+ # that is bound to an <i>ephemeral</i> (not well-known) port.
575
+ # This is not appropriate for servers that must publish a well-known
576
+ # port to which remote peers may send datagrams. But it can be useful
577
+ # for clients that send datagrams to other servers.
578
+ # If you do this, you will receive any responses from the remote
579
+ # servers through the normal Connection#receive_data callback.
580
+ # Observe that you will probably have issues with firewalls blocking
581
+ # the ephemeral port numbers, so this technique is most appropriate for LANs.
582
+ # (TODO: Need an example!)
583
+ #
584
+ # If you wish to send datagrams to arbitrary remote peers (not
585
+ # necessarily ones that have sent data to which you are responding),
586
+ # then see Connection#send_datagram.
587
+ #
588
+ def self::open_datagram_socket address, port, handler=nil
589
+ s = open_udp_socket address, port
590
+ klass = Class.new( Connection ) {
591
+ handler and include handler
592
+ }
593
+ c = klass.new s
594
+ @conns[s] = c
595
+ block_given? and yield c
596
+ c
597
+ end
598
+
599
+
600
+ private
601
+ def EventMachine::event_callback conn_binding, opcode, data
602
+ case opcode
603
+ when ConnectionData
604
+ c = @conns[conn_binding] or raise ConnectionNotBound
605
+ c.receive_data data
606
+ when ConnectionUnbound
607
+ if c = @conns.delete( conn_binding )
608
+ c.unbind
609
+ elsif c = @acceptors.delete( conn_binding )
610
+ # no-op
611
+ else
612
+ raise ConnectionNotBound
613
+ end
614
+ when ConnectionAccepted
615
+ accep = @acceptors[conn_binding] or raise NoHandlerForAcceptedConnection
616
+ c = accep.new data
617
+ @conns[data] = c
618
+ when TimerFired
619
+ t = @timers.delete( data ) or raise UnknownTimerFired
620
+ t.call
621
+ end
622
+ end
623
+
624
+
625
+
626
+ # EventMachine::Connection is a class that is instantiated
627
+ # by EventMachine's processing loop whenever a new connection
628
+ # is created. (New connections can be either initiated locally
629
+ # to a remote server or accepted locally from a remote client.)
630
+ # When a Connection object is instantiated, it <i>mixes in</i>
631
+ # the functionality contained in the user-defined module
632
+ # specified in calls to EventMachine#connect or EventMachine#start_server.
633
+ # User-defined handler modules may redefine any or all of the standard
634
+ # methods defined here, as well as add arbitrary additional code
635
+ # that will also be mixed in.
636
+ #
637
+ # EventMachine manages one object inherited from EventMachine::Connection
638
+ # (and containing the mixed-in user code) for every network connection
639
+ # that is active at any given time.
640
+ # The event loop will automatically call methods on EventMachine::Connection
641
+ # objects whenever specific events occur on the corresponding connections,
642
+ # as described below.
643
+ #
644
+ # This class is never instantiated by user code, and does not publish an
645
+ # initialize method. The instance methods of EventMachine::Connection
646
+ # which may be called by the event loop are: post_init, receive_data,
647
+ # and unbind. All of the other instance methods defined here are called
648
+ # only by user code.
649
+ #
650
+ class Connection
651
+
652
+ def initialize sig #:nodoc:
653
+ @signature = sig
654
+ post_init
655
+ end
656
+
657
+ # EventMachine::Connection#post_init is called by the event loop
658
+ # immediately after the network connection has been established,
659
+ # and before resumption of the network loop.
660
+ # This method is generally not called by user code, but is called automatically
661
+ # by the event loop. The base-class implementation is a no-op.
662
+ # This is a very good place to initialize instance variables that will
663
+ # be used throughout the lifetime of the network connection.
664
+ #
665
+ def post_init
666
+ end
667
+
668
+ # EventMachine::Connection#receive_data is called by the event loop
669
+ # whenever data has been received by the network connection.
670
+ # It is never called by user code.
671
+ # receive_data is called with a single parameter, a String containing
672
+ # the network protocol data, which may of course be binary. You will
673
+ # generally redefine this method to perform your own processing of the incoming data.
