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eventmachine.rb
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#--
#
# Author:: Francis Cianfrocca (gmail: blackhedd)
# Homepage:: http://rubyeventmachine.com
# Date:: 8 Apr 2006
#
# See EventMachine and EventMachine::Connection for documentation and
# usage examples.
#
#----------------------------------------------------------------------------
#
# Copyright (C) 2006-07 by Francis Cianfrocca. All Rights Reserved.
# Gmail: blackhedd
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of either: 1) the GNU General Public License
# as published by the Free Software Foundation; either version 2 of the
# License, or (at your option) any later version; or 2) Ruby's License.
#
# See the file COPYING for complete licensing information.
#
#---------------------------------------------------------------------------
#
#
#-- Select in a library based on a global variable.
# PROVISIONALLY commented out this whole mechanism which selects
# a pure-Ruby EM implementation if the extension is not available.
# I expect this will cause a lot of people's code to break, as it
# exposes misconfigurations and path problems that were masked up
# till now. The reason I'm disabling it is because the pure-Ruby
# code will have problems of its own, and it's not nearly as fast
# anyway. Suggested by a problem report from Moshe Litvin. 05Jun07.
#
# 05Dec07: Re-enabled the pure-ruby mechanism, but without the automatic
# fallback feature that tripped up Moshe Litvin. We shouldn't fail over to
# the pure Ruby version because it's possible that the user intended to
# run the extension but failed to do so because of a compilation or
# similar error. So we require either a global variable or an environment
# string be set in order to select the pure-Ruby version.
#
unless defined?($eventmachine_library)
$eventmachine_library = ENV['EVENTMACHINE_LIBRARY'] || :cascade
end
$eventmachine_library = $eventmachine_library.to_sym
case $eventmachine_library
when :pure_ruby
require 'pr_eventmachine'
when :extension
require 'rubyeventmachine'
when :java
require 'jeventmachine'
else # :cascade
# This is the case that most user code will take.
# Prefer the extension if available.
begin
if RUBY_PLATFORM =~ /java/
require 'java'
require 'jeventmachine'
$eventmachine_library = :java
else
require 'rubyeventmachine'
$eventmachine_library = :extension
end
rescue LoadError
warn "# EventMachine fell back to pure ruby mode" if $DEBUG
require 'pr_eventmachine'
$eventmachine_library = :pure_ruby
end
end
require "em/version"
require 'em/deferrable'
require 'em/future'
require 'em/streamer'
require 'em/spawnable'
require 'em/processes'
require 'em/buftok'
require 'em/timers'
require 'em/protocols'
require 'em/connection'
require 'em/callback'
require 'em/queue'
require 'em/channel'
require 'em/file_watch'
require 'em/process_watch'
require 'shellwords'
# == Introduction
# EventMachine provides a fast, lightweight framework for implementing
# Ruby programs that can use the network to communicate with other
# processes. Using EventMachine, Ruby programmers can easily connect
# to remote servers and act as servers themselves. EventMachine does not
# supplant the Ruby IP libraries. It does provide an alternate technique
# for those applications requiring better performance, scalability,
# and discipline over the behavior of network sockets, than is easily
# obtainable using the built-in libraries, especially in applications
# which are structurally well-suited for the event-driven programming model.
#
# EventMachine provides a perpetual event-loop which your programs can
# start and stop. Within the event loop, TCP network connections are
# initiated and accepted, based on EventMachine methods called by your
# program. You also define callback methods which are called by EventMachine
# when events of interest occur within the event-loop.
#
# User programs will be called back when the following events occur:
# * When the event loop accepts network connections from remote peers
# * When data is received from network connections
# * When connections are closed, either by the local or the remote side
# * When user-defined timers expire
#
# == Usage example
#
# Here's a fully-functional echo server implemented in EventMachine:
#
# require 'eventmachine'
#
# module EchoServer
# def post_init
# puts "-- someone connected to the echo server!"
# end
#
# def receive_data data
# send_data ">>>you sent: #{data}"
# close_connection if data =~ /quit/i
# end
#
# def unbind
# puts "-- someone disconnected from the echo server!"
# end
# end
#
# EventMachine::run {
# EventMachine::start_server "127.0.0.1", 8081, EchoServer
# }
#
# What's going on here? Well, we have defined the module EchoServer to
# implement the semantics of the echo protocol (more about that shortly).
# The last three lines invoke the event-machine itself, which runs forever
# unless one of your callbacks terminates it. The block that you supply
# to EventMachine::run contains code that runs immediately after the event
# machine is initialized and before it starts looping. This is the place
# to open up a TCP server by specifying the address and port it will listen
# on, together with the module that will process the data.
#
# Our EchoServer is extremely simple as the echo protocol doesn't require
# much work. Basically you want to send back to the remote peer whatever
# data it sends you. We'll dress it up with a little extra text to make it
# interesting. Also, we'll close the connection in case the received data
# contains the word "quit."
#
# So what about this module EchoServer? Well, whenever a network connection
# (either a client or a server) starts up, EventMachine instantiates an anonymous
# class, that your module has been mixed into. Exactly one of these class
# instances is created for each connection. Whenever an event occurs on a
# given connection, its corresponding object automatically calls specific
# instance methods which your module may redefine. The code in your module
# always runs in the context of a class instance, so you can create instance
# variables as you wish and they will be carried over to other callbacks
# made on that same connection.
#
# Looking back up at EchoServer, you can see that we've defined the method
# receive_data which (big surprise) is called whenever data has been received
# from the remote end of the connection. Very simple. We get the data
# (a String object) and can do whatever we wish with it. In this case,
# we use the method send_data to return the received data to the caller,
# with some extra text added in. And if the user sends the word "quit,"
# we'll close the connection with (naturally) close_connection.
# (Notice that closing the connection doesn't terminate the processing loop,
# or change the fact that your echo server is still accepting connections!)
#
# == Questions and Futures
# Would it be useful for EventMachine to incorporate the Observer pattern
# and make use of the corresponding Ruby <tt>observer</tt> package?
# Interesting thought.
#
module EventMachine
# EventMachine::run initializes and runs an event loop.
# This method only returns if user-callback code calls stop_event_loop.
# Use the supplied block to define your clients and servers.
# The block is called by EventMachine::run immediately after initializing
# its internal event loop but <i>before</i> running the loop.
# Therefore this block is the right place to call start_server if you
# want to accept connections from remote clients.
#
# For programs that are structured as servers, it's usually appropriate
# to start an event loop by calling EventMachine::run, and let it
# run forever. It's also possible to use EventMachine::run to make a single
# client-connection to a remote server, process the data flow from that
# single connection, and then call stop_event_loop to force EventMachine::run
# to return. Your program will then continue from the point immediately
# following the call to EventMachine::run.
#
# You can of course do both client and servers simultaneously in the same program.
# One of the strengths of the event-driven programming model is that the
# handling of network events on many different connections will be interleaved,
# and scheduled according to the actual events themselves. This maximizes
# efficiency.
#
# === Server usage example
#
# See EventMachine.start_server
#
# === Client usage example
#
# See EventMachine.connect
#
#--
# Obsoleted the use_threads mechanism.
# 25Nov06: Added the begin/ensure block. We need to be sure that release_machine
# gets called even if an exception gets thrown within any of the user code
# that the event loop runs. The best way to see this is to run a unit
# test with two functions, each of which calls EventMachine#run and each of
# which throws something inside of #run. Without the ensure, the second test
# will start without release_machine being called and will immediately throw
# a C++ runtime error.
#
def self.run blk=nil, tail=nil, &block
@tails ||= []
tail and @tails.unshift(tail)
if reactor_running?
(b = blk || block) and b.call # next_tick(b)
return
end
begin
ruby_setup
(b = blk || block) and add_timer(0, b)
run_machine
ensure
ruby_teardown
end
until @tails.empty?