674
+ #
675
+ # Here's a key point which is essential to understanding the event-driven
676
+ # programming model: <i>EventMachine knows absolutely nothing about the protocol
677
+ # which your code implements.</i> You must not make any assumptions about
678
+ # the size of the incoming data packets, or about their alignment on any
679
+ # particular intra-message or PDU boundaries (such as line breaks).
680
+ # receive_data can and will send you arbitrary chunks of data, with the
681
+ # only guarantee being that the data is presented to your code in the order
682
+ # it was collected from the network. Don't even assume that the chunks of
683
+ # data will correspond to network packets, as EventMachine can and will coalesce
684
+ # several incoming packets into one, to improve performance. The implication for your
685
+ # code is that you generally will need to implement some kind of a state machine
686
+ # in your redefined implementation of receive_data. For a better understanding
687
+ # of this, read through the examples of specific protocol handlers given
688
+ # elsewhere in this package. (STUB, WE MUST ADD THESE!)
689
+ #
690
+ # The base-class implementation of receive_data (which will be invoked if
691
+ # you don't redefine it) simply prints the size of each incoming data packet
692
+ # to stdout.
693
+ #
694
+ def receive_data data
695
+ puts "............>>>#{data.length}"
696
+ end
697
+
698
+ # EventMachine::Connection#unbind is called by the framework whenever a connection
699
+ # (either a server or client connection) is closed. The close can occur because
700
+ # your code intentionally closes it (see close_connection and close_connection_after_writing),
701
+ # because the remote peer closed the connection, or because of a network error.
702
+ # You may not assume that the network connection is still open and able to send or
703
+ # receive data when the callback to unbind is made. This is intended only to give
704
+ # you a chance to clean up associations your code may have made to the connection
705
+ # object while it was open.
706
+ #
707
+ def unbind
708
+ end
709
+
710
+ # EventMachine::Connection#close_connection is called only by user code, and never
711
+ # by the event loop. You may call this method against a connection object in any
712
+ # callback handler, whether or not the callback was made against the connection
713
+ # you want to close. close_connection <i>schedules</i> the connection to be closed
714
+ # at the next available opportunity within the event loop. You may not assume that
715
+ # the connection is closed when close_connection returns. In particular, the framework
716
+ # will callback the unbind method for the particular connection at a point shortly
717
+ # after you call close_connection. You may assume that the unbind callback will
718
+ # take place sometime after your call to close_connection completes. In other words,
719
+ # the unbind callback will not re-enter your code "inside" of your call to close_connection.
720
+ # However, it's not guaranteed that a future version of EventMachine will not change
721
+ # this behavior.
722
+ #
723
+ # close_connection will <i>silently discard</i> any outbound data which you have
724
+ # sent to the connection using EventMachine::Connection#send_data but which has not
725
+ # yet been sent across the network. If you want to avoid this behavior, use
726
+ # EventMachine::Connection#close_connection_after_writing.
727
+ #
728
+ def close_connection after_writing = false
729
+ EventMachine::close_connection @signature, after_writing
730
+ end
731
+
732
+ # EventMachine::Connection#close_connection_after_writing is a variant of close_connection.
733
+ # All of the descriptive comments given for close_connection also apply to
734
+ # close_connection_after_writing, <i>with one exception:</i> If the connection has
735
+ # outbound data sent using send_dat but which has not yet been sent across the network,
736
+ # close_connection_after_writing will schedule the connection to be closed <i>after</i>
737
+ # all of the outbound data has been safely written to the remote peer.
738
+ #
739
+ # Depending on the amount of outgoing data and the speed of the network,
740
+ # considerable time may elapse between your call to close_connection_after_writing
741
+ # and the actual closing of the socket (at which time the unbind callback will be called
742
+ # by the event loop). During this time, you <i>may not</i> call send_data to transmit
743
+ # additional data (that is, the connection is closed for further writes). In very
744
+ # rare cases, you may experience a receive_data callback after your call to close_connection_after_writing,
745
+ # depending on whether incoming data was in the process of being received on the connection
746
+ # at the moment when you called close_connection_after_writing. Your protocol handler must
747
+ # be prepared to properly deal with such data (probably by ignoring it).
748
+ #
749
+ def close_connection_after_writing
750
+ close_connection true
751
+ end
752
+
753
+ # EventMachine::Connection#send_data is only called by user code, never by
754
+ # the event loop. You call this method to send data to the remote end of the
755
+ # network connection. send_data is called with a single String argument, which
756
+ # may of course contain binary data. You can call send_data any number of times.