@tails.pop.call
end
raise @wrapped_exception if @wrapped_exception
end
def self.start_crank
ruby_setup
_start_crank
end
def self.stop_crank
_stop_crank
ruby_teardown
end
def self.crank_until(timeout = nil)
timedout = false
crank_until_timer = Timer.new(timeout) { timedout = true } if timeout
EM.crank until timedout || yield
crank_until_timer && crank_until_timer.cancel
!timedout
end
def self.ruby_setup
@conns = {}
@acceptors = {}
@timers = {}
@wrapped_exception = nil
@reactor_running = true
initialize_event_machine
if @next_tick_queue && !@next_tick_queue.empty?
add_timer(0) { signal_loopbreak }
end
@reactor_thread = Thread.current
end
private_class_method :ruby_setup
def self.ruby_teardown
release_machine
ensure
if @threadpool
@threadpool.each { |t| t.exit }
@threadpool.each do |t|
next unless t.alive?
# ruby 1.9 has no kill!
t.respond_to?(:kill!) ? t.kill! : t.kill
end
@threadqueue = nil
@resultqueue = nil
end
@threadpool = nil
@next_tick_queue = nil
@reactor_running = false
@reactor_thread = nil
end
private_class_method :ruby_teardown
# Sugars a common use case. Will pass the given block to #run, but will terminate
# the reactor loop and exit the function as soon as the code in the block completes.
# (Normally, #run keeps running indefinitely, even after the block supplied to it
# finishes running, until user code calls #stop.)
#
def self.run_block &block
pr = proc {
block.call
EventMachine::stop
}
run(&pr)
end
# Returns true if the calling thread is the same thread as the reactor.
def self.reactor_thread?
Thread.current == @reactor_thread
end
# Runs the given callback on the reactor thread, or immediately if called
# from the reactor thread. Accepts the same arguments as EM::Callback
def self.schedule(*a, &b)
cb = Callback(*a, &b)
if reactor_running? && reactor_thread?
cb.call
else
next_tick { cb.call }
end
end
# fork_reactor forks a new process and calls EM#run inside of it, passing your block.
#--
# This implementation is subject to change, especially if we clean up the relationship
# of EM#run to @reactor_running.
# Original patch by Aman Gupta.
#
def self.fork_reactor &block
Kernel.fork do
if self.reactor_running?
self.stop_event_loop
self.release_machine
self.instance_variable_set( '@reactor_running', false )
end
self.run block
end
end
# EventMachine#add_timer adds a one-shot timer to the event loop.
# Call it with one or two parameters. The first parameters is a delay-time
# expressed in <i>seconds</i> (not milliseconds). The second parameter, if
# present, must be a proc object. If a proc object is not given, then you
# can also simply pass a block to the method call.
#
# EventMachine#add_timer may be called from the block passed to EventMachine#run
# or from any callback method. It schedules execution of the proc or block
# passed to add_timer, after the passage of an interval of time equal to
# <i>at least</i> the number of seconds specified in the first parameter to
# the call.
#
# EventMachine#add_timer is a <i>non-blocking</i> call. Callbacks can and will
# be called during the interval of time that the timer is in effect.
# There is no built-in limit to the number of timers that can be outstanding at
# any given time.
#
# === Usage example
#
# This example shows how easy timers are to use. Observe that two timers are
# initiated simultaneously. Also, notice that the event loop will continue
# to run even after the second timer event is processed, since there was
# no call to EventMachine#stop_event_loop. There will be no activity, of
# course, since no network clients or servers are defined. Stop the program
# with Ctrl-C.
#
# EventMachine::run {
# puts "Starting the run now: #{Time.now}"
# EventMachine::add_timer 5, proc { puts "Executing timer event: #{Time.now}" }
# EventMachine::add_timer( 10 ) { puts "Executing timer event: #{Time.now}" }
# }
#
#
# Also see EventMachine::Timer
#--
# Changed 04Oct06: We now pass the interval as an integer number of milliseconds.
#
def self.add_timer *args, &block
interval = args.shift
code = args.shift || block
if code
# check too many timers!
s = add_oneshot_timer((interval.to_f * 1000).to_i)
@timers[s] = code
s
end
end
# EventMachine#add_periodic_timer adds a periodic timer to the event loop.
# It takes the same parameters as the one-shot timer method, EventMachine#add_timer.
# This method schedules execution of the given block repeatedly, at intervals
# of time <i>at least</i> as great as the number of seconds given in the first
# parameter to the call.
#
# === Usage example
#
# The following sample program will write a dollar-sign to stderr every five seconds.
# (Of course if the program defined network clients and/or servers, they would
# be doing their work while the periodic timer is counting off.)
#
# EventMachine::run {
# EventMachine::add_periodic_timer( 5 ) { $stderr.write "$" }
# }
#
#
# Also see EventMachine::PeriodicTimer
#
def self.add_periodic_timer *args, &block
interval = args.shift
code = args.shift || block
EventMachine::PeriodicTimer.new(interval, code)
end
# Cancel a timer using its signature. You can also use EventMachine::Timer#cancel
#
def self.cancel_timer timer_or_sig
if timer_or_sig.respond_to? :cancel
timer_or_sig.cancel
else
@timers[timer_or_sig] = false if @timers.has_key?(timer_or_sig)
end
end
# stop_event_loop may called from within a callback method
# while EventMachine's processing loop is running.
# It causes the processing loop to stop executing, which
# will cause all open connections and accepting servers
# to be run down and closed. <i>Callbacks for connection-termination
# will be called</i> as part of the processing of stop_event_loop.
# (There currently is no option to panic-stop the loop without
# closing connections.) When all of this processing is complete,
# the call to EventMachine::run which started the processing loop
# will return and program flow will resume from the statement
# following EventMachine::run call.
#
# === Usage example
#
# require 'rubygems'
# require 'eventmachine'
#
# module Redmond
# def post_init
# puts "We're sending a dumb HTTP request to the remote peer."
# send_data "GET / HTTP/1.1\r\nHost: www.microsoft.com\r\n\r\n"
# end
#
# def receive_data data
# puts "We received #{data.length} bytes from the remote peer."
# puts "We're going to stop the event loop now."
# EventMachine::stop_event_loop
# end
#
# def unbind
# puts "A connection has terminated."
# end
# end
#
# puts "We're starting the event loop now."
# EventMachine::run {
# EventMachine::connect "www.microsoft.com", 80, Redmond
# }
# puts "The event loop has stopped."
#
# This program will produce approximately the following output:
#
# We're starting the event loop now.
# We're sending a dumb HTTP request to the remote peer.
# We received 1440 bytes from the remote peer.
# We're going to stop the event loop now.
# A connection has terminated.
# The event loop has stopped.
#
#
def self.stop_event_loop
EventMachine::stop
end
# EventMachine::start_server initiates a TCP server (socket
# acceptor) on the specified IP address and port.
# The IP address must be valid on the machine where the program
# runs, and the process must be privileged enough to listen
# on the specified port (on Unix-like systems, superuser privileges
# are usually required to listen on any port lower than 1024).
# Only one listener may be running on any given address/port
# combination. start_server will fail if the given address and port
# are already listening on the machine, either because of a prior call
# to start_server or some unrelated process running on the machine.
# If start_server succeeds, the new network listener becomes active
# immediately and starts accepting connections from remote peers,
# and these connections generate callback events that are processed
# by the code specified in the handler parameter to start_server.
#
# The optional handler which is passed to start_server is the key
# to EventMachine's ability to handle particular network protocols.