757
+ # send_data is an instance method of an object derived from EventMachine::Connection
758
+ # and containing your mixed-in handler code), so if you call it without qualification
759
+ # within a callback function, the data will be sent to the same network connection
760
+ # that generated the callback. Calling self.send_data is exactly equivalent.
761
+ #
762
+ # You can also call send_data to write to a connection <i>other than the one
763
+ # whose callback you are calling send_data from.</i> This is done by recording
764
+ # the value of the connection in any callback function (the value self), in any
765
+ # variable visible to other callback invocations on the same or different
766
+ # connection objects. (Need an example to make that clear.)
767
+ #
768
+ def send_data data
769
+ EventMachine::send_data @signature, data, data.length
770
+ end
771
+
772
+
773
+ def start_tls
774
+ EventMachine::start_tls @signature
775
+ end
776
+
777
+
778
+ # send_datagram is for sending UDP messages.
779
+ # This method may be called from any Connection object that refers
780
+ # to an open datagram socket (see EventMachine#open_datagram_socket).
781
+ # The method sends a UDP (datagram) packet containing the data you specify,
782
+ # to a remote peer specified by the IP address and port that you give
783
+ # as parameters to the method.
784
+ # Observe that you may send a zero-length packet (empty string).
785
+ # However, you may not send an arbitrarily-large data packet because
786
+ # your operating system will enforce a platform-specific limit on
787
+ # the size of the outbound packet. (Your kernel
788
+ # will respond in a platform-specific way if you send an overlarge
789
+ # packet: some will send a truncated packet, some will complain, and
790
+ # some will silently drop your request).
791
+ # On LANs, it's usually OK to send datagrams up to about 4000 bytes in length,
792
+ # but to be really safe, send messages smaller than the Ethernet-packet
793
+ # size (typically about 1400 bytes). Some very restrictive WANs
794
+ # will either drop or truncate packets larger than about 500 bytes.
795
+ #
796
+ def send_datagram data, recipient_address, recipient_port
797
+ data = data.to_s
798
+ EventMachine::send_datagram @signature, data, data.length, recipient_address, recipient_port
799
+ end
800
+
801
+
802
+ end
803
+
804
+
805
+ end # module EventMachine
806
+
Binary file
data/tests/testem.rb ADDED
@@ -0,0 +1,5 @@
1
+ # $Id: testem.rb 2229 2006-04-09 19:03:34Z francis $
2
+ #
3
+ # STUB
4
+ #
5
+
metadata ADDED
@@ -0,0 +1,56 @@
1
+ --- !ruby/object:Gem::Specification
2
+ rubygems_version: 0.8.11
3
+ specification_version: 1
4
+ name: eventmachine-win32
5
+ version: !ruby/object:Gem::Version
6
+ version: 0.5.2
7
+ date: 2006-05-13 00:00:00 -04:00
8
+ summary: Ruby/EventMachine socket engine library- binary gem for Win32
9
+ require_paths:
10
+ - lib
11
+ email: garbagecat10@gmail.com
12
+ homepage: http://rubyeventmachine.com
13
+ rubyforge_project: eventmachine
14
+ description: ""
15
+ autorequire:
16
+ default_executable:
17
+ bindir: bin
18
+ has_rdoc: true
19
+ required_ruby_version: !ruby/object:Gem::Version::Requirement
20
+ requirements:
21
+ - - ">"
22
+ - !ruby/object:Gem::Version
23
+ version: 0.0.0
24
+ version:
25
+ platform: ruby
26
+ signing_key:
27
+ cert_chain:
28
+ authors:
29
+ - Francis Cianfrocca
30
+ files:
31
+ - tests/testem.rb
32
+ - lib/eventmachine.rb
33
+ - lib/rubyeventmachine.so
34
+ - README
35
+ - RELEASE_NOTES
36
+ - COPYING
37
+ test_files:
38
+ - tests/testem.rb
39
+ rdoc_options:
40
+ - --title
41
+ - EventMachine
42
+ - --main
43
+ - README
44
+ - --line-numbers
45
+ extra_rdoc_files:
46
+ - README
47
+ - RELEASE_NOTES
48
+ - COPYING
49
+ executables: []
50
+
51
+ extensions: []
52
+
53
+ requirements: []
54
+
55
+ dependencies: []
56
+