# The handler parameter passed to start_server must be a Ruby Module
# that you must define. When the network server that is started by
# start_server accepts a new connection, it instantiates a new
# object of an anonymous class that is inherited from EventMachine::Connection,
# <i>into which the methods from your handler have been mixed.</i>
# Your handler module may redefine any of the methods in EventMachine::Connection
# in order to implement the specific behavior of the network protocol.
#
# Callbacks invoked in response to network events <i>always</i> take place
# within the execution context of the object derived from EventMachine::Connection
# extended by your handler module. There is one object per connection, and
# all of the callbacks invoked for a particular connection take the form
# of instance methods called against the corresponding EventMachine::Connection
# object. Therefore, you are free to define whatever instance variables you
# wish, in order to contain the per-connection state required by the network protocol you are
# implementing.
#
# start_server is often called inside the block passed to EventMachine::run,
# but it can be called from any EventMachine callback. start_server will fail
# unless the EventMachine event loop is currently running (which is why
# it's often called in the block suppled to EventMachine::run).
#
# You may call start_server any number of times to start up network
# listeners on different address/port combinations. The servers will
# all run simultaneously. More interestingly, each individual call to start_server
# can specify a different handler module and thus implement a different
# network protocol from all the others.
#
# === Usage example
# Here is an example of a server that counts lines of input from the remote
# peer and sends back the total number of lines received, after each line.
# Try the example with more than one client connection opened via telnet,
# and you will see that the line count increments independently on each
# of the client connections. Also very important to note, is that the
# handler for the receive_data function, which our handler redefines, may
# not assume that the data it receives observes any kind of message boundaries.
# Also, to use this example, be sure to change the server and port parameters
# to the start_server call to values appropriate for your environment.
#
# require 'rubygems'
# require 'eventmachine'
#
# module LineCounter
# MaxLinesPerConnection = 10
#
# def post_init
# puts "Received a new connection"
# @data_received = ""
# @line_count = 0
# end
#
# def receive_data data
# @data_received << data
# while @data_received.slice!( /^[^\n]*[\n]/m )
# @line_count += 1
# send_data "received #{@line_count} lines so far\r\n"
# @line_count == MaxLinesPerConnection and close_connection_after_writing
# end
# end
# end
#
# EventMachine::run {
# host,port = "192.168.0.100", 8090
# EventMachine::start_server host, port, LineCounter
# puts "Now accepting connections on address #{host}, port #{port}..."
# EventMachine::add_periodic_timer( 10 ) { $stderr.write "*" }
# }
#
#
def self.start_server server, port=nil, handler=nil, *args, &block
begin
port = Integer(port)
rescue ArgumentError, TypeError
# there was no port, so server must be a unix domain socket
# the port argument is actually the handler, and the handler is one of the args
args.unshift handler if handler
handler = port
port = nil
end if port
klass = if (handler and handler.is_a?(Class))
raise ArgumentError, 'must provide module or subclass of EventMachine::Connection' unless Connection > handler
handler
else
Class.new( Connection ) {handler and include handler}
end
arity = klass.instance_method(:initialize).arity
expected = arity >= 0 ? arity : -(arity + 1)
if (arity >= 0 and args.size != expected) or (arity < 0 and args.size < expected)
raise ArgumentError, "wrong number of arguments for #{klass}#initialize (#{args.size} for #{expected})"
end
s = if port
start_tcp_server server, port
else
start_unix_server server
end
@acceptors[s] = [klass,args,block]
s
end
# Stop a TCP server socket that was started with EventMachine#start_server.
#--
# Requested by Kirk Haines. TODO, this isn't OOP enough. We ought somehow
# to have #start_server return an object that has a close or a stop method on it.
#
def self.stop_server signature
EventMachine::stop_tcp_server signature
end
# Start a Unix-domain server
#
# Note that this is an alias for EventMachine::start_server, which can be used to start both
# TCP and Unix-domain servers
def self.start_unix_domain_server filename, *args, &block
start_server filename, *args, &block
end
# EventMachine#connect initiates a TCP connection to a remote
# server and sets up event-handling for the connection.
# You can call EventMachine#connect in the block supplied
# to EventMachine#run or in any callback method.
#
# EventMachine#connect takes the IP address (or hostname) and
# port of the remote server you want to connect to.
# It also takes an optional handler Module which you must define, that
# contains the callbacks that will be invoked by the event loop
# on behalf of the connection.
#
# See the description of EventMachine#start_server for a discussion
# of the handler Module. All of the details given in that description
# apply for connections created with EventMachine#connect.
#
# === Usage Example
#
# Here's a program which connects to a web server, sends a naive
# request, parses the HTTP header of the response, and then
# (antisocially) ends the event loop, which automatically drops the connection
# (and incidentally calls the connection's unbind method).
#
# module DumbHttpClient
# def post_init
# send_data "GET / HTTP/1.1\r\nHost: _\r\n\r\n"
# @data = ""
# end
#
# def receive_data data
# @data << data
# if @data =~ /[\n][\r]*[\n]/m
# puts "RECEIVED HTTP HEADER:"
# $`.each {|line| puts ">>> #{line}" }
#
# puts "Now we'll terminate the loop, which will also close the connection"
# EventMachine::stop_event_loop
# end
# end
#
# def unbind
# puts "A connection has terminated"
# end
# end
#
# EventMachine::run {
# EventMachine::connect "www.bayshorenetworks.com", 80, DumbHttpClient
# }
# puts "The event loop has ended"
#
#
# There are times when it's more convenient to define a protocol handler
# as a Class rather than a Module. Here's how to do this:
#
# class MyProtocolHandler < EventMachine::Connection
# def initialize *args
# super
# # whatever else you want to do here
# end
#
# #.......your other class code
# end
#
# If you do this, then an instance of your class will be instantiated to handle
# every network connection created by your code or accepted by servers that you
# create. If you redefine #post_init in your protocol-handler class, your
# #post_init method will be called _inside_ the call to #super that you will
# make in your #initialize method (if you provide one).
#
#--
# EventMachine::connect initiates a TCP connection to a remote
# server and sets up event-handling for the connection.
# It internally creates an object that should not be handled
# by the caller. HOWEVER, it's often convenient to get the
# object to set up interfacing to other objects in the system.
# We return the newly-created anonymous-class object to the caller.
# It's expected that a considerable amount of code will depend
# on this behavior, so don't change it.
#
# Ok, added support for a user-defined block, 13Apr06.
# This leads us to an interesting choice because of the
# presence of the post_init call, which happens in the
# initialize method of the new object. We call the user's
# block and pass the new object to it. This is a great
# way to do protocol-specific initiation. It happens
# AFTER post_init has been called on the object, which I
# certainly hope is the right choice.
# Don't change this lightly, because accepted connections
# are different from connected ones and we don't want
# to have them behave differently with respect to post_init
# if at all possible.
#
def self.bind_connect bind_addr, bind_port, server, port=nil, handler=nil, *args
begin
port = Integer(port)
rescue ArgumentError, TypeError
# there was no port, so server must be a unix domain socket
# the port argument is actually the handler, and the handler is one of the args
args.unshift handler if handler
handler = port
port = nil
end if port
klass = if (handler and handler.is_a?(Class))
raise ArgumentError, 'must provide module or subclass of EventMachine::Connection' unless Connection > handler
handler
else
Class.new( Connection ) {handler and include handler}
end
arity = klass.instance_method(:initialize).arity
expected = arity >= 0 ? arity : -(arity + 1)
if (arity >= 0 and args.size != expected) or (arity < 0 and args.size < expected)
raise ArgumentError, "wrong number of arguments for #{klass}#initialize (#{args.size} for #{expected})"
end
s = if port
if bind_addr
bind_connect_server bind_addr, bind_port, server, port
else
connect_server server, port
end
else
connect_unix_server server
end
c = klass.new s, *args
@conns[s] = c
block_given? and yield c
c
end
def self.connect server, port=nil, handler=nil, *args, &blk
bind_connect nil, nil, server, port, handler, *args, &blk
end
# EventMachine::attach registers a given file descriptor or IO object with the eventloop
#
# If the handler provided has the functions notify_readable or notify_writable defined,
# EventMachine will not read or write from the socket, and instead fire the corresponding
# callback on the handler.
#
# To detach the file descriptor, use EventMachine::Connection#detach
#
# === Usage Example
#
# module SimpleHttpClient
# def initialize sock
# @sock = sock
# end
#
# def notify_readable
# header = @sock.readline
#
# if header == "\r\n"
# # detach returns the file descriptor number (fd == @sock.fileno)
# fd = detach
# end
# rescue EOFError
# detach
# end
#
# def unbind
# EM.next_tick do
# # socket is detached from the eventloop, but still open
# data = @sock.read
# end
# end
# end
#
# EM.run{
# $sock = TCPSocket.new('site.com', 80)
# $sock.write("GET / HTTP/1.0\r\n\r\n")
# EM.attach $sock, SimpleHttpClient, $sock
# }
#
#--
# Thanks to Riham Aldakkak (eSpace Technologies) for the initial patch
def EventMachine::attach io, handler=nil, *args
klass = if (handler and handler.is_a?(Class))
raise ArgumentError, 'must provide module or subclass of EventMachine::Connection' unless Connection > handler
handler
else
Class.new( Connection ) {handler and include handler}
end
arity = klass.instance_method(:initialize).arity
expected = arity >= 0 ? arity : -(arity + 1)
if (arity >= 0 and args.size != expected) or (arity < 0 and args.size < expected)
raise ArgumentError, "wrong number of arguments for #{klass}#initialize (#{args.size} for #{expected})"
end
readmode = klass.public_instance_methods.any?{|m| m.to_sym == :notify_readable }
writemode = klass.public_instance_methods.any?{|m| m.to_sym == :notify_writable }
s = attach_fd io.respond_to?(:fileno) ? io.fileno : io, readmode, writemode
c = klass.new s, *args
@conns[s] = c
block_given? and yield c
c
end
# Connect to a given host/port and re-use the provided EventMachine::Connection instance
#--
# EXPERIMENTAL. DO NOT RELY ON THIS METHOD TO BE HERE IN THIS FORM, OR AT ALL.
# (03Nov06)
# Observe, the test for already-connected FAILS if we call a reconnect inside post_init,
# because we haven't set up the connection in @conns by that point.
# RESIST THE TEMPTATION to "fix" this problem by redefining the behavior of post_init.
#
# Changed 22Nov06: if called on an already-connected handler, just return the
# handler and do nothing more. Originally this condition raised an exception.
# We may want to change it yet again and call the block, if any.
#
def self.reconnect server, port, handler # :nodoc:
raise "invalid handler" unless handler.respond_to?(:connection_completed)
#raise "still connected" if @conns.has_key?(handler.signature)
return handler if @conns.has_key?(handler.signature)
s = connect_server server, port
handler.signature = s
@conns[s] = handler
block_given? and yield handler
handler
end
# Make a connection to a Unix-domain socket. This is not implemented on Windows platforms.
# The parameter socketname is a String which identifies the Unix-domain socket you want
# to connect to. socketname is the name of a file on your local system, and in most cases
# is a fully-qualified path name. Make sure that your process has enough local permissions
# to open the Unix-domain socket.
# See also the documentation for #connect. This method behaves like #connect
# in all respects except for the fact that it connects to a local Unix-domain
# socket rather than a TCP socket.
#
# Note that this method is simply an alias for #connect, which can connect to both TCP
# and Unix-domain sockets
#--
# For making connections to Unix-domain sockets.
# Eventually this has to get properly documented and unified with the TCP-connect methods.
# Note how nearly identical this is to EventMachine#connect
def self.connect_unix_domain socketname, *args, &blk
connect socketname, *args, &blk
end
# EventMachine#open_datagram_socket is for support of UDP-based
# protocols. Its usage is similar to that of EventMachine#start_server.
# It takes three parameters: an IP address (which must be valid
# on the machine which executes the method), a port number,
# and an optional Module name which will handle the data.
# This method will create a new UDP (datagram) socket and
# bind it to the address and port that you specify.
# The normal callbacks (see EventMachine#start_server) will
# be called as events of interest occur on the newly-created
# socket, but there are some differences in how they behave.
#
# Connection#receive_data will be called when a datagram packet
# is received on the socket, but unlike TCP sockets, the message
# boundaries of the received data will be respected. In other words,
# if the remote peer sent you a datagram of a particular size,
# you may rely on Connection#receive_data to give you the
# exact data in the packet, with the original data length.
# Also observe that Connection#receive_data may be called with a
# <i>zero-length</i> data payload, since empty datagrams are permitted
# in UDP.
#
# Connection#send_data is available with UDP packets as with TCP,
# but there is an important difference. Because UDP communications
# are <i>connectionless,</i> there is no implicit recipient for the packets you
# send. Ordinarily you must specify the recipient for each packet you send.
# However, EventMachine
# provides for the typical pattern of receiving a UDP datagram
# from a remote peer, performing some operation, and then sending
# one or more packets in response to the same remote peer.
# To support this model easily, just use Connection#send_data
# in the code that you supply for Connection:receive_data.
# EventMachine will
# provide an implicit return address for any messages sent to
# Connection#send_data within the context of a Connection#receive_data callback,
# and your response will automatically go to the correct remote peer.
# (TODO: Example-code needed!)
#
# Observe that the port number that you supply to EventMachine#open_datagram_socket
# may be zero. In this case, EventMachine will create a UDP socket
# that is bound to an <i>ephemeral</i> (not well-known) port.
# This is not appropriate for servers that must publish a well-known
# port to which remote peers may send datagrams. But it can be useful
# for clients that send datagrams to other servers.
# If you do this, you will receive any responses from the remote
# servers through the normal Connection#receive_data callback.
# Observe that you will probably have issues with firewalls blocking
# the ephemeral port numbers, so this technique is most appropriate for LANs.
# (TODO: Need an example!)
#
# If you wish to send datagrams to arbitrary remote peers (not
# necessarily ones that have sent data to which you are responding),
# then see Connection#send_datagram.
#
# DO NOT call send_data from a datagram socket
# outside of a #receive_data method. Use #send_datagram. If you do use #send_data
# outside of a #receive_data method, you'll get a confusing error
# because there is no "peer," as #send_data requires. (Inside of #receive_data,
# #send_data "fakes" the peer as described above.)
#
#--
# Replaced the implementation on 01Oct06. Thanks to Tobias Gustafsson for pointing
# out that this originally did not take a class but only a module.
#
def self.open_datagram_socket address, port, handler=nil, *args
klass = if (handler and handler.is_a?(Class))
raise ArgumentError, 'must provide module or subclass of EventMachine::Connection' unless Connection > handler
handler
else
Class.new( Connection ) {handler and include handler}
end
arity = klass.instance_method(:initialize).arity
expected = arity >= 0 ? arity : -(arity + 1)
if (arity >= 0 and args.size != expected) or (arity < 0 and args.size < expected)
raise ArgumentError, "wrong number of arguments for #{klass}#initialize (#{args.size} for #{expected})"
end
s = open_udp_socket address, port.to_i
c = klass.new s, *args
@conns[s] = c
block_given? and yield c
c
end
# For advanced users. This function sets the default timer granularity, which by default is
# slightly smaller than 100 milliseconds. Call this function to set a higher or lower granularity.
# The function affects the behavior of #add_timer and #add_periodic_timer. Most applications
# will not need to call this function.
#
# The argument is a number of milliseconds. Avoid setting the quantum to very low values because
# that may reduce performance under some extreme conditions. We recommend that you not set a quantum
# lower than 10.
#
# You may only call this function while an EventMachine loop is running (that is, after a call to
# EventMachine#run and before a subsequent call to EventMachine#stop).
#
def self.set_quantum mills
set_timer_quantum mills.to_i
end
# Sets the maximum number of timers and periodic timers that may be outstanding at any
# given time. You only need to call #set_max_timers if you need more than the default
# number of timers, which on most platforms is 1000.
# Call this method before calling EventMachine#run.
#
def self.set_max_timers ct
set_max_timer_count ct
end
# Gets the current maximum number of allowed timers
#
def self.get_max_timers
get_max_timer_count
end
# Returns the total number of connections (file descriptors) currently held by the reactor.
# Note that a tick must pass after the 'initiation' of a connection for this number to increment.
# It's usually accurate, but don't rely on the exact precision of this number unless you really know EM internals.
#
# For example, $count will be 0 in this case:
#
# EM.run {
# EM.connect("rubyeventmachine.com", 80)
# $count = EM.connection_count
# }
#
# In this example, $count will be 1 since the connection has been established in the next loop of the reactor.
#
# EM.run {
# EM.connect("rubyeventmachine.com", 80)